Once everyone sets who is going when, then the real combat begins. On your primary turn you may take any action you would normally, this includes the use of disciplines etc. On Extra Actions, you may not activate disciplines, spheres, arcanoi, or any other powers. Firearms can only be used to a max of their RoF in a round and can be reloaded on an Extra Action but not fired to the point of exceeding the weapons’ limit (you become faster than the gun).
Most characters only get 1 action per round. To handle this vs splitting dice, we opted not to split dice and instead allow for a natural defense. Since attackers get additional damage for accuracy (anything above 3 to hit you goes straight into damage), even if you do not completely avoid an attack it will still lessen the impact.
Your Defense = Dexterity (+Celerity), Athletics, Dodge, MartialArts, Entropy (Active), Correspondence (Active) at diff 8 /2
Celerity, Rage, Time Sphere, Pandemonium, & Wayfare can all grant a character additional actions. In the event you have extra actions, you will find that they are evenly distributed through the round instead of just being tacked on at the end. We believe this to be better balanced, especially in a multiple player / multiple actions combat.
!brawl (name) (attack) (target) makes you attack and damage with your hands, claws, teeth, whatever. Brawling is the art of using one’s body in order to cause damage. Punching, Kicking, Clawing, and Biting are all forms of brawl. Each manuever has it’s own difficulty, damage, and soak resistance. Punching for example is much easier to soak than Clawing (even if it’s not Agg), and is easier to accomplish than a Kick but does a bit less damage.
Brawl looks for (to hit): Dexterity + Brawl + MartialArts + NatWeapons (on certain moves: Claw, Bite, Tail) + Do (on certain moves: Punch, Kick, Choke) + Entropy (Active)
Brawl looks for (to damage): Strength + Potence + Forces (Active) + Prime (Active). In addition, if the roll got more than 3 successes over the target’s defense, it adds the rest of those dice directly into damage.
!melee (name) (weapon) (target) makes your character use the given weapon in combat. It uses the difficulties for damage and the weapon stat for additional damage from a saved list. Melee is used when using a weapon to strike someone. Anything from a chair leg to a katana is considered a weapon.
Each weapon has it’s own difficulty, damage, and soak resistance. Daggers are very easy to deal damage with, though they are easier to resist if the character is armored than say a katana.
Melee looks for (to hit): Dexterity + Melee + Do (on certain weapons: Staff, Katana) + WeaponStyle + Entropy (Active)
Melee looks for (to damage): Strength + Potence + Forces (Active) + Prime (Active). In addition, if the roll got more than 3 successes over the target’s defense, it adds the rest of those dice directly into damage.
!firearms (name) (weapon) (shots) (target) fires whatever weapon you have chosen up to three times (assuming the gun will fire that many times). Keep in mind that RoF makes the weapon lose 1 die and add 1 diff for each shot after the first.
Firearms looks for (to hit): Dexterity + Firearms + StyleShooting + Entropy (active)
Firearms looks for (to damage): Weapon Damage + Accuracy Overage + Forces (active) + Prime (active)
Defense is automatically applied to each attack now. Both as a static dodge/avoidance and as a soak. Soaking takes into account Forces (active), Matter (active), Life (active) as well as Fortitude, Stamina, and Armor (active). Prime (active) adds to the soak pool for magical sources.
There are 3 types of damage to worry about. Bashing, Lethal, and Agg.
If the damage done is Bashing, Vampires take half (rounded up) of whatever was dealt. Bashing will not kill anyone, even mortals. However, damage beyond Incapacitated then starts to convert to Lethal instead.
Lethal damage is usually caused by pointy things. Mortals, Mages, Mummies, Changelings… all have trouble healing this type without some form of assistance.
Agg is bad. Agg is very hard for any type to heal. Mortals almost never take Agg and when they do, it’s considered permanent unless some intervention happens.
Some characters may take different types of damage from the same attack source, depending on creature weakness, which is why we have it set up this way. Example: HIT Mark sprays an area with silver ammo. Vampires take the damage as Bashing. Mages take Lethal. Werewolves take Agg.