![]() Traits: Dexterity + Brawl Difficulty: +1 Accuracy: Normal Damage: Strength +1 These ratings may be modified further at the Storyteller's discretion, increasing in damage and/or difficulty as the maneuver increases in complexity. The base attack is at +1 difficulty and inflicts the attacker's Strength +1 in damage. Kick: Kicks range from simple front kicks to aerial spins. Traits: Strength + Brawl Difficulty: Normal Accuracy: Normal Damage: None At that time, both combatants roll resisted Strength + Brawl actions the subject remains immobilized (able to take no other action) until she rolls more successes than the attacker does. On a successful roll, the attacker holds the target until the subject's next action. Hold: This attack inflicts no damage, as the intent is to immobilize rather than injure the subject. Traits: Dexterity + Melee Difficulty: +1 Accuracy: Normal Damage: Special A botch usually means the attacker drops her own weapon or is struck by her target's weapon. If successes rolled exceed the opponent's Strength score, the opponent takes no damage but is disarmed. If successful, the attacker rolls damage normally. Traits: Strength + Brawl Difficulty: Normal Accuracy: Normal Damage: Strengthĭisarm: To strike an opponent's weapon, the attacker must make an attack roll at +1 difficulty (typically 7). If the escaping character has more successes, she breaks free if not, the characters continue to grapple in the next turn. To escape a clinch, make a resisted Strength + Brawl roll against the opponent. No other actions are allowed until one combatant breaks free. A combatant can inflict Strength damage automatically or attempt to escape the clinch. In each subsequent turn, combatants act on their orders in the initiative. In the first turn, the attacker may roll Strength damage. Traits: Dexterity + Brawl Difficulty: Normal Accuracy: Normal Damage: Strength +1Ĭlinch: On a successful attack roll, the attacker goes into a clinch with the target. A claw attack inflicts aggravated damage (if Feral Claws) or lethal damage (if a Vicissitude-constructed weapon). A few other supernatural creatures, such as werewolves, also have claws. Traits: Dexterity + Brawl Difficulty: Normal Accuracy: +1 Damage: Strength +1Ĭlaw: This attack is available only to vampires with the Protean power of Feral Claws or who construct bone spurs with the Vicissitude power of Bonecraft. Following the Kiss, a vampire may, if she chooses, lick the puncture wound of the Kiss closed, thereby removing any evidence that she has fed. ![]() Upon connecting with a Kiss, the vampire may begin to drain the victim's blood at the normal rate, and the victim is typically helpless to resist (see p. A Kiss is resolved in the same way as a normal bite, but inflicts no health levels of damage. On the turn following the successful attack, the player may declare the bite attempt and make a roll using the modifiers below.Īlternatively, a player can declare her vampire's bite to be a "Kiss" attack. To use a bite attack, the vampire must first perform a successful clinch, hold or tackle maneuver (see below). A bite maneuver is a "combat" bite, intended to cause damage rather than drain blood. As always, drama and excitement take precedence over rules systems.īite: This maneuver is available only to vampires (or other supernatural creatures with sharp teeth, such as werewolves). It is typically lethal, though clubs and other blunt instruments inflict bashing damage.ĭifficulty and damage for these maneuvers may be modified at the Storyteller's discretion, depending on the combat style the character uses. The damage inflicted by melee attacks depends on the weapon type (see the Melee Weapons Chart, p. All hand-to-hand attacks inflict bashing damage unless stated otherwise. This is simply a listing of the common maneuvers used in close combat feel free to develop your own moves (with the Storyteller's approval). ![]() ![]() Underworld Campaign Quick Reference - Close Combat Online Record - White Wolf's World of Darkness ![]()
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