Rage against the dying of the light.
- One point stunt: +2 to dice pool
- Two point stunt: +2 to dice pool, one automatic success and one point of willpower
- Three point stunts: +2 to dice pool, 2 automatic successes and two points of willpower (this can raise willpoer above the character’s limit)
Common Combat Dice Pools
- Join Battle: Wits + Awareness (plus 3 successes to determine
- Withering attack pool: Dexterity + (Combat Ability) + weapon’s
- Decisive attack pool: Dexterity + (Combat Ability)
- Parry: ([Dexterity + (Brawl, Martial Arts, or Melee)] / 2,
round up) + weapon’s defense.
- Evasion: ([Dexterity + Dodge] / 2, round up) – armor’s
- Rush pool: Dexterity + Athletics
- Disengage pool: Dexterity + Dodge
Step One: Roll (Dexterity + [relevant combat Ability] + weapon’s accuracy and any other modifiers) against a difficulty of the target’s Defense (see p. 194). If the roll produces fewer
successes than the target’s Defense, it fails.
Step Two: If the attack succeeds, determine its raw damage. Raw damage is an attack’s damage rating before soak (see p. 194) is subtracted. Raw damage is usually calculated as (attacker’s Strength + weapon’s damage value + threshold successes on attack roll in Step One.) A few weapons, such as firewands and crossbows, omit Strength from this calculation—see Chapter Nine.
Step Three: Subtract target’s soak from the attack’s raw damage. This cannot produce a result lower than the weapon’s Overwhelming rating (see p. 580). Roll a dice pool equal to whatever damage remains after soak. Unlike decisive attacks, the Double 10s rule does apply to withering damage rolls.
Step Four: First, you gain one point of Initiative simply for landing a successful withering attack. Then count up the successes on the damage roll. Subtract that amount from the target’s Initiative, and add it to your character’s Initiative.
Step One: Roll (Dexterity + [relevant combat Ability] + any modifiers) against a difficulty of the target’s Defense. You do not add your weapon’s accuracy to this roll. If the roll fails, and your current Initiative is 1-10, your character loses 2 Initiative. If it’s 11+ and the attack fails, your character loses 3 Initiative.
Step Two: If attack is successful, roll your current Initiative value as a dice pool. The Double 10s rule (p. 183) does not apply to this roll. If your target has Hardness (p. 195) equal to or greater than your damage pool in this step, you inflict no damage but your attack is still considered a success; proceed to Step Four.
Step Three: Count up the successes on the Initiative roll. Apply that many levels of damage to the target’s Health Track. This damage will be bashing or lethal, as determined
by the weapon used (see p. 195).
Step Four: If the attack was successful, reset your character’s Initiative value to 3 (also known as “Resetting to base value.”)
- Battle groups enjoy a bonus to their attack rolls, raw damage, Magnitude (see below), and soak equal to their Size .
- Drill effects the morale of the battle group and reduces the likelihood of the battle group breaking when it looses magnitude.
- Might describes the measure of supernatural a battle group has.
- Battles groups never get double 10s.
- Battle groups can only make withering attacks.
- Battle groups can direct a full attack to everyone in range.
- Damage is applied to the health track of the player if their initiative is below 0.
- Damage from withering attacks is directly applied the battle groups to their magnitude.
- Decisive attacks against battle groups apply damage to its Magnitude, and inflict one additional level of automatic damage per four damage dice rolled (round up).
- A battle groups initiative cannot be modified.
- A successful attack on a battle group grants 1 initiative only.
- Moving through a battle group costs 1i per turn.
- Magnitude = (number of health levels of the average fight) + Size
- If a character causes a battle group to lose a point of Size or to dissolve, she gains an Initiative Break bonus (p. 193), just as though she’d sent an opponent into Initiative Crash.
- After a battle group looses all its magnitude it must take a rout check , if it passes extra damage is rolled over.
- Once a battle group loses all their magnitude, it is dissolved. The battle group may well reform at a later date, if so the players can attempt to slaughter them.
- The unit can be commanded .
- Attribute increase: current rating x 4
- Non-Caste/Favored Ability: current rating x 2 increase
- Caste/Favored Ability: (current rating x 2)- 1 increase
- New Ability: 3
- Specialty: 3
- Purchased Merit: new rating x 3
- Willpower: 8
- Solar Charm: 10 (8 if in a Caste or Favored Ability)
- Martial Arts Charm: 10 (8 if Brawl is a Caste or Favored Ability)
- Spell: 10 (8 if Occult is a Caste or Favored Ability)
- New Evocation: 10