score three cumulative consecutive successes
wins. On Turn #1, Maxine rolls two successes, and her opponent
rolls one. Maxine has one success in the contest; she levers
the Nosferatu's arm down ever so slightly. On Turn #2, the Nosferatu
scores two successes, and Maxine scores none. The Nosferatu not
only canceled out Maxine's "stored" success, but got
one of his own; he powers his arm back to the neutral position,
then bends Maxine's arm over a little. This battle will seesaw
back and forth until one or the other wins.
Drama
The nocturnal world of a vampire is a cauldron of danger, mystery
and terror. The following section presents some common quandaries
faced by vampires, as well as rules to resolve them.
Time
____Time,
in Vampire, is fluid. It is measured in terms of turns, scenes
and stories.
____Turn: A turn usually lasts about three seconds. It is
used when adjudicating dramatic situations involving split-second
decisions and actions, such as combat. In one turn, each character
can take one action, unless he has the Discipline of Celerity.
____Scene: A scene is a sequence of events in roughly the same
time and place. So, a brutal back-alley brawl and a soiree at
the prince's mansion both constitute a scene, even though the
party lasts longer than the fight.
____Story: A story is an entire sequence of events in which
the characters take part. It has a plot, a climax and a resolution.
____Example:
In the movie Star Wars, each swing of Obi-wan's/Darth Vader's
lightsabers took a turn; the scene in the Death Star garbage
disposal took, appropriately enough, a scene; and the entire
movie was a story.
Initiative
____Sometimes
it's important to know who acts first. A vampire who gets the
jump on her opponent is said to have the initiative.
____To
determine initiative, compare Traits in this order:
____Hunter's
Instinct (activated)
____Advanced
Celerity (activated)
____Basic
Celerity (activated)
____Highest
Physical
____Highest
Mental
____Ties:
Roll one die; the highest roll wins. Keep rolling until the tie
is resolved.
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____Example:
Devil Jack the Gangrel attacks a monstrous Gangrel vampire of
the Sabbat. Both have activated Hunter's Instinct. Neither has
Celerity, so the Storyteller compares Devil Jack's and the Sabbat
vampire's Physical Traits. Both have Physical Traits of 4. Comparing
Mental Traits, the Storyteller sees that Devil Jack has a Mental
Trait of 3, while the Sabbat vampire has a Mental Trait of 1.
Devil Jack attacks first. If the Sabbat vampire had had a Mental
Trait of 3, the Storyteller and Devil Jack's player would have
simply rolled a die, with the highest roll acting first.
____All
extra actions gained via Celerity come after everyone has taken
their first actions. Initiative of extra actions is determined
normally.
Combat
____Vampires
are masters of manipulation and subtlety, preferring to win battles
through indirect means. Every now and then, though, a vampire
is forced into combat - to take down resistant prey, to defend
herself from a blood-hungry anarch, or simply to eliminate a
centuries-old rival once and for all.
____Combat
is conducted in three-second turns. It uses the task system already
established; initiative is determined normally, and most combat
actions are considered Physical tasks. There are two basic types
of combat: hand-to-hand and ranged.
Hand-to-Hand
____Hand-to-hand
combat is conducted with fists, natural weaponry (claws or fangs),
or weapons. Initiative is determined normally. Attacks are resolved
in order of initiative. Each turn, a combatant may choose to
strike, grab or dodge.
____-Strike: The attacker rolls Physical (difficulty 4). The
combatant being attacked automatically defends (also Physical,
difficulty 4). If the attacker scores a number of successes equal
to or exceeding the defender's roll, he has successfully struck
the defender.
____-Grab:
The attacker rolls Physical (difficulty 4). The combatant being
attacked automatically defends (also Physical, difficulty 4).
If the attacker's Physical Trait equals or exceeds the defender's
Physical Trait, or the attacker has a higher level of Potence
Discipline than the defender, the defender is grabbed. Each turn
thereafter, the attacker may automatically inflict damage, and
the defender is trapped until he successfully strikes and inflicts
damage on the attacker, in this or a subsequent turn. Furthermore,
if the grabbing attacker is a vampire, he may choose to forego
his automatic damage and instead bite his prey. A bite inflicts
only one Health Level of damage, but thereafter the vampire may
begin draining Blood Levels from the victim's body at the rate
of one per turn.
____-Dodge:
Actively dodging takes an action - the dodging party may not
do anything else, even attack, this turn. However, the dodging
combatant gains +2 to her Physical roll
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