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Combat and Systems
COMBAT SYSTEM: 3rd EDITION
 pg 207 in the book for any clarifications you need

INITIATIVE: (INITS) this determines the order of combat turns
Roll 1-10 sided die, add the total from this 1 die to your Dexterity+Wits pool, this is your *Inits* total for one round of combat, so that's Dexterity+Wits+1d10 total

DECLARE
Declare what BP's you are spending, ie: 1 bp for Celerity, 1bp for feral claws, 1 bp for additional stamina etc. Then: in reverse order (lowest number to highest) declare what actions your charector is going to take.

CLOSE COMBAT
Use Dexterity+Brawl (unarmed) or Dexterity+Melee (armed)
RANGED COMBAT
Use Dexterity+Firearms (guns) or Dexterity+Athletics (thrown weapons)
RESOLUTION
In combat, each success you score beyond the first one adds to your damage pool one die.
SOAK
Roll Stamina+Fortitude for bashing (halve damage after the soak roll) and lethal damages.  Roll Fortitude only for aggravated damages.

DAMAGE TYPES
Bashing: consists of punches,kicks, blunt trauma
Lethal: Mortals cannot soak leathal dammies, such as gunshots and knife wounds
     (Note that firearms inflict bashing damage on Vampires unless the head is targeted)
Aggravated: Fire, sunlight, teeth and claws of supernatural beings

MELEE WEAPONS
Weapon          Difficulty         Damage
Sap                6        Str+1
Club                4        Str+2
Knife            4        Str+1
Sword            6        Str+2
Axe                6        Str+3
Stake to stake thru heart, diff:9, must inflict 3 health levels of damage    

CLOSE COMBAT MANEUVERS
Maneuver    Roll            Accuracy        Difficulty        Damage
Bite            Dex+Braw        +1            6        Str+1 A*
Block        Dex+Brawl        Spec        6        Reduces attack suc.
Claw        Dex+Brawl                    6        Str+1 A*
Clinch        Str+Brawl                    6        Str carries over
Disarm        Dex+Melee                    7        Spec.
Dodge        Dex+Dodge        Spec        6        Reduces attack suc.
Hold            same as Clinch
Kick            Dex+Brawl                    7        Str+1
Parry        Dex+Melee        Spec        6        Reduces attack suc.
Strike        Dex+Brawl                    6        Str
Sweep        Dex+Brawl or Melee            7        Str causes knock down
Tackle        Str+Brawl                    7        Str+1 causes knock down
Weapon Strike  Dex+Melee                    Varies    See Weapon chart
*A=Aggravated damage

MULTIPLE ACTIONS
pg 209 in 3rd Edition
If you declare multiple actions, subtract dice from the first dice pool equial to the total number of actions taken.  Each subsequent action loses an additional die (cumulative).  If a character performs only defensive actions in a turn, use the appropriate block, dodge or parry system.  Dammages are rolled on each action, adding the successes from the attack, minus one die into the dammies pool.  Potence is also added to each damage roll.

CLARIFICATION ON BASHING DAMMIES
pg 217 in 3rd Edition:
"Mortals may soak bashing damage with their stamina, while vampires may also soak bashing damage with their stamina (+fortitude if  they have that discipline).  However, any bashing damage applied to a vampire after the soak roll is halved (round fractions down)--the Kindreds corpselike bodies simply don't bruise and break like the kine's."

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Disciplines

NONE OF YOUR OUT OF CLAN DISCIPLINES CAN EXCEED
YOUR LOWEST LEVEL IN CLAN DISCIPLINE

Explanation: Skippy the Wonder Malkavian has Auspex 4, Obfuscate 3 and Dominate 2.  He can buy up to level 2 of any other discipline, but until he buys Dominate up to level 3, he cannot buy any more out of clan disciplines.

Your FIRST LEVEL of a clan discipline that you did not take during creation must be taught to the character.  Subsequent levels can be learned independently.  The idea is that a vampire gets his disciplines from his blood and they are inherent to his clan.  So what of the non clan ones?

You cannot buy ANY level of non clan disciplines (excluding Celerity*, Potence* and Fortitude*) without training.

*Physical Disciplines may be purchased without training, but non clan disc. cannot exceed in level your lowest clan disc. rating.  You must however RP out learning the physical ones, a leech just does not wake up one evening to find they have Potence now, first the vamp has to be aware a Disc. even exhisits, then they must practice it at least a week.

Learning non-clan or first level Disciplines:
You can get training in disciplines from anyone who has at least the level you wish to learn.  Learning disciplines is an extended process in which you accululate successes over time until you acheive enough to purchace the official dot.  Trainer and student should RP the learning process (unless you have mentor dots and an ST has agreed that your NPC mentor has the neccessary skill to teach it to you).  

The student then rolls Intelligence once per week (diff: 8 minus teacher's Instruction rating) until the required successes are accumulated.  You must accumulate a number of successes equal to the level of the discipline you are trying to learn times 5 (5 success for a level 1 discipline, 10 success for a level 2 discipline, etc).  You CAN spend WP for an additional success.  A botch means your accumulated successes fall back to 0 and you can't learn the discipline for 12 weeks minus Wits rating.  You can continue to study the Discipline and make your weekly rolls but you will not get your official dot until 12 weeks after the botch, even if you accumulate the needed successes.  If you accumulate all your successes before that time simply RP continuing to study until the 12 weeks are up then buy the dot.

Send the logs of your Intelligence rolls along with your weeklies (clipped and pasted at the end please, no attached file logs).   An ongoing record of extended rolls will be kept on file and updated weekly.  Your current accumulated successes will be noted in your XP E-mail.  

Note to Thaumaturgy and Necromancy students:  Learning rituals is also an extended learning process and follows the same basic procedure as that for learning non-clan disciplines.  An ST will deterime the difficulty and success requirements for your rituals based on the conditions under which you are studying them.  (Mastering rituals is never a trouble free process.  The enthusiastic apprentice learning from some stolen notes in an empty railroad car is likely to have a much harder time and more accidents than the fortunate student with an experienced instructer and a fully stocked laboratory.)

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Inactive Charater Ruling As Of April 2, 1999

If a character is not played within a six week period, that character must be either retired or resubmitted.

A character is considered inactive when he or she has not attended any Special Event, submitted a weekly, or made an IC post for that week.  (Don't count on your character getting credit for playing just because they appear in someone else's post or weekly.  Your weeklies show that you are an active and interested player even if you don't expect to recieve XP for that week.)

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Merits And Flaws

The following flaws are not acceptable for DbN:
Nightmares (overused and doesn't play well online)
Feeding Restriction (except for Ventrues of course)
Deep Sleeper (just plain does not work in online gaming)
Enemy (the ST's will provide plenty of these anyway )

The following flaws are limited and need good explanation in your background and ST approval:
Spirit Magnet
Haunted
Dark Fate

The following will only work if your Sire is also a PC in the game and the appropriate conditions are met:
Infamous Sire
Insane Sire
Sire's Resentment
Diabolical Sire

The following merits are not permitted at the current time:
Iron Will
True Faith
Precocious

REMEMBER, MERITS AND FLAWS MUST BE ACCOUNTED FOR IN YOUR CHARACTOR HISTORY AND THE ST'S MAY ASK YOU TO CHANGE THEM IF THEY SEE ANY OF THEM AS UNSUITABLE. Please list the book and page any merit/flaw you are using is from on your CS.

Other Notes

On the subject of Secondary Traits:
They must be purchased at the same cost as regular traits,
HOWEVER when using a secondary trait difficulty on the roll is reduced by 1 per every dot you have in that trait.
gXh

On the subject of character creation:
No starting WillPower over level 7 please.
Generation 9 or higher for all starting vamps unless ST gives approval otherwise.
All Numina for mortals must have ST approval and be accounted for in the characters background.
Accepting: Anarchs/Independants, Cammies and Sabbies
::NO::
Samedi (need ST approval)
Assasins
Settites (need ST approval)
Giovanni Vampires (ghouls and Mortals with ST approval)
Were-creatures
Fae/Changlings
Clan Gangrel is currently closed 5/15/01

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