Aileen “I’ll Paint Them When I Retire” Miles, for succumbing to the evil boxed sets with lots of tiny toys.Larry “Is This Not Awesome?” Snelly, for deeming his artists’ work acceptable.Matt “Whipping Boy” Milberger, for thinking he was done with being a whipping boy., for living next to the good, the bad and the ugly well, just the bad and the ugly., for impressing the local ninjas with her rock-climbing prowess., for ten straight hours of conference-room lunacy., for showing his true colors just after the famed L.S. Controversy., for playtesting anything and everything thrown at him.Andrew “Oops” Bates, for letting people know that he can draw and not predicting the consequences.Heartiest apologies to Rob Hatch for leaving his name out of the writing credits for. You can call your off now, Rob.Publisher.Imprint:Published:Pages:116Year:Publication #:WW 03206Reference #:PDF:Price:Print: $14.99Digital: $8.99World of Darkness: Combat is a covering expanded rules and statistics for all games. Cara hapus file temp windows 10. Along with having charts for weapons not covered in the corebooks, it also offers a system for creating a unique fighting style for each character based on both real and World of Darkness-based methods. It's Time to Beat Some Heads In! Designed for use with all five World of Darkness Games, including, this book is an invaluable reference for and ready to get into a no-holds-barred battle.
The recourse of knights and peasant levies, melee weapons are used in man-to-man cmobat. They range from the simplest club to the most expertly crafted sword. Most need no instruction, but some of the more esoteric include:. Bastard Sword: A long (roughly three-foot) blade, intended for one or two-handed use.
Great Sword: With a blade four to six long, these two-handed weapons are lethal but unwieldy. They cannot be used from horseback. Morning Star: Similar to a mace but with the head connected by the haft to a chain, allowing extra damage but also increase danger to the wielder. (On a botch, the weapon either becomes entangled or strikes the wielder.). Bow, Short: A small weapon, three or four feet long, intended for hunting. It may be used from hroseback (most frequently by Saracen cavalry).
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Bow, Long: A powerful, six-foot-long weapon intended for war. It may not be used from horseback. Lance: A long, heavy spear intended for use from horseback. The most common cavalry weapon, used to charge opposing infantry or calvary. Lance, Compound: Another Saracen weapon, this is a light and usually hollow lance. It is easier to handle, but it inflicts less damage than its more solid cousins. It is also likely to break when someone else uses it.
Saber: A one-handed sword, roughly three feet long, intended for use from horseback.Damage: A number of dice used to determine damage and its type. B = Bashing, L = Lethal, A = Aggravated.Conceal: A rough estimate of how easily the weapon or piece of armor can be concealed in clothing. P = may be concealed in a pouch; C = in loose clothing (e.g. A tunic); L = in a long cloak; N = may not be concealed.Min. Str: The minimum Strength required to use the weapon or armor.Range: For ranged weapons, the distance (in yards) to which the weapon can be used without penalty.
In most conditions, the weapon can be fired at a target at up to twice this distance at a +2 difficulty penalty.2 Hand: The weapon must be used two-handed.Fragile: The weapon is prone to breaking. After an attack with it (successful or not) the player rolls a die: on a result of 5 or higher, the weapon breaks and is useless.
Melee WeaponsAxes WeaponDamageConcealMin. Str.NotesHatchet (melee)Str + 3LC2Hand AxStr + 5LL3Battle-AxStr + 6LN32 HandBlunt Weapons WeaponDamageConcealMin.
Str.NotesClubStr + 1BC1CudgelStr + 1BC1MaceStr + 1BL1Morning StarStr + 3BL1Difficulty +1; may strike user on botchWarhammerStr + 5BN3Difficulty +1; 2 handBlades WeaponDamageConcealMin. Str.NotesKnifeStr + 1LP1DaggerStr + 1LC1Difficulty -1SaberStr + 2LL3BroadswordStr + 4LN2Bastard SwordStr + 5LN3 (4 one-handed)May be used one or two-handedGreat SwordStr + 6LN4Difficulty +1; 2 handLong Weapons (no penalty against mounted targets) WeaponDamageConcealMin. Str.NotesJavelinStr LN2PitchforkStr + 1LN12 HandSpear (one-handed)Str + 1LN2Difficulty +1Spear (two-handed)Str + 3LN12 HandStaffStr + 2BN1PoleaxStr + 6LN3Difficulty +1; 2 HandLance, light6 or Str LN2FragileLance8 or Str LN3FragileLance, compound9 or Str LN4FragileRanged weaponsMissile Weapons WeaponDamageConcealMin. Str.NotesBow, Long4LN41 turn to reloadBow, Short2LL21 turn to reloadCrossbow, Light2LL22 turns to reloadCrossbow3LN23 turns to reloadCrossbow, Heavy4LN44 turns to reloadSling5BC21 turn to reloadThrown Weapons WeaponDamageRangeConcealMin. Str.NotesKnifeStr L15 yardsC2+1 difficultyHatchetStr +1L20 yardsC2+1 difficultyJavelinStr +2L50 yardsN2SpearStr +1L40 yardsN2RockStr B40 yardsP2.
Contents DescriptionMuch like their counterparts in other media, these come in as many different shapes and forms as there are peoples on the planet; more in fact, since some of the horrific aberrations caused to some by the Curse are found in no human race. There are, however, a number of traits common to all World of Darkness vampires: they both fear and are harmed by sunlight and fire, possess powers beyond those of normal humans, and require the ingestion of blood in order to survive.History Most of the known history of vampires in the World of Darkness comes from the ancient tome. This volume tells of how when Abel was killed by his jealous brother, God marked him with a great Curse. Caine then walked the world for a time before using the powers of his blood to develop the vampiric abilities known as Disciplines.After spending many years alone, Caine grew weary of his solitude, but found that by using the power of his blood he could create more like himself.
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He proceeded to create (or Embrace as the process is known by the Kindred) a trio of others to keep him company throughout the long ages, and these three beings became known as the. Caine and his three Childer then went on to create a great metropolis called the wherein humans and vampires lived in harmony but the Second Generation were not content with their lot and created thirteen children of their own, the Third Generation, or as they later came to be known.This did not work out well, as the Third Generation began to plot and feud amongst themselves, bringing chaos to The City of Enoch and eventually resulted in the deaths of all three of the Second Generation. The Book of Nod tells that God saw this and was unhappy, and so sent a great flood to Earth which wiped out most of the human population and destroyed the city.After the deluge Caine disappeared from recorded history, although the Third Generation (now known as the Antediluvians as they predated the Great Flood) survived and each went on to sire their own Childer, the groups which would in time come to be known as Clans.
Armor adds its rating to the character’s soak dice pool against bashing damage, lethal damage, and aggravated damage from fangs and claws. It does not protect against fire or sunlight. However, armor also subtracts a number of dice from dice pools related to bodily coordination and agility (most Dexterity-based dice pools). This is reflected in the penalty listing.The penalties listed seem excessive, to put it mildly. I've interacted with police officers wearing full riot gear and while they'd be incapable of doing cartwheels, I can assure you that their Dexterity+Brawl pools weren't significantly affected by their armour. I second what TidyGamer said, and would add that it is merely a penalty; a very well trained officer with an average Dex could probably still pull off some decent to amazing moves (assuming Dex 2 and an ability of 4 or 5 would still leave them with a die pool of 3 or 4 dice if they were in Full Riot Gear). Also they can still spend willpower for an auto success, so even the clumsiest oaf could still manage if their life depended on it.The problem with the math is that Jane Cop has a Dexterity of 3 ('Good') and a Brawl Skill of 3 ('Competent'), for a 6 dice pool.
She loses 4 dice when in riot gear, leaving her 2 dice to attack. On average, against a target number of 6, she scores 1 success. One success is trivial to dodge, block or counter. Even if she spends a point of Willpower, it's still a terribly weak attack. Riot cops are NOT lame in hand-to-hand combat. They're ruthlessly efficient. Their armour shouldn't (IMO) affect them at all.
So is the consensus that the phrasing in V20 is misleading and should instead say something like this instead?' However, armour also subtracts a number of dice from Dexterity-based dice pools if the action demands extreme flexibility or freedom of movement. Combat pools are unaffected, as armour is designed to be used in this manner.' I'd apply the penalty for armor in plenty of combat situations where finesse is necessary. You want to whip out a poisoned dagger and stab someone in the back while wearing full plate?
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Gonna be a penalty. Throwing shuriken? Fighting like Errol Flynn? Dodging pretty much anything without going prone? Penalty applies.It would probably help this thread a great deal if you used whatever specific situation is in question before trying to apply a patch to the rules broadly. IMO Armor shouldn't effect attacking rolls all that much. The dice pool penalty from wearing Armor should be negated if your Strength and Stamina, added together, are a certain value.
So a weedy teenager who gets out of breath from a few minutes of running will find that Riot Gear has a huge impact on her dice pools, but a fully trained combat veteran will barely be affected.So your (Strength + Stamina)/2 (round up) is subtracted from the dice pool penalty from Armor. That means someone with Strength 4 and Stamina 4 will work normally in a Suit of Armor or in Riot Gear. However this mitigative effect only effects combat rolls. Balancing on a tight rope, for example, will still be impacted, as will parkour or running for a prolonged period. The problem with the math is that Jane Cop has a Dexterity of 3 ('Good') and a Brawl Skill of 3 ('Competent'), for a 6 dice pool.
She loses 4 dice when in riot gear, leaving her 2 dice to attack. On average, against a target number of 6, she scores 1 success. One success is trivial to dodge, block or counter. Resident evil demo download. Even if she spends a point of Willpower, it's still a terribly weak attack. Riot cops are NOT lame in hand-to-hand combat. They're ruthlessly efficient. Their armour shouldn't (IMO) affect them at all.Full Riot Gear is only a -3 penalty and it wouldn't apply to unarmed combat unless she was trying to be a ninja striking at pressure points or something equally agile.
It woudn't get in her way for shooting or slamming weapons into someone, but it might apply if she was trying to make particularly difficult called shots on someone. As I said before, the rules say most, not all. The problem with the math is that Jane Cop has a Dexterity of 3 ('Good') and a Brawl Skill of 3 ('Competent'), for a 6 dice pool. She loses 4 dice when in riot gear, leaving her 2 dice to attack.
On average, against a target number of 6, she scores 1 success. One success is trivial to dodge, block or counter.
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Even if she spends a point of Willpower, it's still a terribly weak attack. Riot cops are NOT lame in hand-to-hand combat. They're ruthlessly efficient. Their armour shouldn't (IMO) affect them at all.The problem with your example (other than the incorrect penalty) is a matter of tactics, police in riot gear generally form up in a phalanx and are pushing up against protestors leaving them less options to dodge, and the armor combines with shield and reducing the ability to surround the officers insures most assailants will have great difficulty dealing damage (and most assailants are spending more time attacking than trying to dodge). The riot police may be less effective at landing the blow, but when it does it hurts (also having the added benefit of leaving the target less able to defend from future blows) as their Dexterity pool may be lower, but they have the full force of their strength. They also use other crowd control methods such as tear gas, water hoses, rubber bullets, etc to augment the effectiveness of the riot police while hampering the offense and defense of assailants and reduce or eliminate the numerical advantage the assailants in a riot generally have.So what does that mean for our armored example Jane Cop?
Jane would be at a dice pool of 3 (assuming the ST said the armor penalty is to all dexterity based dice pools including combat) to attack, if she were smart she would wait until after her opponent had attacked (thus preventing them from aborting their action to make a defensive maneuver) we'll say she scores 1 success as in the example above then she does damage based on the weapon (since she's using a weapon strike). I would say a riot baton is basically a club and would do Strength +2 Bashing damage, which the target would have to roll Stamina to soak (assuming average numbers this means the damage pool will be between 4 and 5 while the soak pool is going to be 2 or 3); while a similar blow to Jane would be soaked at her Stamina + 5 (an average soak pool of 7 or 8). Jane is basically choosing to go with armor and win the war of attrition, her opponent might hit more often, but is much less likely to do damage, and as they take wounds they become even less capable of attacking or defending themselves. That's not to say Jane can't lose the fight (after all in the real world police are injured regularly during riots) but she has the advantage in the long run.If Jane really wanted to get nasty she could target the thug's head (+2 difficulty, +1 damage and damage is lethal) she may need the willpower to hit (or get lucky), but if she does assuming the target is a normal mortal they don't get to soak at all (since mortals can't soak lethal damage with Stamina) and with average ratings that means between 5 and 6 dice of damage, no soak; ruthlessly efficient indeed.
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