Talk:King Charlie's Goals - 1

From Fate's Harvest
Jump to: navigation, search
Combat Summary Chart
Stage One: Intent
  • The players and the Storyteller describe what their characters want out of the fight.
  • Decide whether characters can surrender and can become Beaten Down.
Stage Two: Initiative
  • If the attacker springs an ambush or otherwise strikes when the defender isn’t able to counter, the defender rolls Wits + Composure contested by the attacker’s Dexterity + Stealth. If the defender fails, she doesn’t act on the first turn of combat and cannot apply Defense against attacks.
  • Everyone rolls Initiative: the result of a die roll + Dexterity + Composure. If the character has a weapon readied, apply its Initiative Modifier. If the character is wielding two weapons (say, a sword and shield) choose the higher of the two Initiative modifiers and add +1. This is the character's new modifier.
Stage Three: Attack
  • Unarmed Combat: Strength + Brawl vs. Defense
  • Melee Combat: Strength + Weaponry vs. Defense
  • Ranged Combat: Dexterity + Firearms
  • Thrown Weapons: Dexterity + Athletics vs. Defense
A character’s Defense is normally subtracted from any attack dice pools where it applies. If she chooses to Dodge, the defender rolls her Defense as a dice pool against each attack. Each success reduces the attacker’s successes by one. If the attacker is reduced to zero successes, the attack does nothing. If the attacker has successes remaining, add any weapon modifier to the number of successes to determine how many points of Health the target loses. All weapons deal lethal damage.
Stage Four: The ST has the player pose their actions, descriptive, but brief, while the next player declares an action and rolls it.

Possible Modifiers
  • Aiming: +1 per turn to a +3 maximum
  • All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense
  • Armor Piercing: Ignores amount of target’s armor equal to item’s rating
  • Autofire Long Burst: 20 or so bullets, no target limit pending Storyteller approval. A +3 bonus is applied to each attack roll; –1 per roll for each target after the first
  • Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus to each attack roll; –1 per roll for each target after the first
  • Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll
  • Concealment: Barely –1; partially –2; substantially –3; fully, see “Cover”
  • Cover: Subtract Durability from damage; if Durability is greater than weapon modifier, attack has no effect
  • Dodge: Double Defense, roll as a dice pool with each success subtracting one from the attacker’s successes
  • Drawing a Weapon: Requires instant action without a Merit and could negate Defense
  • Firing from Concealment: Shooter's own concealment quality (–1, –2 or –3) reduced by one as a penalty to fire back (so, no modifier, –1 or –2)
  • Offhand Attack: –2 penalty
  • Prone Target: –2 penalty to hit in ranged combat; +2 bonus to hit when attacker is within close-combat distance
  • Range: –2 at medium range, –4 at long range
  • Shooting into Close Combat: –2 per combatant avoided in a single shot (not applicable to autofire); –4 if grappling
  • Specified Target: Torso –1, leg or arm –2, head –3, hand –4, eye –5
  • Surprised or Immobilized Target: Defense doesn’t apply
  • Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may or may not apply, but Defense does apply
  • Willpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, or Composure) in one roll or instance



Template

Perception Pool What do you roll for perception? We may roll it for you as needed.
Initiative Modifiers Anything from your weapon/other traits
Defense Defense rating (+ any modifiers)
Armor Armor Bonus (i.e. 1/1 or 2/3 or...)
Weapon(s) Type (+Modifier)
Special Qualities? If your weapon does anything fancy, list it here.
Active Contracts Name them, and if you rolled exceptional, say so.
HBC Stats If you have a HBC with you, list its stats and abilities.
Miscellany Anything else which would affect combat, perception, or potentially let you negotiate.

Your Name Here

Perception Pool What do you roll for perception? We may roll it for you as needed.
Initiative Modifiers Anything from your weapon/other traits
Defense Defense rating (+ any modifiers)
Armor Armor Bonus (i.e. 1/1 or 2/3 or...)
Weapon(s) Type (+Modifier)
Special Qualities? If your weapon does anything fancy, list it here.
Active Contracts Name them, and if you rolled exceptional, say so.
HBC Stats If you have a HBC with you, list its stats and abilities.
Miscellany Anything else which would affect combat, perception, or potentially let you negotiate.

Logan

Perception Pool 9 +/9 from Trained Observer 1
Initiative Modifiers -5 (Rifle) +3 (Fast Reflexes 3)
Defense 8
Armor 1/3 (Kevlar vest)
Weapon(s) Rifle, Big Game + Bipod + Telescopic Thermal Sight; Hunting Knife; Cold Iron Rounds; quite a few others in +inv depending on what I take
Special Qualities? Shoots things real good!
Active Contracts Wind 1 - +3 Dex on next three rolls
HBC Stats N/A
Miscellany Hospitality's Hold 3, Potential 2, Rigid Mask

Duncan

Perception Pool 6 (Can sense shape of things in air at 50 yards w/ Communion)
Initiative Modifiers +0
Defense 11
Armor 1/3 (Kevlar) + 1 Summer + 1 (if Elements 2)
Weapon(s) Knife, Light Pistol
Special Qualities? Nada
Active Contracts Eternal Summer 1 and 3 (6 successes = +2 str, +1 sta), Communion (Air) 1, Elements 1 (Air, Water, Electricity)
HBC Stats Newp
Miscellany Has a fair bit of health. Survival, Firearms, Medicine adroitness from group pledge.

Dross

Perception Pool 7 (+2 if Leechfinger blessing applies)
Initiative Modifiers +1 (Fast Reflexes from group pledge)
Defense 5
Armor 1/0
Weapon(s) NA
Special Qualities? NA
Active Contracts Activated prior to scene: Smoke 2 (exceptional success). Activated during scene: Smoke 3 (exceptional success).
HBC Stats NA
Miscellany /9 on Stealth rolls. Kiss of Life. Shade 4
From group pledge: +1 adroitness to Survival, +1 adroitness to Occult, +1 Fast Reflexes

Franklyn ‘Glamour Battery’ Garreau

Perception Pool +roll/9=4+3 (Trained Observer 1) (+2 for Danger Sense)
Initiative Modifiers N/A!
Defense 7
Armor Kevlar Vest 1/3
Weapon(s) Light Pistol (Damage: +1, Range: Long, Capacity: Medium, Initiative: 0, Strength: 2, Size: 1)

Small Knife (Damage +0, Initiative 0, Strength 1, Size 1, Availability 1, Thrown (A))

Stun Gun - Ranged Version: Damage +0, Range Close, Capacity Medium, Initiative -1, Strength 1, Size 1, Slow, Stun

Mace (Damage +0, Range Close, Capacity Low, Initiative 0, Strength 1, Size 1, Slow)

Special Qualities? ...*cough* Cold Iron Rounds (for Light Pistol)
Active MAGIC STUFF Counter Magic: 2-dot version's power applies to all supernatural powers used against the Thaumaturge ... If the power is from the Wyrd, the Thaumaturge automatically rolls Wits + Occult (no willpower, no bonuses), and if this roll beats the activation roll of the power, they will detect the influx of foreign magic. It provides no indication of who used the power, what the power is, etc. Merely that it has been done. (As per HR)

Luck Magic: Exceptional Success; 3 rolls to get /9 and +1, so long as they adhere to Franky Not Fucking Up Too Badly. (More specific: surviving. It wouldn't make her tap dance any better, unless failure to tap dance good 'would result in injury to the character'. It'll probably apply to firearms or social combat OR SOMETHING, I DUNNO.).


Oh gosh, this was a terrible idea...

HBC Stats N/A
Miscellany Prof. Training 5 (/9 always or Rote w. WP on: Subterfuge, Persuasion, Expression); Inspiring; Trained Memory; Barfly; SL2: Expressive; Trained Observer 1; Indomitable 4; Hardy 2; Double Jointed; Lesser Adroitness: Firearms, Investigation, Occult, Subterfuge, Survival; Greater Adroitness: Manipulation, Fashionable Clothes (+3 to appropriate social rolls if you like human hipsters, OR JUST HUMANS), Military Surgery Kit (+2 to appropriate medicine rolls), misc. gewgaws (see +notes), other +inv crap TBC.

Week Pledge: Common Sense, Danger Sense.