Talk:King Charlie's Goals - 2

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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.

Cordy "Don't Call Me Cordelia" the rabbit

Perception Pool 10 dice, /8 from Trained Observer. Exceptional @ 3 on hearing with Kith bonus.
Initiative Modifiers +6
Defense 7
Armor 1 if Armor of the Elements is on
Weapon(s) PFFFFFTTTTTHHAHAHAHAHAAHHAHAHAHAHAno.
Special Qualities? It fails to exist. UNPARRYABLE.
Active Contracts Comm 1 Light, exceptional. Comm 1 Darkness. Elements 1: air, darkness, earth, electricity, fire, ice, light, metal, sand, stone, and water. Cleareyes bonus. Elements 2, Fire.
HBC Stats Cordy doesn't trust no nanimals.
Miscellany Speaks a lot of languages, knows a lot of random magic.

vervanE

Perception Pool 7 +2 for sources of life (Leechfinger)
Initiative Modifiers -4
Defense 6
Armor 2/3 (Flak jacket)
Weapon(s) Heavy Revolver; also a token that can cause the "victim" to regain Clarity (see below)
Special Qualities? When activated via a Wyrd roll, its bullets (when they pierce a subject) mimic Contracts of Lucidity at level 2.
Active Contracts Armor of the Elements Fury (Darkness)
HBC Stats I have a HBC but won't be bringing him on this journey.
Miscellany Kiss of Life, Burden of Life, Goblin Ward, Daunting Force, Shooter's Bargain, other stuff.

Uschi Buschi

Perception Pool +roll/8=4+4 (Trained Observer 3)
Initiative Modifiers n/a
Defense 7
Armor 1/1
Weapon(s) Knife, Hunting (Cold Iron), Knife, Hunting (Steel), Anything she can get her hand on (Roteater + Improvised Weaponry to 3).
Special Qualities? Cold Iron!
Active Contracts N/A
HBC Stats N/A
Miscellany Day Pledges - With FH: Adroitness: Subterfuge, Medial Blessing: Eidetic Memory

/9 to Stealth + Survival for scene (Farwalker Bonus).

Professional Training: /9 on Brawl, Subterfuge, Occult.

Reggie

Perception Pool +roll/8=4+4+1
Initiative Modifiers Nope.
Defense 8
Armor 2/2 Elements Air
Weapon(s) Heavy Pistol Damage 2.
Special Qualities? Bang bang.
Active Contracts Elements 2, Artifice 3 on Pistol
HBC Stats If you have a HBC with you, list its stats and abilities.
Miscellany Entitlement Bonus. Physical Stat to Social Pool.

Esther "Etsy" Swift

Perception Pool +roll/8=4+4 (Trained Observer 3)
Initiative Modifiers nuffink
Defense 8 + 6 (Separation 4, exceptional, lasts for scene)
Armor 0
Weapon(s) A Winning Smile
Special Qualities?
Active Contracts
  • Separation 5 (Exceptional)
  • Separation 4 (Exceptional)
  • Separation 1
  • Smoke 5
  • Smoke 2
HBC Stats
  • Mental Attributes: Intelligence 3, Wits 3, Resolve 2
  • Physical Attributes: Strength 1, Dexterity 3, Stamina 2
  • Social Attributes: Presence 2, Manipulation 3, Composure 2
  • Mental Skills: Academics 1, Investigation 3, Medicine 3
  • Physical Skills: Athletics 1, Brawl 2, Larceny 1, Stealth 1
  • Social Skills: Empathy 3, Expression 1, Intimidation 1, Persuasion 4, Subterfuge 3
  • Merits: Common Sense, Trained Observer 3, Eidetic Memory, Perfect Stillness
  • Willpower: 4 Initiative: 7 Defense: 3 Speed: 10 (Species Factor 6)
  • Health: 3
  • Wyrd: 3
  • Contracts: Hearth 4, Lost and Found 1, Eternal Spring 1
  • Glamour/per Turn: 12/3
  • Weapons/Attacks: TypeDamageRangeDicePoolSpecialBrawl (0)B — 3 — Claws/Bite (1)L — 4 —
Miscellany
  • Persuasion Scarthistle Activated
  • +3 from glamour spent on Persuasion
  • /9 on Persuasion (Flowering, always active)
  • Carrying roll-up mirrors in approved notes in a map case
  • Carrying mirror-bottomed bag also in notes
  • Deep Kenning 5
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.

Cordy "Don't Call Me Cordelia" the rabbit

Perception Pool 10 dice, /8 from Trained Observer. Exceptional @ 3 on hearing with Kith bonus.
Initiative Modifiers +6
Defense 7
Armor 1 if Armor of the Elements is on
Weapon(s) PFFFFFTTTTTHHAHAHAHAHAAHHAHAHAHAHAno.
Special Qualities? It fails to exist. UNPARRYABLE.
Active Contracts Comm 1 Light, exceptional. Comm 1 Darkness. Elements 1: air, darkness, earth, electricity, fire, ice, light, metal, sand, stone, and water. Cleareyes bonus. Elements 2, Fire.
HBC Stats Cordy doesn't trust no nanimals.
Miscellany Speaks a lot of languages, knows a lot of random magic.

vervanE

Perception Pool 7 +2 for sources of life (Leechfinger)
Initiative Modifiers -4
Defense 6
Armor 2/3 (Flak jacket)
Weapon(s) Heavy Revolver; also a token that can cause the "victim" to regain Clarity (see below)
Special Qualities? When activated via a Wyrd roll, its bullets (when they pierce a subject) mimic Contracts of Lucidity at level 2.
Active Contracts Armor of the Elements Fury (Darkness)
HBC Stats I have a HBC but won't be bringing him on this journey.
Miscellany Kiss of Life, Burden of Life, Goblin Ward, Daunting Force, Shooter's Bargain, other stuff.

Uschi Buschi

Perception Pool +roll/8=4+4 (Trained Observer 3)
Initiative Modifiers n/a
Defense 7
Armor 1/1
Weapon(s) Knife, Hunting (Cold Iron), Knife, Hunting (Steel), Anything she can get her hand on (Roteater + Improvised Weaponry to 3).
Special Qualities? Cold Iron!
Active Contracts N/A
HBC Stats N/A
Miscellany Day Pledges - With FH: Adroitness: Subterfuge, Medial Blessing: Eidetic Memory

/9 to Stealth + Survival for scene (Farwalker Bonus).

Professional Training: /9 on Brawl, Subterfuge, Occult.

Esther "Etsy" Swift

Perception Pool +roll/8=4+4 (Trained Observer 3)
Initiative Modifiers nuffink
Defense 8 + 6 (Separation 4, exceptional, lasts for scene)
Armor 0
Weapon(s) A Winning Smile
Special Qualities?
Active Contracts
  • Separation 5 (Exceptional)
  • Separation 4 (Exceptional)
  • Separation 1
  • Smoke 5
  • Smoke 2
HBC Stats
  • Mental Attributes: Intelligence 3, Wits 3, Resolve 2
  • Physical Attributes: Strength 1, Dexterity 3, Stamina 2
  • Social Attributes: Presence 2, Manipulation 3, Composure 2
  • Mental Skills: Academics 1, Investigation 3, Medicine 3
  • Physical Skills: Athletics 1, Brawl 2, Larceny 1, Stealth 1
  • Social Skills: Empathy 3, Expression 1, Intimidation 1, Persuasion 4, Subterfuge 3
  • Merits: Common Sense, Trained Observer 3, Eidetic Memory, Perfect Stillness
  • Willpower: 4 Initiative: 7 Defense: 3 Speed: 10 (Species Factor 6)
  • Health: 3
  • Wyrd: 3
  • Contracts: Hearth 4, Lost and Found 1, Eternal Spring 1
  • Glamour/per Turn: 12/3
  • Weapons/Attacks: TypeDamageRangeDicePoolSpecialBrawl (0)B — 3 — Claws/Bite (1)L — 4 —
Miscellany
  • Persuasion Scarthistle Activated
  • +3 from glamour spent on Persuasion
  • /9 on Persuasion (Flowering, always active)
  • Carrying roll-up mirrors in approved notes in a map case
  • Carrying mirror-bottomed bag also in notes


Ex-Soundless Marc and Scullybug

Perception Pool 7
Initiative Modifiers Anything from your weapon/other traits
Defense 5
Armor 0
Weapon(s) Unarmed
Special Qualities? my what?
Active Contracts Separation 5, Fleeting Autumn 3, Smoke 2
HBC Stats
  • Creature's Name: Scully
  • Mien: A ladybug! Tiny and pretty! But her little black face has gold marks on it like wire-rim glasses, and her wings look remarkably like a labcoat.
  • Attributes: Int 5, Wit 4, Res 4, Str 0, Dex 2, Sta 1, Pre 1, Man 1, Comp 3
  • Skills: Investigation 4, Medicine 4, Occult 2, Science 4, Stealth 5, Survival 1, Empathy 2, Socialize 2
  • Merits: Encyclopedic Knowledge 2, Danger Sense 2, Trained Observer 3, Eidetic Memory 2
  • Contracts: Hearth 4, Reflection 1, Four Directions 1
  • Wyrd: 3
  • Size: 1
  • Defense: 2
  • Initiative: 5
  • Speed: 2
  • Willpower: 7
Miscellany
  • PT 5: Asset Skills (9-again): Empathy, Investigation, Persuasion
  • Persuasion Specs: Good Cop, Complete Conviction
  • Manip + Subterfuge = 7 with specs in Plausible Bullshit and Utter Bullshit
  • Deep Kenning 5
  • Indomitable 5