Difference between revisions of "Talk:King Charlie's Goals - 3"

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(will actually put in my own numbers once i reboot)
(Teagan Green)
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|-
 
|-
 
| style="vertical-align:top;" | '''Initiative Modifiers'''
 
| style="vertical-align:top;" | '''Initiative Modifiers'''
| +1 (Fast Reflexes)
+
| +3-2 (Fast Reflexes, Baby the Machete)
 
|-
 
|-
 
| style="vertical-align:top;" | '''Defense'''
 
| style="vertical-align:top;" | '''Defense'''
| 7
+
| 8 (Defensive Combat)
 
|-
 
|-
 
| style="vertical-align:top;" | '''Armor'''
 
| style="vertical-align:top;" | '''Armor'''
| 1/1
+
| 1/1 (Summer
 
|-
 
|-
 
| style="vertical-align:top;" | '''Weapon(s)'''
 
| style="vertical-align:top;" | '''Weapon(s)'''
| Knife, Hunting (Cold Iron), Knife, Hunting (Steel), Anything she can get her hand on (Roteater + Improvised Weaponry to 3).
+
| Machete (Token), Machete (Cold Iron)
 
|-
 
|-
 
| style="vertical-align:top;" | '''Special Qualities?'''
 
| style="vertical-align:top;" | '''Special Qualities?'''
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|-
 
|-
 
| style="vertical-align:top;" | '''Active Contracts'''
 
| style="vertical-align:top;" | '''Active Contracts'''
| N/A
+
| Smoke 2, Smoke 3, Smoke 5, Elements 2 (Fire)
 
|-
 
|-
 
| style="vertical-align:top;" | '''HBC Stats'''
 
| style="vertical-align:top;" | '''HBC Stats'''
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|-
 
|-
 
| style="vertical-align:top;" | '''Miscellany'''
 
| style="vertical-align:top;" | '''Miscellany'''
| '''Day Pledges''' - With the FH: Adroitness Brawl, Subterfuge, Survival. With CB: Shiv +2, Fast Reflexes +1.
+
| '''Day Pledges''' - With the FH: Adroitness: Weaponry, Stealth, Subterfuge
  
/9 to Stealth + Survival for scene (Farwalker Bonus).
+
/9 to Stealth (Darkling) and Subterfuge (Shadowsoul)
  
Professional Training: /9 on Brawl, Subterfuge, Occult.
+
Harbinger Blessing is not yet used.  
 
|}
 
|}
  

Revision as of 02:40, 13 January 2018

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.

Ashe

Perception Pool 8
Initiative Modifiers -2
Defense 9
Armor 2/3
Weapon(s) Rondel +2
Special Qualities? Does Aggravated to True Fae
Active Contracts None
HBC Stats Attributes:

Intelligence 2, Wits 4, Resolve2 Strength 0 Dex 4 Stamina 2 Presence 2, Manipulation 2, Composure 3

Skills: Mental Investigation 2, Occult 3

Physical: Athletics 4,Larcey 3, Stealth 5

Social: Animal Ken 1, Persuasion 3, Socialize 2, Subterfuge 1

Wyrd 3

Glamour 14/14 Defense 4 Initiative 7 Size 1 Speed 5 (+ Species Factor 5) 10 Willpower 5/5 Health 3

Merits: Perfect Stillness 1 Trained Observer 3 Eidetic Memory 2 Language 1 (Gaelic) Language 1 (Latin) Language 1 (Aramaic)

Contracts: Hearth 2 Communion (Air) 4.

Miscellany Black Apple stuff

Cerise

Perception Pool 7, 8-again.
Initiative Modifiers N/A
Defense 6
Armor N/A
Weapon(s) Knife, Melee
Special Qualities? Does Aggravated to True Fae
Active Contracts
HBC Stats
Miscellany Perception: Aura Reading, Trained Observer 3, Combat: Biokineses, Telekinesis. Boons, Previous: Empathy+1 (Adroitness). Boons, new: Wits +1 (Adroitness),

Neirin

Perception Pool 7
Initiative Modifiers Nothing but the 6 on my +sheet.
Defense 4 (can spend 1 glamour to add wyrd to dodge)
Armor 1/0 (reinforced clothing)
Weapon(s) Violin
Special Qualities? I made it myself
Active Contracts
HBC Stats Pfft.
Miscellany
  • /9 on dex rolls for the scene from seeming blessing
  • Wits + Expression + Wyrd vs Resolve + Wyrd to get people distracted and non-fighty and oh also follow me :V
  • Also carrying three bottles of Scotch and a carton of cigarettes and a lighter and a couple boxes of matches. :P

Vorpal

Perception Pool 6 dice with 8-again. +2 bonus to notice faerie things via Deep Kenning.
Initiative Modifiers -1 Init via knives
Defense 25 - Dex 9 + Brawl 6 + Wyrd 9 (sep4) + 1 (palewraith)
Armor 4/5, full riot gear + helmet + armor of the elements. If attacked in melee- 10B immediately and 30' knockback. 5L on contact to successful melee attackers.
Weapon(s) Stabapple thorns, Hedgespun knife, meteor blade- Damage +1, Initiative -1. Iron hatchet- Damage +1, init -2.
Special Qualities? Hatchet and Meteor Blade are hand forged iron.
Active Contracts Wind 1 w/17 successes, three rolls banked- Separation 1 and 4, Elements 1 and 2, Calling The Guardian w/10 successes and 9 charges, all exceptional.
Hedgespun Stats +5 to socialize from hedgespun/Crown.
Miscellany Palewraith blessing, Charlatan's Crown is active.

C.B. "I Hate the Hedge" Alexander

Perception Pool 7
Initiative Modifiers +1 from being an electrobro (aka Levinquick) +2 Fast Reflexes (boon from day pledge with Uschi)
Defense 5
Armor 1/0 (Reinforced clothing)
Weapon(s) Heavy Pistol (normal); Heavy Pistol (Hedgespun); Crowbar
Special Qualities? Hedgespun pistol: Heavy Pistol, 2L, Size 1, Durability 3, delivers Toxicity +6 poison on hits (2 dots), -1 Durability on targets (1 dot)

Cold iron bullets in normal pistol. Crowbar: Bonus +2, Durability 3, Size 2, Structure 4, Availability 1 This crowbar is made of hand-wrought iron, and therefore not only cuts through fae armor/defenses, it also does aggravated damage to True Fae. On it is a maker's mark reading <RJC>.

Active Contracts Armor of the Elements Fury; Wind 1 (Exceptional Success) - +11 to next 3 Dex rolls apparently :P
HBC Stats Yossarian: Mental Attributes: Intelligence 3, Wits 3, Resolve 2

Physical Attributes: Strength 1, Dexterity 3, Stamina 3 Social Attributes: Presence 2, Manipulation 2, Composure 2 Mental Skills: Academics 3, Investigation 3, Science 1, Occult 2 Physical Skills: Athletics 1, Brawl 2, Larceny 2, Stealth 3, Survival 2 Social Skills: Intimidation 2, Subterfuge 2, Animal Ken 1 Merits: Encyclopedic Knowledge (2), Fast Reflexes 1, Trained Observer 1, Eye for the Strange (2), Eidetic Memory (2), Multilingual (1 - German/French, presuming he can also speak English) Willpower: 4 Initiative: 6 Defense: 4 Speed: 10 (Species Factor 6) Health: 3 Wyrd: 3 Contracts: Dream 1, Omen 3, Den 2

Miscellany Token: The Chrome Plated Megaphone of Destiny

Type: Token Level: 3 Name: The Chrome Plated Megaphone Of Destiny* Mask: An unremarkable megaphone, looks like it’s been around the block a little. Mien: A megaphone that looks like it’s made of polished chrome. When spoken into, the insides light up in a color befitting the emotion of the speaker (something along the lines of WoD aura colors). Action: Instant Power: When activated, the token offers the user a supernatural enhancement to their powers of persuasion (+3 on Persuasion-based rolls). It can only be used for one roll, once per scene. Drawback: Any unsuccessful roll (failure) is turned into a dramatic failure, and the target(s) turns actively hostile to the user of the megaphone.

Catch: For 24 hours, all Persuasion-based rolls take -3.

Other relevant “persuasive” contracts: Riot; Sight of Truth and Lies

FH non-member pledge: Greater Adroitness: Dexterity; Day Pledge with Uschi-Buschi: Fast Reflexes +2 (+2 to init) and Adroitness: Firearms.

/9 on dex rolls for the scene from seeming blessing

Teagan Green

Perception Pool +roll/8=4+4 (Trained Observer 3)
Initiative Modifiers +3-2 (Fast Reflexes, Baby the Machete)
Defense 8 (Defensive Combat)
Armor 1/1 (Summer
Weapon(s) Machete (Token), Machete (Cold Iron)
Special Qualities? Cold Iron!
Active Contracts Smoke 2, Smoke 3, Smoke 5, Elements 2 (Fire)
HBC Stats N/A
Miscellany Day Pledges - With the FH: Adroitness: Weaponry, Stealth, Subterfuge

/9 to Stealth (Darkling) and Subterfuge (Shadowsoul)

Harbinger Blessing is not yet used.

Uschi Buschi

Perception Pool +roll/8=4+4 (Trained Observer 3)
Initiative Modifiers +1 (Fast Reflexes)
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 the FH: Adroitness Brawl, Subterfuge, Survival. With CB: Shiv +2, Fast Reflexes +1.

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

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