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

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(Cerise)
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| style="vertical-align:top;" | '''Miscellany'''
 
| style="vertical-align:top;" | '''Miscellany'''
 
| /9 on dex rolls for the scene from seeming blessing
 
| /9 on dex rolls for the scene from seeming blessing
 +
|}
 +
=Vorpal=
 +
{|
 +
| width="175px" style="vertical-align:top;" | '''Perception Pool'''
 +
| width="625px" | 6 dice with 8-again. +2 bonus to notice faerie things via Deep Kenning.
 +
|-
 +
| style="vertical-align:top;" | '''Initiative Modifiers'''
 +
| -1 Init via knives
 +
|-
 +
| style="vertical-align:top;" | '''Defense'''
 +
| 25 - Dex 9 + Brawl 6 + Wyrd 9 (sep4) + 1 (palewraith)
 +
|-
 +
| style="vertical-align:top;" | '''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.
 +
|-
 +
| style="vertical-align:top;" | '''Weapon(s)'''
 +
| Stabapple thorns, Hedgespun knife, meteor blade- Damage +1, Initiative -1. Iron hatchet- Damage +1, init -2.
 +
|-
 +
| style="vertical-align:top;" | '''Special Qualities?'''
 +
| Hatchet and Meteor Blade are hand forged iron.
 +
|-
 +
| style="vertical-align:top;" | '''Active Contracts'''
 +
| Wind 1 w/17 successes, three rolls banked- Separation 1 and 4, Elements 1 and 2, Calling The Guardian.
 +
|-
 +
| style="vertical-align:top;" | '''Hedgespun Stats'''
 +
| +5 to socialize from hedgespun/Crown.
 +
|-
 +
| style="vertical-align:top;" | '''Miscellany'''
 +
| Palewraith blessing, Charlatan's Crown is active.
 
|}
 
|}

Revision as of 00:49, 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 * Sorrow Frozored Heart 2: Reduce supernatural fear effects by Wyrd
HBC Stats Pfft.
Miscellany /9 on dex rolls for the scene from seeming blessing

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.
Hedgespun Stats +5 to socialize from hedgespun/Crown.
Miscellany Palewraith blessing, Charlatan's Crown is active.