In Vampire, combat mechanics have been made in such a way to highlight the drama violent conflict can bring to a story without diminishing the dark reality behind it. This is to give both the feeling of dynamic, vicious, combat, while still allowing for the spectacular elements that vampires bring to it.
The summary below has been reworded from what is described into V20 Core to give a clearer explanation of how combat functions.
Before anything can take place, we need to be aware of who managed to act first. This is why whenever a combat encounter beings, all characters will roll for initiative: a sum of their wits + dex dots added to a single d10. (For ease of use, the command v.init RATING
can be sent instead of a regular roll.) The values of all the characters involved are put into order, and those who rolled highest will act first. In the event of a tie, the character with a higher initiative rating goes first.
Since everything is more or less happening at the same time, combat is divided into a series of parts: stages, turns, and rounds.
A round is when everyone in the initiative order has gone. In other words, once everyone takes their turn, a round has been completed.
As such, a turn is what rounds are divided into. When it’s your time to act, that would be your turn.
Stage are the two parts turns are divided into: Action and Resolution.
An action is anything that requires a dice roll, such as an attack and many disciplines. The resolution is resolving the effects of your action, if there were any.
You are able to split your dice pool to accomplish multiple actions during a round. See the system reference page for more information on how that works.
What difficulty do I roll at?
Unless a difficulty is outright stated, it will always be a default of 6.
Generally, turns will go as follows:
- Declare free actions, such as movement or blood expenditure
- Take an action
- Dexterity + Brawl for unarmed attacks
- Dexterity + Melee for melee weapon attacks
- Dexterity + Athletics for thrown ranged weapons
- Dexterity + Firearms for guns and ballistic weapons
- Resolve the action
- If an attack hit, the attacker rolls damage equal to strength + potence + weapon damage + any additional successes past the first on the attack roll. A minimum of one damage is always dealt, even if the roll is failed.
- The target rolls to Stamina + Fortitude to soak the damage. Mortals can only soak bashing damage, Vampires can soak bashing (after halving the initial value) and lethal. Aggravated can only be soaked with dots of Fortitude.
When your turn comes up, you can really attempt whatever you’d like as long as it’s within the realm of possibility, according to the Storyteller. Though, unless you want to something specific, you are generally choosing between the options listed below.
Of course, not everything done during combat is going to require you to dedicate your entire action. Free Actions are:
This includes healing, buffing attributes, and some disciplines.
Healing while taking another action requires a successful Stamina + Survival roll versus difficulty 8. Failure means any blood spent is lost without effect, while botching will result in both that blood loss and receiving an additional health level of damage.
If an ability requires spending more blood to active than you can per turn (limited by your generation), you would still need to wait until the required amount has been spent. This might require waiting 2-3 rounds, depending on the ability in question.
Anyone knocked prone can devote their turn to standing without a roll. Those wanting to stand while doing something else will have to take multiple actions.
A character can move up to half their total running speed (20 + [3x Dexterity] yards/meters) per turn without any penalty.
Drawing a blade or reloading a magazine can be accomplished without issue if nothing else is done that turn. Readying a weapon and acting in the same turn (such as drawing a pistol and firing) requires a Dexterity + Melee/Firearms roll versus difficulty 4.
Any discipline that requires a dice roll is considered an action, as are any that state they require an action to use in their description (such as Feral Claws). Those that don’t can be done for free.
Combat maneuvers are what make up the bulk of combat in Vampire. These include both melee and ranged attacks, and defensive actions such as blocking or dodging. See the list of combat maneuvers listed below for specifics.
There are three types of damage tracked: bashing (/), lethal (X), and aggravated (*). These are applied to a character’s health track, starting at ‘bruised’.
A higher level of damage are always applied at the top of the track, shifting the rest down. Meaning: if a character has taken 3 bashing [/][/][/][ ][ ][ ][ ] and then takes 1 lethal (X), it would be applied as: [X][/][/][/][ ][ ][ ].
Sustaining damage that overflows the health track causes the lowest form of damage currently taken to upgrade in severity. So, someone with 7 bashing [/][/][/][/][/][/][/] who sustains another level of bashing (/) would record it as: [X][/][/][/][/][/][/].
Wounded characters will have a dice penalty to their rolls depending on the amount of damage sustained. See the system reference page for the table.
For easier tracking, all character profiles managed by Caine will automatically update their health track accordingly through v.damage heal
and v.damage take
.
Bashing damage is blunt force trauma, such as punches, the use of a club, or throwing someone through a wall. This is always marked as a forward slash (/) on the health track.
Everyone can soak bashing damage when it’s taken, though because vampires are more resilient then mortals, any bashing they received is halved after rolling for soak. Firearms are also considered bashing against Kindred targets, unless circumstance dictates otherwise.
Only mortals with a full health track of bashing will fall unconscious.
Lethal damage is caused by almost anything meant to draw blood, whether that’s a sword or firearm. This is always recorded as an X on the health track.
Only vampires can resist lethal damage. Mortals sustaining any lethal damage past ‘hurt’ will require medical treatment to repair the wounds sustained, and take the time listed on page 286 of the core rulebook to heal.
Vampires whose health track reaches ‘incapacitated’ with a full health track of lethal will be put into torpor.
Important
Any attacks targeting the head will always inflict lethal damage instead of bashing.
Aggravated damage originates from supernatural sources. A vampire’s fangs, a lupine’s claws, and sunlight are all examples of being a source of aggravated, which is marked on the health track with an asterisk (*).
Only supernatural creatures can sustain aggravated damage. Mortals suffering from such things will always apply the damage as lethal.
Vampires can only soak aggravated damage with the use of Fortitude.
A full health track of aggravated will cause Final Death, the vampire’s corpse quickly crumbling to ash.
All weapons carried must be declared before initiative is rolled if they’re to be used during a fight. Armor will not be counted unless prepared in advance (so you can’t spontaneously be wearing a Kevlar police vest).
Armor adds dice to your character’s soak pool against all damage types (except fire and sunlight), though most with a penalty to Dexterity-based actions. It isn’t indestructible, though, and will break if a single attack equals twice the armor’s rating.
Class | Example | Armor Rating | Penalty |
---|---|---|---|
Class One | Reinforced clothing | 1 | 0 |
Class Two | Armor T-shirt | 2 | 1 |
Class Three | Kevlar vest | 3 | 1 |
Class Four | Flak jacket | 4 | 2 |
Class Five | Full riot gear | 5 | 3 |
Given a lack of natural weapons, it’s a given both Kindred and Kine alike would want to be carrying something to defend themselves with. All weapons have the following statistics:
Damage: the pool rolled for damage.
Conceal: what type of clothing is needed to hide the weapon, whether that’s a pocket (P), jacket (J), trench coat (T), or it can’t be hidden (N).
Ranged weapons will also have the following:
Range: the practical shot range in yards/meters. Firing at twice that distance is doable at an increase difficulty (8)
Rate: the max amount of shots or three-round bursts that can be fired in a single turn. Does not apply to full-auto or spray attacks.
Capacity: the amount of ammunition a weapon can hold. +1 indicates one held in the chamber, ready to fire.
Important
The weapons listed on the charts below are the only we’ll be using. Meaning, the use of an ornate dagger will use the stats of a knife, and a table-leg the stats of a club.
Weapon | Damage | Conceal |
---|---|---|
SapB | Strength +1 | P |
ClubB | Strength +2 | T |
Knife | Strength +1 | J |
Sword | Strength +2 | T |
Axe | Strength +3 | N |
StakeP | Strength +1 | T |
B Denotes a blunt object; blunt objects inflict bashing damage unless targeted at the head
P May paralyze a vampire if driven through the heart
Type | Example Weapon | Damage | Range | Rate | Capacity | Conceal |
---|---|---|---|---|---|---|
Revolver, Lt. | SW Bodyguard (.38 Special) | 4 | 12 | 3 | 6 | P |
Revolver, Hvy. | Ruger Redhawk (.44 Magnum) | 6 | 35 | 2 | 6 | J |
Pistol, Lt. | HK USP (9mm) | 4 | 20 | 4 | 15+1 | P |
Pistol, Hvy. | Springfield XDM (.45 ACP) | 5 | 25 | 3 | 13+1 | J |
Rifle | Beretta Tikka T3 (30.06) | 8 | 200 | 1 | 3+1 | N |
SMG, Small* | Glock 18 (9mm) | 4 | 20 | 3 | 17+1 | J |
SMG, Large* | HK MP5 (9mm) | 4 | 50 | 3 | 30+1 | T |
Assault Rifle* | FN SCAR (5.56mm) | 7 | 150 | 3 | 30+1 | N |
Shotgun | Remington 870 (12-Gauge) | 8 | 20 | 1 | 5+1 | T |
Shotgun, Semi-auto | Benelli M4 Super 90 (12-Gauge) | 8 | 20 | 3 | 6+1 | T |
Crossbow** | n/a | 5 | 20 | 1 | 1 | T |
**The crossbow is included for characters who wish to try staking an opponent. Crossbows require five turns to reload. Unless the crossbow is aimed at the head or heart, it inflicts bashing damage on Kindred. It inflicts lethal damage versus mortals.
Combat would be pretty boring if it was a giant slugfest the entire time, which is where maneuvers come in! Both melee and ranged maneuvers will have the following information:
Traits: The attribute + ability pool rolled
Accuracy: the amount of dice added to the roll to hit a target
Difficulty: modification of the base difficulty of the attack, which is normally 6
Damage: the dice pool rolled for damage
Aiming for a specific location increases the difficulty of the attack, though will add extra damage dice and could potentially avoid hitting where a target is armored.
Target Size | Difficulty | Damage |
---|---|---|
Medium (limb, briefcase) | +1 | No modifier |
Small (hand, head, cellphone) | +2 | +1 |
Precise (eye, heart, lock) | +3 | +2 |
Combat doesn’t come without some hindrances. Below are some of the most common:
- Blinded: Add two dice to attack rolls made against a blinded target. Furthermore, blind characters are at +2 difficulty on all actions, and ranged actions can’t be taken at all.
- Dazed: If (after soak) the total number of successes in a damage roll is greater than a mortal’s stamina, or a vampire’s stamina + 2, the target is dazed and must spend their next turn shaking off the effects.
- Immobilization: all attacks against a struggling but immobilized target are made with +2 dice.
- Knockdown: When knocked down, the target can roll Dexterity + Athletics. On a success, they manage to get right back up, though failure will require their next turn being spent getting back to their feet. Botches will incur additional situational penalties.
- Stake Through Heart: Staking a vampire is difficult, though if managed will render them completely paralyzed. Mental disciplines can still be used, though they are unable to move or spend blood. The ‘stake’ used must be made of wood, otherwise you’ll just piss them off.
(A): The maneuver inflicts aggravated damage.
(C): The maneuver carries over on successive turns.
(K): The maneuver causes knockdown.
(R): The maneuver reduces an opponent’s attack successes.
Maneuver | Traits | Accuracy | Difficulty | Damage |
---|---|---|---|---|
Bite | Dex + Brawl | +1 | Normal | Str +1 (A) |
Block | Dex + Brawl | Special | Normal | None (R) |
Claw | Dex + Brawl | Normal | Normal | Str +1 (A) |
Clinch | Str + Brawl | Normal | Normal | Str (C) |
Disarm | Dex + Melee | Normal | +1 | Special |
Dodge | Dex + Athletics | Special | Normal | None (R) |
Hold | Str + Brawl | Normal | Normal | None (C) |
Kick | Dex + Brawl | Normal | +1 | Str +1 |
Parry | Dex + Melee | Special | Normal | None (R) |
Stake | Dex + Melee | Normal | 9 | Str+1 |
Strike | Dex + Brawl | Normal | Normal | Str |
Sweep | Dex + Brawl/Melee | Normal | +1 | Str (K) |
Tackle | Str + Brawl | Normal | +1 | Str +1 (K) |
Weapon Strike | Dex + Melee | Normal | Normal | Weapon |
Alternatively, a player can declare her vampire’s bite to be a “Kiss” attack. A Kiss is resolved in the same way as a normal bite, but inflicts no health levels of damage. Upon connecting with a Kiss, the vampire may begin to drain the victim’s blood at the normal rate, and the victim is typically helpless to resist. Following the Kiss, a vampire may, if she chooses, lick the puncture wound of the Kiss closed, thereby removing any evidence that she has fed.
- Traits: Dexterity + Brawl
- Difficulty: Normal
- Accuracy: +1
- Damage: Strength +1
- Traits: Dexterity + Brawl
- Difficulty: Normal
- Accuracy: Normal
- Damage: Strength +1
- Traits: Strength + Brawl
- Difficulty: Normal
- Accuracy: Normal
- Damage: Strength
- Traits: Dexterity + Melee
- Difficulty: +1
- Accuracy: Normal
- Damage: Special
- Traits: Strength + Brawl
- Difficulty: Normal
- Accuracy: Normal
- Damage: Strength
- Traits: Dexterity + Brawl
- Difficulty: +1
- Accuracy: Normal
- Damage: Strength +1
- Traits: Dexterity + Melee
- Difficulty: 9
- Accuracy: Normal
- Damage: Strength +1
- Traits: Dexterity + Brawl
- Difficulty: Normal
- Accuracy: Normal
- Damage: Strength
- Traits: Dexterity + Brawl/Melee
- Difficulty: +1
- Accuracy: Normal
- Damage: Strength; knockdown
- Traits: Strength + Brawl
- Difficulty: +1
- Accuracy: Normal
- Damage: Strength +1
Maneuver | Traits | Accuracy | Difficulty | Damage |
---|---|---|---|---|
Automatic Fire | Dex + Firearms | +10 | +2 | Special |
Multiple Shots | Dex + Firearms | Special | Normal | Weapon |
Strafing | Dex + Firearms | +10 | +2 | Special |
3-Round Burst | Dex + Firearms | +2 | +1 | Weapon |
Two Weapons | Dex + Firearms | Normal | +1/off-hand | Weapon |
- Traits: Dexterity + Firearms
- Difficulty: +2
- Accuracy: +10
- Damage: Special
Note that difficulties for combatants who are both under cover are cumulative. If one combatant is prone and one is behind a wall, attacks staged by the prone character are at +2 difficulty, while attacks staged by the character behind the wall are also at +2 difficulty.
Cover Type | Difficulty Increase | Accuracy |
---|---|---|
Light (lying prone) | +1 | +10 |
Good (behind wall) | +2 | Special |
Superior (only head exposed) | +3 | +10 |
- Traits: Dexterity + Firearms
- Difficulty: Normal
- Accuracy: Special
- Damage: Weapon type
Dodge rolls against strafing are at +1 difficulty.
- Traits: Dexterity + Firearms
- Difficulty: +2
- Accuracy: +10
- Damage: Special
Dodge rolls against strafing are at +1 difficulty.
- Traits: Dexterity + Firearms
- Difficulty: +1
- Accuracy: +2
- Damage: Weapon type
Dodge rolls against strafing are at +1 difficulty.
- Traits: Dexterity + Firearms
- Difficulty: +1/off-hand
- Accuracy: Normal
- Damage: Weapon type