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Vampire: the Masquerade - New York by Night OOC Thread
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<blockquote data-quote="Catulle" data-source="post: 893340" data-attributes="member: 9942"><p>You'll get yours... just you wait <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>On to the example (bear with me; this could take a while) -</p><p></p><p><strong>Stage One: Initiative</strong></p><p> - <em>Roll Initiaive (d10+dex+wit).</em> Max rolls and adds 6, while Nikolai rolls and adds 9 (his dex is boosted to 7 with blood IIRC). Both subtract one for their Kevlar... Results are Max 13, Nikolai 16.</p><p> - <em>Everyone declares their actions.</em> We'll keep simple for now; Nikolai's going to blast Max with the shotgun, Max is going to wrestle the gun away from the Tremere. Because of the initiative, Nikolai will take his action first.</p><p> - <em>Declare multiple actions, discipline activation and willpower expenditure.</em> Sticking with the 'simple' plan, Max will activate Celerity by spending a blood point (it'll be 'on' next round). On his part, Nikolai will spend blood to increase his strength (he wants to hang on to his gun!). He'll spend one point (as he now thinks he'll want to use Thaumaturgy next round and doesn't want to risk a frenzy himself just yet). With these adjustments, Max's blood pool is 8, Nikolai's is 6.</p><p></p><p><strong>Stage Two: Attack</strong></p><p> - Nikolai with the shotgun... dex/firearms yields 9 dice (8 dice post-armour penalty), rolled at difficulty 4 for point blank (note that Max could now abort his action to a dodge by rolling willpower at dificulty 6). The bones come up 10,10,8,6,5,5,3,1 (lightning reflexes won't reroll 10s here) = 5 successes.</p><p></p><p><strong>Stage Three: Resolution</strong></p><p> - A shotgun does 8 base damage; 4 successes from the attack are added as damage dice; 12 damage dice against difficulty 6 come up 9,8,8,7,7,6,6,5,3,2,2,1 = 6 damage.</p><p> - Max rolls soak; stamina of 2 plus 3 for his kevlar vest; 5 dice, also at difficulty 6 come up 9,7,5,3,3 = 2 soak successes.</p><p> - 5 total damage is inflicted, though because it's from a gun, immortal lords of the night like Max (yeah, right!) halve it and then round down (if applicable); 2 health levels.</p><p></p><p>We then run through stages 2 and 3 for every action in the turn. Though, that said, we shoul give Max a frenzy test for having been physically provoked (diff 8, due to his Brujah clan flaw) - self control 4 gets 10,8,7,4 = 2 successes - good for 2 turns (this and next) before he frenzies.</p><p></p><p><strong>Stage Two: Attack</strong></p><p> - Max's disarm; dex/brawl at diff 7; dice pool 3 (-1 for the armour) = 2 dice, 10,4 = 1 success.</p><p></p><p><strong>Stage Three: Resolution</strong></p><p> - Disarming requires the standard damage check; if 'damage' exceeds the target's str, than the disarm occurs. If not, the attaker's SOL... Str 2 yields 2 dice - 6,6 plus one potence is 3 successes (enough to beat Nikolai's str of 2 (due to blood)). Bye-bye shotgun...</p><p></p><p></p><p></p><p>So he needs to spend blood to not be incapacitated?</p><p></p><p>And Nik would probably Dodge in addition to attacking, so he'd have a penalty of 2 dice on the shot(s), 3 dice on the Dodge, right?</p><p>If Max hits, it's (I'll assume) STR +1 lethal, in addition to his successes on DEX+Brawl maybe, so avg of 3 damage vs. Nik's soak of 2+3 Kevlar armor = 5 --> maybe 1 damage on avg gets thru?</p><p></p><p>This is modified by Nik's Dodging, and/or Max's Celerity of 2 and Potence of 1 adding to the mix.</p><p></p><p>But once Nik touches Max with Thaumaturgy level 2 power, isn't the fight over?</p><p>Max loses so much blood virtually guaranteed (10 dice, difficulty of 5, avg of 5 successes, Max must spend 5 blood points to fuel his physical powers AND must resist Frenzy now with difficulty of + 5), that he'll Frenzy and be a clumsy fighter.</p><p></p><p>What I don't know is exactly what happens when Nik shoots him again, making Max (for sure) incapacitated if the first blast(s) didn't.</p><p>Doesn't a vamp pretty much HAVE to heal himself with blood if that happens?</p><p>And doesn't that take like a full round?</p><p>And he won't have any blood left then.... so what happens then?</p><p></p><p></p><p></p><p>(be right back - I have to run a pack game for a couple of hours...)</p></blockquote><p></p>
[QUOTE="Catulle, post: 893340, member: 9942"] You'll get yours... just you wait ;) On to the example (bear with me; this could take a while) - [b]Stage One: Initiative[/b] - [i]Roll Initiaive (d10+dex+wit).[/i] Max rolls and adds 6, while Nikolai rolls and adds 9 (his dex is boosted to 7 with blood IIRC). Both subtract one for their Kevlar... Results are Max 13, Nikolai 16. - [i]Everyone declares their actions.[/i] We'll keep simple for now; Nikolai's going to blast Max with the shotgun, Max is going to wrestle the gun away from the Tremere. Because of the initiative, Nikolai will take his action first. - [i]Declare multiple actions, discipline activation and willpower expenditure.[/i] Sticking with the 'simple' plan, Max will activate Celerity by spending a blood point (it'll be 'on' next round). On his part, Nikolai will spend blood to increase his strength (he wants to hang on to his gun!). He'll spend one point (as he now thinks he'll want to use Thaumaturgy next round and doesn't want to risk a frenzy himself just yet). With these adjustments, Max's blood pool is 8, Nikolai's is 6. [b]Stage Two: Attack[/b] - Nikolai with the shotgun... dex/firearms yields 9 dice (8 dice post-armour penalty), rolled at difficulty 4 for point blank (note that Max could now abort his action to a dodge by rolling willpower at dificulty 6). The bones come up 10,10,8,6,5,5,3,1 (lightning reflexes won't reroll 10s here) = 5 successes. [b]Stage Three: Resolution[/b] - A shotgun does 8 base damage; 4 successes from the attack are added as damage dice; 12 damage dice against difficulty 6 come up 9,8,8,7,7,6,6,5,3,2,2,1 = 6 damage. - Max rolls soak; stamina of 2 plus 3 for his kevlar vest; 5 dice, also at difficulty 6 come up 9,7,5,3,3 = 2 soak successes. - 5 total damage is inflicted, though because it's from a gun, immortal lords of the night like Max (yeah, right!) halve it and then round down (if applicable); 2 health levels. We then run through stages 2 and 3 for every action in the turn. Though, that said, we shoul give Max a frenzy test for having been physically provoked (diff 8, due to his Brujah clan flaw) - self control 4 gets 10,8,7,4 = 2 successes - good for 2 turns (this and next) before he frenzies. [b]Stage Two: Attack[/b] - Max's disarm; dex/brawl at diff 7; dice pool 3 (-1 for the armour) = 2 dice, 10,4 = 1 success. [b]Stage Three: Resolution[/b] - Disarming requires the standard damage check; if 'damage' exceeds the target's str, than the disarm occurs. If not, the attaker's SOL... Str 2 yields 2 dice - 6,6 plus one potence is 3 successes (enough to beat Nikolai's str of 2 (due to blood)). Bye-bye shotgun... So he needs to spend blood to not be incapacitated? And Nik would probably Dodge in addition to attacking, so he'd have a penalty of 2 dice on the shot(s), 3 dice on the Dodge, right? If Max hits, it's (I'll assume) STR +1 lethal, in addition to his successes on DEX+Brawl maybe, so avg of 3 damage vs. Nik's soak of 2+3 Kevlar armor = 5 --> maybe 1 damage on avg gets thru? This is modified by Nik's Dodging, and/or Max's Celerity of 2 and Potence of 1 adding to the mix. But once Nik touches Max with Thaumaturgy level 2 power, isn't the fight over? Max loses so much blood virtually guaranteed (10 dice, difficulty of 5, avg of 5 successes, Max must spend 5 blood points to fuel his physical powers AND must resist Frenzy now with difficulty of + 5), that he'll Frenzy and be a clumsy fighter. What I don't know is exactly what happens when Nik shoots him again, making Max (for sure) incapacitated if the first blast(s) didn't. Doesn't a vamp pretty much HAVE to heal himself with blood if that happens? And doesn't that take like a full round? And he won't have any blood left then.... so what happens then? (be right back - I have to run a pack game for a couple of hours...) [/QUOTE]
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