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Darkness Reigns LARP: House Rules: Combat



Challenges:

Each challenger will be give the opportunity to resolve their action on an individual basis (example - attacker tries to strike defender then defender is allowed to counter attack). The defender has the option of performing a simultaneous attack (winner hits and loser misses) if neither has the ability to pre-empt (or their pre-empts cancel each other out) or is involved in a mass combat situation. A character may defend against any number of attacks, regardless of how many more actions his attacker(s) may have over him, as long as he is aware that an attack is coming (i.e. not surprised).


Order of Challenges:

Those with that are able to pre-empt (due to Celerity or some other special ability) are allowed to act first in combat and resolve their action before their opponent. Additional actions come after everyone has performed their normal actions (unless otherwise stated).


Ties:

In the rare event when comparing appropriate Traits during a tie (either between characters or from a Static Test) results in the same number of Traits being declared then the result is a draw and both sides lose the Trait(s) bid (which is usually one, but it could be more depending on the circumstances). Remember that the Traits bid to perform the challenge have not actually been expended until the challenge is resolved (so they can still be counted for resolving ties).


Mass Combat:

For sake of ease a maximum of five characters can engage the same target in hand to hand combat and another 5 may engage the same target as well with range weapons. The storyteller or narrator will count to three and everyone will point at who they are attacking.

The defender must then bid a number of traits equal to the number of attackers he wishes to defend against (or one less than this if he has "Intensity" from Potence). If not able to do this (due to lack of enough traits), he can choose who he defends against and whom he will relent to.

The relented challenges will be resolved before any others. If the defender survives, he and all remaining attackers then engage in a single simultaneous challenge. His sign is compared to all attackers and retests may then be performed (in this case the defender is capable of using a "Might" retest from Potence against each individual engaging him in hand to hand combat as long as it's a strength related challenge).

In the event that the defender throws the strength bomb because he has "Vigor" and is fighting a mixed group of hand to hand and ranged attackers it will be considered paper against the ranged attackers and those hand to hand attackers that the strength bomb does not apply to (unless he also has the speed bomb from "Rapidity" and has activated Celerity this round).


Firing Guns into Groups of People:

When firing a gun at a target that is in proximity to bystanders there is a chance that if the firer misses his target that someone else will get hit by the bullet. This situation will most often occur during mass combat. Have the firer perform a test against each person within three feet of the intended target (or down range past the target) whenever he fails to hit, starting with those closest to the target. If the firer wins the test then the bystander is hit and takes damage (the bystander may retest by expending a Dodge Ability if he could see the attack coming, this up to storyteller/narrator discretion to determine). In the event that the weapon is firing multiple rounds (a submachine gun or assault rifle) or has an area effect (shotguns) then have the firer perform a mass challenge instead.

To avoid this situation the firer may bid additional traits when firing to avoid bystanders if he misses at a cost of one additional trait per bystander within three feet of his target (i.e. If five bystanders are close to the target he would have to bid six traits to avoid hitting any of them if he misses his target) or he could fire every other round without risking additional traits (by taking careful aim).

These two options can only be taken when firing one shot at a time (not when firing shotguns or bursts from automatic weapons). If the firer does not have enough traits to bid for the first option (or doesn't want to bid a lot of traits), he may choose to bid less traits to eliminate some bystanders from possibly being hit by stray rounds (i.e. If five bystanders are close to the target he could choose to bid only three traits, instead of six, and only have a chance of hitting three bystanders if he misses instead of all five). In this case he can actually say which specific bystanders he will not hit if he misses his target.


Damage and Healing:

The three different types of damage that can be taken are Bashing, Lethal and Aggravated. These are explained in the "Laws of the Night, 3rd Edition" (Page 199).

We will also be using the rule from the table top game that says damage inflicted by firearms against vampires is considered bashing damage (unless taken to the head, in which case it is considered lethal). However, any bashing damage taken from firearms in not halved (unlike other bashing damage taken by vampires).

Bare-handed strikes inflict one level of bashing damage (unless the person striking has "Prowess" from Potence, in which case they can choose to inflict lethal damage). If a vampire uses his fangs as a weapon to bite an opponent (typically ripping chunks of flesh from his target), he inflicts one level of aggravated damage with each successful attack. Weapons inflict varying amounts and types of damage which will be listed under it's statistics (see the Armory)

Vampires put below "Incapacitated" by bashing damage are rendered unconscious for one scene/hour (Storyteller/Narrator choice), if by lethal or aggravated damage they enter torpor. The three ways to destroy a vampire is to either; (1) chop of their head, (2) tear out their heart, or (3) inflict one level of aggravated damage after they are put into torpor.

In this game (like past games) a vampires healing ability is considered reflexive (not automatic) unless they become incapacitated or lose consciousness (in this case healing will automatically take place in this order; bashing, lethal, then aggravated damage). Until then the individual player may choose when to heal (as well as what type of damage). The number of blood points needed to heal depends on the type of damage taken. One blood point will heal either two levels of bashing damage or one level of lethal damage. Aggravated damage can only be healed at a rate of one point per night and character must spend three blood points as well as temporarily expending one Willpower Trait to do so.

A vampire that is incapacitated, unconscious or in torpor will automatically ingest (i.e. Swallow) any blood placed in his mouth (until his blood pool is filled).


Darkness:

During the course of play two types of darkness may come into play, partial or total. The storyteller will specify if either of these conditions is in effect.

Partial darkness occurs when vision is obscured enough to make it difficult to see more than basic shapes (i.e. you see humanoid shapes moving toward you but cannot discern more information than that). Characters under partial darkness conditions suffer a two trait penalty on all actions for the purposes of resolving ties and overbids (i.e. if you currently have 9 Physical Traits and are fighting in partial darkness you would be considered to have 7 traits for the purposes of resolving ties and overbids) but do not have to risk additional traits to initiate challenges.

The two trait penalty for partial darkness can be reduced (or negated) as follows:

Total darkness occurs when vision is obscured to the point where you couldn't see your own hand if you held it an inch in front of your eyes. Characters under total darkness conditions suffer a two trait penalty on all actions for the purposes of resolving ties and overbids (the same as in partial darkness) and must automatically retest any successful action once (this can be negated by expending an appropriate ability).

The two trait penalty for total darkness can be reduced (or negated) as follows:

If the character can combine any of the things listed in the above paragraph to negate the equivalent of a four trait penalty then they receive no penalties for being in total darkness (no two trait penalty and no automatic retest for successful actions).

Example - A character has two permanent levels of the Blindfighting ability. He can operate in partial darkness without any penalty and would only have to perform an automatic retest on any successful actions in total darkness (having two permanent levels of Blindfighting will negate the two trait penalty in total darkness). If the character also has Eyes of the Beast he could negate the automatic retest penalty as well.

The Blindfighting ability becomes very useful in dark conditions. It not only reduces/negates penalties, it can be used as an added valid retest (in addition to Brawl, Melee, Dodge... etc).