Still working on!!!

+help Combat


  1. +Compare <other person>=<Stat>+<Skill> (maybe with /<Stat>+<Skill> )
  2. Take percent chance of a fool doing it (50%?) +/- the Compare's result.
  3. +Roll/per <modified chance> (injuries and armor might further modify it)
    • Failure? Back to No.3 (with failure as a modifier) and swap places
    • Success? Continue to No.4
  4. +Damage <success> (possibly x <multiplier> if it's not just punches)
    • The target +hurts themselves
  5. +Hurt <amount> (Preters may want to check '+silver <amount>' first)
    • Back to No.3 (many preters can use '+heal') and swap places
  • It is suggested both parties pose intent, then both parties do the above once each, then both parties pose results and next intent, then both parties do the above, etc…

+help Combat 2

Hand to Hand

1) +Compare <other person>=Reflexes+Unarmed Combat/Reflexes+Unarmed Combat'.
2) Work out how 'level the playing field' is. Easy is 90%, Toe to Toe, 80%, 'jump on opponent' 75%, Standard 50%, Challenging 30%, Really tough 10%
3) +Roll/per <Muscle modifier divide by 10, and round off>, +roll 1d<that number> to see damage done.

Optional Rules

  • "Quick and Dirty" combat, just go with <that number> in damage .
  • If you're trying not to kill the person, you can lower the success by up to your Skill (before dividing by ten).
  • If a hand-to-hand or melee attack fails the +roll/per, the failure number can be added on to the other person's next +roll/per (as a stumbling failed attack).
  • If a success is more than the target's Willpower, the difference can deduct from the target's next +roll/per (as knockback).

+help Combat 3

  • Claws, clubs, and knives do x2 Damage (bonking someone's head against the floor or a wall counts as 'clubbing').
  • Tree axes, swords, arrows, and light firearms (long-range shotgun fire, small handguns) would do x3 Damage.
  • Huge freak'n blade-things, normal firearms (normal handguns, mid-range shotgun fire, light rifles), and small power-tools do x4 Damage.
  • High-powered firearms (powerful rifles, close-range shotgun fire, distant machine gun fire) do x5 Damage.
  • Mid-range light machine gun fire, distant heavy machine gun fire, or big chainsaws can do x6 Damage.
  • Up-close light machine gun fire or mid-range heavy machine gun fire can do x7 Damage.
  • Up-close heavy machine gun fire can do x8 Damage

This is a direct multiplier instead of more dice.


Knowing how to use a Melee Weapon or Unarmed Combat assists in the 'resist', but against firearms it's pretty much Observation (if they know you're shooting at them) or nothing. Hand-to-hand and melee weapons use Reflexes for a Stat and you add 'result of the roll' to Muscle for how large the damage die is. Fired range weapons (arrows, bullets) use Observation instead of Reflexes or Muscle. Weird but true.

Bow & Arrow

This is covered in the Firearms section. For those wondering about how Muscle plays into this, you generally can't use a bow that does more than 1/5th of your Muscle as a damage multiplier (so a standard 3x bow requires Muscle:15, some massive 5x bow would require Muscle:25). If you don't have the Muscle for that type of bow, you can't draw it back fully so it's reduced to the best you could pull back (IE: If Hercules is pulling a 5x bow, Mr. Joe Normal can only do 2x damage with it). Obviously, having more Muscle than a bow requires doesn't make the arrows fly any faster nor with more force. Also obviously, some funky compound bow or crossbow or suchlike can circumvent this prerequisite Muscle limit.

Car Wars

Use the attacker's Observation + Driving vs the target's Reflexes (so it's like ranged combat, but you can dodge a car more easily than a bullet). If you hit them, damage is 1/10th success plus '+roll 1d<MPH>'


A stick of dynamite does +roll 10d3, grenades do between 10d3 and 30d3, and a pound of C4 does 20d3 damage. Take that, and remove 1d3 per foot away (so if you're 7' away from ground zero of a stick of dynamite, you'll only take 3d3 damage). Note that unless an accelerant has been tossed into the mix, or unless one is in contact with the explosive, the damage is due to concussive force and not due to fire or heat (and thus, it doesn't do bonus 'fire damage' to vampires and suchlike).

If you're trying to toss an explosive at someone, Reflexes + Thrown Weapons vs Reflexes. Each degree of 'failure' is how many feet away it landed (IE: If you get 11% failure, it lands 11 feet away from the target).


A lightning strike does 1d100 damage. Having electroconductive objects on your person will generally make the odds of damage greater (since they tend to 'gather' the electricity around them), but just play that by ear (do you really want to nitpick a point-per-coin system?)


Take '+roll 1d(Your Size)' in damage per ten feet, but you get to '+roll 1d(Reflexes + Acrobatics)' and reduce the total damage by that much. So a Size:8 Reflexes:12 person falling 20 feet would +roll 2d8 and subtract +roll 1d12. Same person falling 40 feet would roll +4d8 and subtract +roll 1d12.

If you want to fiddle around with details, a 5' fall would be 1d(Size) divided by two. Obviously, this means a normal person would first get gross damage between 1-5 but subtract somewhere between 1-10, thus only getting net damage between 1-4 about half the time.

One can stop adding distance after 100'-200' or so, due to terminal velocity — something really wind-resistant would hit a constant speed after 10d(Size), something that can really cut through the air would hit it at 20d(Size), for folks just stop counting at 15d(Size)

This damage scale also applies for dropping things onto folks from on high. If the target is stationary and doesn't know things are being dropped on them, it's straight damage, using the Size of the thing dropped. If the target is moving and doesn't know it's being dropped on them, the dropper checks "to hit" with Observation + Thrown Weapons vs How Many Feet. If the target knows they're a target for dropped things, Observation + Thrown Weapons vs Feet + target's Reflexes. NOTE: These last two might work better with half of Feet, or 1/5th, or 1/10th, or something else.

Dropping silver on a shifter or vampire does bonus "silver damage".

After one is hurt a sufficient amount (SEE: '+health'), the pain and all will detract from attack and defense relative to the degree of damage (SEE: '+sheet'). This 'drain' will only lower the drained person's +rolls and not boost the attacker's. Bleeding can be covered with an incrementally decreasing repetition of damage in subsequent rounds (SEE: '+help bleed' for what that means)

+help Combat 4

If a hand-to-hand or melee attack fails the +roll/per, the failure number can be added on to the other person's next +roll/per (as a stumbling failed attack). If a success is more than the target's Willpower, the difference can deduct from the target's next +roll/per (as knockback). Both of these are optional.

If silver or fire is being used against a vampire or shapeshifter (or iron against a Fae), multiply the damage by 1/10th of the defender's Power and add that to the damage (so silver vs a shifter will do at least 1.5 times more damage, and at least twice extra damage vs vampires. You have Power:18 so what'd do 1 damage to a human does 3 damage to you.)

Basic fire damage is +roll 1d3 when exposed to flame. If you're still burning, +roll Xd3 (with 'X' being however much damage you took last time) for damage next turn. Vampires have this keep up (with the multiplier to make it worse!) until they burn up or are put out. If you're not particularly flammable, subtract 'X' from the +roll Xd3 (so you might eventually go out). If you're not flammable at all, it just happens once. If you're engulfed in flame (or a vampire in the sunlight) it's using d5 instead of d3.

+help Combat 5

Armor serves to lessen the attacker's +roll/per. Leather jacket -5. Leather armor -10, chainmail -15 (-10 vs bullets), platemail -25 (-15 vs bullets), bulletproof jacket -20 (-10 vs stabbing), SWAT body armor -25. If your Muscle is less than the highest rating of the armor, your own attacks are lessened by the difference between your Muscle and the rating. 'Modern' armor is -10 less bulky.

Those with Healing-type magic can '+roll 1d<half their Healing>' after their turn to see how much they can +heal themselves mid-combat. Just typing '+heal' will probably cover that.

If it's more than one person against one person, the minority target has -10 to their +roll/per for each extra attacker, and each attacker gets +10 (maximum variable of +/- 40 due to gangs).

If unsure who gets to attack first in a seemingly matched fight, highest Reflexes goes first. If there's a tie, highest in the combat stat goes first. There is a +pkq command (under '+help rpq') to offer a suggested order. Obviously, the situation might contradict the command's suggestion.

When trying to subdue and not injure your opponent, the success of your 'attack' does no damage but instead makes your opponent's next attack worse by your success. This can be used for parries or wrestling.

+help Combat 6

Ralph types -=> +compare Alice=Reflexes+Unarmed Combat
GAME> Comparing your Reflexes + Unarmed Combat against Alice's Reflexes + Unarmed Combat.
GAME> Request sent, waiting for reply. '+compare/deny' to cancel

Alice types -=> +compare/ok
GAME> Alice has accepted.
GAME> Ralph has compared his Reflexes + Unarmed Combat against Alice's Reflexes + Unarmed Combat.
GAME> Ralph has a 12 point advantage.

Ralph types -=> +roll/per 50=+12
GAME> Ralph rolls 49 against 50% <+12%> : 13% success

Ralph types -=> +damage 13
GAME> Ralph's melee attack does _4_ damage.
GAME> Success: 13, Muscle: 41, Multiplier: 1, Max.Damage: 5

Alice types -=> +hurt me=4
GAME> Alice sustains 4 points of damage <passing injuries>


There's also the idea that you can take -10 to prevent friendly fire (namely, if you want to avoid whacking your pals when doing wide-range attacks, -10 to narrow your range).

There's also the idea you can do multiple attacks in a round. The number of extra ones is Reflexes + combat ability (unarmed combat, Melee Combat, gun combat), divided by ten and rounded down. The end result of the equation is how many attacks per round. Each extra attack is at -10.

Original text at combat-cheet-sheet

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