Combat
Combat can be entered in two different ways: melee or ranged attacks. Note that Ranged Attacks can be used against characters already in melee.
Combat Rounds
Each round is handled by each side in the combat dealing their Damage to the other (reduced by any Defense), and then vice versa. Who goes first is decided by Initiative.
When one party does down to 0 HP they don't get to finish that round. As such Initiative acts as a tie-breaker and reduces damage taken by one round if you were winning anyway.
Initiative
For scenes without a Game Master, try resolving initiative using the following rules in order:
- If the attacker surprises the defender (less than two seconds from realization to attack): attacker goes first.
- If one party has more Celerity, they go first.
- If one party has more Physical Ability, they go first.
- If all of that tied, flip a coin or play rock-paper-scissors over it.
There is no bonus damage on surprise attacks, Initiative is a significant enough advantage.
Melee
Melee attacks require nothing but the ability to reach your target, uses Unarmed Damage or Melee Weapon Damage for the weapon you are using.
Damage
Each round of combat you deal the damage for your weapon + bonus damage from relevant Disciplines.
Ranged
Ranged attacks require a Ranged Weapon, proficiency with the weapon and a target at a valid range for the weapon.
Damage
Each round of combat you deal no, normal or double the Ranged Weapon's Damage, as instructed based on its Range.