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:
Requires nothing but the ability to reach your target, uses Unarmed Damage or Melee Weapon Damage.
Damage:
Each round of combat you deal the damage for your weapon + bonus damage from any disciplines.
Ranged:
Requires a ranged weapon and a target within at most twice the range of the weapon.
Damage:
Each round of combat you deal the damage for your weapon, half damage (round down) if above normal range.