(Im)Mortal Combat!

Fight! <awesome EDM plays>

Movement

A Character may move up to a certain amount each round before it starts to penalize the character’s actions.
A character can move up to half of their running speed in a turn before suffering a penalty to their dice pool.

Movement Type
Distance per Round
Walking - 7 Yards
Jogging - (12 + Dexterity) Yards
Running - (20 + [3 x Dexterity) Yards

If a target wishes to run while making an action but for each yard ran you subtract one dice from the attempted action.

Defensive Maneuvers

Defensive maneuvers are a way you can spend your action to defend yourself. You can attempt to defend yourself from virtually any attack with some exceptions. You cannot Dodge if you do not have the room to do so, and you cannot Block or Parry an attack you are unaware of.

When you use a Defensive Maneuver you make an opposed check against the Attacker’s action. If you score more successes than the attacker than the attack is avoided, but if the Attacker scores more successes, than your successes are subtracted from their total successes.

Block: (Dexterity + Brawl) Your character uses their body to diminish the damage of an attack. Normally you may only block attacks that will deal Bashing damage from melee combat, but if you possess Fortitude or are wearing armor, you may block Lethal and Aggravated damage.

Dodge: (Dexterity + Dodge) Dodging as your action allows you to bob and weave around melee attacks needing at least one yard of space in which to do so, if there is not enough space you must instead Block or Parry. If you are dodging a ranged attack you move at least one yard to get behind cover, if you cannot get to cover in your normal movement distance then you must drop to the ground. If you remain behind cover or prone then Cover rules are used for the person attacking you.

Parry: (Dexterity + Melee) Your character must have a melee weapon and use it to block a Brawl or Melee attack. If a character makes a Brawl attack against a defender that Parries using a weapon that deals lethal damage, the attacker takes damage if the defender scores more successes than the attacker. If this happens the defender rolls the extra successes and the weapon’s base damage as the damage dice pool against the attacker.

Combat Maneuvers

Melee Maneuvers
Clinch: On a successful attack roll, the attacker goes into a clinch with the target. If this is succeeded the target is grappled. A combatant (The attacker or defender) may deal their Strength in Damage automatically. The defender may attempt to escape as their action using (Strength +Brawl) or deal damage.

Bite: You may only make a bite action on someone who is grappled from Clinch. When making a bite attack you may choose to do a combat bite which means you are ripping chunks out of the person, or a Kiss attack. The Kiss attack deals no health levels in damage but you may begin to feed from the person at the normal rate. A combat bite deals aggravated damage to the target and is rolled with (Dexterity + Brawl +1) and its damage is (Strength +1).

Disarm: The Character strikes their opponent’s weapon. YOu make an attack roll (Dexterity + Melee/Brawl) at +1 difficulty. If the successes rolled on damage exceed the opponent’s (Strength + Potence) the opponent takes no damage but drops their weapon.

Hold: On a successful (Strength + Brawl) the attacker holds the target until their next action. The defender then must make a resisted (Strength + Brawl) roll to escape the hold. While held the target is Immobilized and can take no other action except to try and escape.

Kick: You kick the target using (Strength + Brawl) at +1 difficulty. On a hit you deal damage (Strength + 1) in damage.

Sweep: On a successful attack the attacker sweeps the target off their feet. The target takes (Strength) damage and must roll (Dexterity + Athletics) Difficulty 8 or be inflicted with knockdown.

Ranged Maneuvers

Aiming: The attacker adds on die to her attack pool on a single shot for each turn spent aiming. The maximum bonus one can get is their Perception score. An attack must have Firearms 1 or better to use this maneuver. A scope adds two more dice to the attacker’s pool in the first turn of aiming. The attacker may do nothing but aim during this time.
Additionally, it is not possible to aim at a target moving faster than a walk.

Automatic Fire: The weapon unloads its entire ammunition clip in one attack against a single target. The attacker makes a single roll, adding 10 dice to the roll however at +2 difficulty due to weapon recoil. Extra successes add to the damage dice pool. Which is equivalent to one bullet. You may not make a called shot while using Automatic Fire. The weapon’s clip must be at least half full to use this maneuver.

Strafing: Instead of aiming at one target, Full-automatic weapons can be fired across an area. Strafing adds 10 dice to a standard attack roll, and empties the clip. A maximum of a three yard fan can be covered with this maneuver. The attacker divides any successes gained on the attack roll evenly among all targets in the area. If only one target is within range or the area of effect, only half the successes affect him. If fewer successes are rolled than there are targets, only one may be assigned per target until they are all allocated. Three-Round Burst: The attacker gains two additional dice on a single attack roll at one higher difficulty. This consumes three bullets but the damage done on a successful roll is based on one bullet.

Two Weapons: Firing a weapon in each hand. Doing so is considered performing a multiple action. The attacker can fire both weapons up to the boths rate of fire. There is a +1 difficulty for the attacker’s off-hand. (Unless they are ambidextrous.)

Combat Complications

Multiple Enemies: A Character that battles multiple opponents in close combat suffers attack and defense difficulties of +1, cumulative, for each opponent after the first to a maximum of +4. So if you are fighting five or more enemies at once you are rolling at difficulty 10 good luck.

Blind: A character who is blinded makes all actions at +2 Difficulty. If you attack a character that is blinded add two dice to your attack roll. (Heightened Senses or Eyes of the Beast or similar such disciplines may be used to negate part or all of this penalty at the ST’s discretion)

Dazed: If in a single attack, the Attacker rolls a number of damage successes greater than the target’s Stamina + 2 the victim is dazed. The target must spend her next available turn shaking off the attack’s effects. Only damage successes after the defender’s soak attempt count toward this total.

Immobilization: Add two dice to attack rolls made on an immobilized target if the target is still struggling to free itself. (Grappled or partially restrained) Attacks hit automatically if the target is completely immobilized and cannot move. (Tied up, Staked, ect.)

Knockdown: If your character falls down you may make a (Dexterity + Athletics) roll. If successful you may get back on your feet immediately, but your initiative is lowered by two for your next turn. (Making an action does not suffer from Multiple Action Penalty unless you make multiple actions after rising). On a failed roll you must spend your turn to rise up. On a botch you fall particularly hard on your attempt and take an unspeakable level of Bashing damage.

Flank and Rear Attacks: Characters attacking targets from the flank gain an additional attack die, if from behind the target two attack dice.

Cover: Cover increases an attacker’s difficulty to hit a target, as well as the character that is behind cover. The difficulty for attacking from behind is always 1 lower than the difficulty increase for the one who is not behind cover. If both targets are behind cover then both are subject to the highest possible penalty for the cover to grant.

Cover Type
Difficulty Increase
Light (Lying prone): +1
Good (Behind a wall): +2
Superior (Only head exposed): +3

Range

Range can modify your difficulty to hit with a firearm.
Point Blank (Two meters or less) is 4
Short Range (Weapon’s listed Range)is 6
Maximum Range (2x Weapon’s listed Range) 8

Reloading: Reloading takes one full turn and requires the character’s concentration to use. Like any other maneuver, reloading can be performed as part of a multiple action.

Damage Types

Unsoakable: Damage that is unsoakable prevents the victim of the damage from using soak dice to reduce the damage. This is usually caused by one’s own ability or some other outside force.

Bashing: Bashing damage can be soaked by both Mortals and Supernaturals. (Stamina +Fortitude) It is considered to impair rather than kill. Vampires due to their corpse-like bodies are very resistant to Bashing damage and thus all Bashing damage done to them is reduced by half before soaking occurs. If a Vampire’s Health Track is filled with bashing damage to the point of Incapacitated and takes an additional level of Bashing than a vampire enters torpor. If they take Bashing or Lethal damage after this the Bashing damage is replaced with Lethal damage. If a character takes Aggravated damage after reaching Incappacitated from Bashing or Lethal damage the Vampire reaches Final Death.

Lethal: Lethal damage can only be soaked by Supernaturals, humans cannot soak it but ghouls can. (Stamina +Fortitude) Like with bashing if your character’s Health Track is filled with Lethal Damage to Incapacitated and you take an additional level of Bashion or Lethal damage after this you enter Torpor. If you take a point of Aggravated damage you meet Final Death.

Aggravated: Aggravated damage is caused from things that are Anathema to Kindred, such as Fire and the rays of the sun, as well as Teeth and claws of other Kindred or similar supernatural attacks. If a mortal is subjected to Aggravated damage it is considered lethal instead. (Ghouls may still take aggravated damage). If your Health Track is filled with Aggravated damage you meet Final Death and do not enter Torpor. (Aggravated damage may only be soaked by things like Fortitude and Armor)

Soaking

Whenever a character is hit with an attack they may roll their (Stamina + Fortitude) In order to reduce the damage they take. Each success made on a soak roll subtracts 1 damage from the attacker’s damage success hopefully canceling it out completely.

Armor: Armor adds a dice to your soak roll against Bashing, Lethal, and Aggravated sources (That are not fire or Sunlight) based on the Armor’s Armor Rating. Armor can also have an Armor penalty which reduces the dice in Dexterity based dice pools equal to that of the penalty.

Multiple Actions

If you wish to do multiple actions you must declare you are doing so first. If you do so Subtract dice from the first dice pool you roll equal to the total number of actions you are going to take. Each Subsequent action after the first loses an additional die, cumulative. If a character performs only defensive actions in a turn, use the appropriate block, dodge or parry system to do so.
If you activate Celerity you may not split your main action on your turn as you gain extra actions without penalty at the end of the round of combat.

Examples are provided below. Both assume you have 8 dice in your dice pool.

Two Actions example
First Action: 6 dice in your dice pool
Second Action 5 dice in your dice pool

Three Actions example
First Action: 5 dice in your dice pool
Second Action: 4 dice in your dice pool
Third action: 3 dice in your dice pool

-Thank you to Ene for taking the time to put this information together!