

Sanguine Sands
Combat Systems
Combat in World of Darkness attempts to capture the drama of violent conflict without downplaying its grim reality. Every effort has been made to create a system has the feeling of dynamic, vicious combat while still leaving room for the unique (and often spectacular) elements that vampires bring to it.
The Storyteller should be flexible when arbitrating combat situations; no rules can fully reflect the variety of situations encountered in warfare. If these systems slow the game or cause bickering, don’t use them. Combat systems are meant to add depth to the game, not create conflict between the players and the Storyteller.
Combat Summary Chart
Stage One: Initiative
• Roll initiative (or add 6 to the initiative rating). Everyone declares their actions. The character with the highest initiative performs her action first. Actions can be delayed to any time later in the order of initiative.
• Declare any multiple actions, reducing dice pools accordingly. Declare Discipline activation and Willpower expenditure.
Stage Two: Attack
• For unarmed close-combat attacks, roll Dexterity + Brawl.
• For armed close-combat attacks, roll Dexterity + Melee.
• For ranged combat, roll Dexterity + Firearms (guns) or Dexterity + Athletics (thrown weapons).
• A character can abort to a defensive action (block, dodge, parry) at any time before her action is performed, as long as you make a successful Willpower roll (or a Willpower point is spent).
Stage Three: Resolution
• Determine total damage effect (weapon type or maneuver), adding any extra dice gained from successes on the attack roll.
• Targets may attempt to soak damage, if possible.