Rules
In
an effort to ensure that World of Darkness system is suitably
dramatic, this rules-hack increases the amount of damage inflicted on
a successful attack, but makes it less likely that you'll be
successfully hit.
Core
Changes
Power: Certain weapons and the core Strength of a character provide bonus
successes to an attack provided the actual roll scores at least 1 success.
Finesse: Certain weapons provide bonus dice to attacks, representing greater
accuracy and flexibility.
Combat
Changes
Armor:
Armor now reduces the number of Health Levels an attack inflicted,
rather than reducing dice.
Shock:
After a successful attack, regardless of the nature of the attack,
the target takes one additional Bashing Health Level. Armor cannot
reduce this damage. Shock no longer applies if the target has filled
up his health levels (Shock never “wraps around”).
Hit
Location: Called
shots to most vital organs suffer a -2 to hit, but grant +1 Power.
Heads suffer a -4 to hit, but grant +2 Power. Hearts are a -5 to
hit, and also grant +2 Power. These rules only apply to humans and
other creatures that the GM feel would suffer from similar
vulnerabilities.
Autofire:
In
addition to gaining more dice when firing a burst, you gain
additional bonuses
Short Burst
| Up to 3 bullets
| +1 die
| 10 Again
|
Medium Burst
| Up to 10 bullets
| +2 dice
| 9 again
|
Long Burst
| Up to 20 bullets
| +3 dice
| 8 Again
|
New
Attribute Rules
Strength
now provides Power to Weaponry and Brawl attacks.
Strength 3
| + 1 Power
|
Strength 5
| +2 Power
|
Strength 7
| +3 Power
|
Strength 9
| +4 Power
|
+2 Strength
| +1 Power
|
Melee
Defense is now the
highest of Dexterity or Wits. Ranged Defense
is now the lowest of Dexterity or Wits.
Revised
Ranged Weapons Table
|
Type
|
Power
|
Finesse
|
Range
|
Clip
|
Strength
|
Size
|
Cost
|
|
Light
Revolver
|
+1(L)
|
+0
|
20/40/80
|
6
|
2
|
1
|
••
|
|
Heavy
Revolver
|
+2(L)
|
-1
|
35/70/140
|
6
|
3
|
1
|
••
|
|
Light
Pistol
|
+1(L)
|
+0
|
20/40/80
|
17+1
|
2
|
1
|
•••
|
|
Heavy
Pistol
|
+2(L)
|
-1
|
30/60/120
|
7+1
|
3
|
1
|
•••
|
|
Rifle†
|
+2(L)
|
+3
|
200/400/800
|
5+1
|
2
|
3
|
••
|
|
Small
SMG*
|
+0(L)
|
+0
|
25/50/100
|
30+1
|
2
|
1
|
•••
|
|
Large
SMG*†
|
+1(L)
|
+0
|
50/100/200
|
30+1
|
3
|
2
|
•••
|
|
Assault
Rifle*†
|
+2(L)
|
+0
|
150/300/600
|
42+1
|
3
|
3
|
•••
|
|
Shotgun†
|
+3/+2(L)
|
+0/+2
|
20/40/80
|
5+1
|
3
|
2
|
••
|
|
Crossbow**†
|
+0(L)
|
+3
|
40/80/160
|
1
|
3
|
3
|
•••
|
*
Autofire. ** 3 turns to load, can be used to stake (-4). †
requires two hands. The first numbers for the shotgun represents
slugs, the second represents shot.
Revised Melee
Weapon Table
|
Type
|
Power
|
Finesse
|
Size
|
Cost
|
Special
|
|
Sap
|
+0(B)
|
+1
|
1
|
•
|
Knockout
|
|
Brass
Knuckles
|
+1(B)
|
+0
|
n/a
|
•
|
Brawl
|
|
Sap
Gloves
|
+1(B)
|
+1
|
n/a
|
••
|
Brawl
|
|
Club
(wood)
|
+1(B)
|
+1
|
2
|
n/a
|
|
|
Mace
(metal)
|
+2(B)
|
+1
|
2
|
••
|
|
|
Maul
(metal)†
|
+3(B)
|
+1
|
3
|
••
|
|
|
Knife
|
+0(L)
|
+1
|
1
|
•
|
|
|
Rapier
|
+0(L)
|
+3
|
2
|
••
|
|
|
Sword
|
+1(L)
|
+1
|
2
|
••
|
|
|
Katana
|
+1(L)
|
+1
|
2
|
•••
|
Durability
+1
|
|
Great
sword†
|
+2(L)
|
+1
|
3
|
•••
|
|
|
Small Ax
|
+1(L)
|
+0
|
1
|
•
|
|
|
Large
Ax†
|
+2(L)
|
-1
|
3
|
••
|
|
|
Great
Ax†
|
+3(L)
|
-2
|
4
|
•••
|
|
|
Stake
|
+0(L)
|
+1
|
1
|
n/a
|
Heart -5
|
|
Spear†
|
+0(L)
|
+1
|
3
|
•
|
+1
Defense
|
† requires
two hands
Revised Armor
Table
|
Type
|
Protection
|
Strength
|
Defense
|
Speed
|
Cost
|
|
Reinforced
Clothing
|
1/0
|
2
|
-0
|
-0
|
••
|
|
Kevlar
Vest (thin)*
|
0/1
|
1
|
-0
|
-0
|
••
|
|
Flak
Jacket*
|
1/1
|
2
|
-1
|
-0
|
••
|
|
Full
Riot Gear*
|
1/2
|
3
|
-2
|
-1
|
•••
|
|
Leather
(Hard)
|
1/0
|
2
|
-0
|
-1
|
•
|
|
Chain
mail
|
2/0
|
3
|
-1
|
-2
|
••
|
|
Plate
|
2/1
|
4
|
-2
|
-3
|
••••
|
* Bulletproof items
downgrade bullet damage to bashing.
Special
Merit Rules
Brawl
Dodge and Weaponry
Dodge allow you to use the highest of Brawl (or Weaponry, respectively), your Dexterity, or your Wits to determine your defense against Brawling or Weaponry attacks, respectively. Increase the cost of this merit to 2.
Duck
and Weave adds +2 Defense against Brawling-based attacks.
Extra Action Merits are
considered 1 attack for the purpose of lowering defenses.
Special
Supernatural Rules
Vampires
are immune to shock (as are any supernaturals who have “dead
bodies”). Increasing Strength, Dexterity or Stamina with Blood
does not increase derived statistics, including Power. However,
Vigor certainly improves total strength for the purposes of Power.
Werewolves
gain new bonuses in their
wereforms: increases in strength also increase Power if appropriate.
Werewolf claws add +1 Finesse (and inflicts Lethal damage), while werewolf
fangs add +1 Power (and inflicts Lethal damage). The armor of Gauru form
subtracts health levels of damage, just as all new armor does.
Mages
change how their armor and
directed attack spells
work (unraveling spells work as they always do: they were always
gradual anyway).
Armor spells which
protect a mage from being grappled, but not during a grapple,
(“Slippery” armors) continue to subtract dice from attacks.
This includes armor from Fate, Space, Time and Mind.
Armor spells that
protect a mage from damage during a grapple, but not from being
grappled (“Tough” armors) grants 1 point of armor at Arcana 1
and 2, 2 points of armor at Arcana 3 and 4, and 3 points of armor at
Arcana 5 and 6. This includes armor from Death, Forces, Life,
Matter and Spirit.
Mages
can only benefit from one form of armor against a given attack. A
Mage with both Entropy Guard and Misperception active could apply
the latter against grapple attempts and the former against damage in
a grapple, but he could not both reduce dice from a gun attack and
reduce the damage from the same attack.
Directed attack spells,
specifically being spells that Defense subtracts from (Lightning,
for example), do not add Arcana to their rolls. Instead, they add
Power equal to the Mages Arcana -2 (thus Arcana 3 adds 1 extra
success, Arcana 4 adds 2, and so on). At the GM's discretion,
particularly powerful spells have a further -2 to their dice pool
and +1 Power. This explicitly includes all directed attack spells
that deal Aggravated damage.
The rest of the Magic
system works as normal.
Dramatic
Spirits
Spirits have multiple new
rules in Dramatic Combat. Because “power” and “finesse” are
also Spirit traits, to avoid confusion, we shall use the terms “bonus
successes” and “bonus dice” to describe these these traits
respectively.
Power
provides bonus successes
as though it were Strength (listed above). Thus, a spirit with
Power five inflicts two bonus successes when it successfully strikes
an opponent.
A
spirit's Defense is
the higher of Finesse or Resistance. Spirits apply their full
Defense against ranged attacks (Spirits can
dodge bullets)
A
spirit's Initiative
is Finesse x 2.
Spirits
gain armor equal to
their Rank-1. Spirits without Rank (ghosts) are assumed to be rank
1. This armor does not apply to damage from their Ban (should it be
applicable).
All other traits remain
the same (Speed is Power + Finesse + 10, Attack rolls are Power +
Finesse, Corpus is Size + Resistance, and so on).
Spirits do not suffer from Shock, as they are not creatures of flesh.
In addition, the include
or change the following Numina Options:
Thorns:
The
spirit deals lethal damage with its standard attack.
Blast:
This
Numina costs 1 essence. The spirit makes a ranged attack with a
range up to 10 x Power, with dice equal to Power + Finesse, and
bonus successes from Power as though it were a standard attack. The
spirit may spend additional Essence to increase bonus successes on a
one-for-one basis.
Stalwart:
The
spirit gains +2 Armor.
Elemental
Immunity: The
spirit gains armor equal to half of its Resistance (rounded up)
against attacks from a single element.
The Essay can be found here