Combat Guide

Within THE EMBRACED we use the 3rd Ed. V:Tm combat guide - with a few minor corrections to make game play flow more smoothly in an online setting. Below is combat stages spelled out and what is done in each.
To find the health chart, maneuvers, targeting, and damage charts for weapons please see the V:Tm book. If you need assistance understanding combat, maneuvers, or health charts located in the book, please contact a member of the Staff and they will assist you in learning how to do combat and understanding how to keep track of damage.
To find the health chart, maneuvers, targeting, and damage charts for weapons please see the V:Tm book. If you need assistance understanding combat, maneuvers, or health charts located in the book, please contact a member of the Staff and they will assist you in learning how to do combat and understanding how to keep track of damage.
Frequently Asked Questions 

Can I run my own combat scene?
- Without exception, the answer to this question is "no". You need to get a ST to run the scene for you.
- You need to pause the scene and wait for a Staff member to be available.
- That constitutes as Meta-gameing because you are avoiding an IC consequence for OOC reasons.
- No, you will not be in trouble, however - the scene will be paused until a ST can be there to run the scene again. The only exceptions: if you and the other player agree that combat was played out and a ST rules on how combat went down. We do not want to penalize anyone for RL happening.
- Your character will be taken over by the ST staff and the combat scene will continue on. You will be notified what happened to your character once you left. As a note, your character may be docked experience as well.
Stages of Combat 

- Stage One: Initiative/Blood Spends
- On the first turn: Roll initiative + Spend blood. Done like this: !init DEX WITS +BP Spends.
i.e. !init 3 4 BP Spend: 1 strength
Ties are resolved first with DEX then with WITS (Higher of the two goes first)
- On the first turn: Roll initiative + Spend blood. Done like this: !init DEX WITS +BP Spends.
- On the second and every turn after: Maintain the initiative from the first turn; blood spends declared.
Combat starts at the highest initiative and works its way down. Once the first turn is done see below.
May declare multiple actions (this reduced dice pool but allows you to have more than one action without celerity) at any stage of initiative/blood spends.
- Stage Two: Attack/Defend
- Close Combat: Dexterity + Brawl (unarmed); Dexterity + Melee (armed)
- Ranged Combat: Dexterity + Firearms (guns); Dexterity + Athletics (thrown)
- Dodge/Block/Parry: You may choose to dodge or parry if you have the action to do so. This is done by Dexterity + Dodge (unarmed); Dexterity + Brawl (blocking); Dexterity + Melee (armed).
- Stage Three: Resolution
- Determine total damage effect (weapon type or maneuver), adding any extra dice gained from successes on the attack roll (overages).
- Targets may attempt to soak damage if possible due to damage type and/or Armor. For more information on soaking and armor please see the book.
- Damage is recorded.
For more information on damage types and how to record damage please see the book. - Post results in an action in the channel that the combat is taking place.
- Start again at Stage One.
Health 

Please see the book on how to apply damage to your character's sheet.
- Healing Damage
- Bashing:1 blood point heals 2 levels of bashing.
- Lethal:1 blood point heals 1 level of lethal.
- Aggravated:5 blood points plus a FULL DAY of rest heals 1 level of aggrivated.
You may, after a full day of rest, spend an additional 5 blood points + 1 Willpower to heal 1 additional level; this may done repeatedly on the same day. Willpower must be spent with each 5 blood points past the first spend of the night.