All combat must be done with the approval and presence of a Storyteller. The scene is frozen until a Storyteller can be found.
Combat Order
- Declare combat (and get an ST)
- Spend blood
- Roll for initiative (!inits)
- Declare actions and roll by in order of highest initiative
On Sanguinus, we determine initiative only once per combat. Inits are rolled at the very beginning of combat, and that order holds for the rest of the combat. Anyone who enters combat late rolls inits once and are added to the proper place in the turn order.
An attack is resolved in this order:
- Attacker rolls to hit
- Target decides to use his action to dodge or simply soak
- If attack hits, roll damage
- Target rolls to soak damage
Combat House Rules
Attacking from Obfuscate - Attacks from Obfuscate may not be split to attack twice. You may split an attack from Obfuscate in order to save an action to defend later. Attacks from Obfuscate ALWAYS count as surprise attacks, and gain the appropriate bonuses, even in combat.
Scoped weapons - Using a weapon with a scope gains you +2 dice to your attack rolls. You may however, not use a scope against targets in melee range, though you can use the firearm still. Difficulties are normal when using a scope.
Biting - You must be grappled before attempting a bite. Bites are attempted with dex+brawl diff 6 and inflict str+1 aggravated damage. You cannot split a bite attack, though you may use celerity. Potence is not use in bite attacks. Bite attacks that do damage do not inflict "The Kiss". Drinking attacks do inflict "The Kiss" which can be resisted by rolling self control at diff 8 for vampires. Mortals may not resist. Bite attacks to drain blood draw up to 3 blood points per round, which cannot be sped up by celerity.
Grapple rules - Remember that Sanguinus uses house rules on grappling, which mean that those grappled recieve a FREE resist, and may still use some weapons and bite while grappled.
Healing during combat - Healing during combat is possible by declaring your intention before the combat round starts, and rolling stamina+survival diff 8 (no wp). Successes indicate the number of bp you can heal with (gen max still applies though), failure means you lose the bp, and a botch means you lose the bp, an additional bp and suffer an extra health level of damage.
Attacking from rear - This provides no dice bonus.
Drawing a weapon - Drawing a weapon is a free action, unless it is performed as part of a split action. If it is, then the roll is dex+melee/firearms diff 4.
Celerity and WP - WP can be spent in Cel rounds, but there is still a limit of 1 wp per round. Celerity actions must always be physical as well.
Willpower in shrouds - You cannot use a wp for an automatic success when attempting to hit within a shroud. ((If this ever comes up))