78 min read
SKILLS & COMBAT PROFICIENCY

COMBAT SEQUENCE IN ROLEPLAY

Once combat has been established, or is about to begin, here is the sequence that must be followed:

  1. Roll for Initiative: a combat sequence begins with all combatants (Player Characters and NPCs) rolling for initiative. This is only done once before combat has begun.
    1. Sequence: The Player or NPC with the highest roll goes first, followed by the Character with the second highest rolled initiative and so forth. This is now the established order of combatants.
    2. Late Comers: If a Player's Character enters the combat scene after the Roll for Initiative has taken place, that Player's Character is automatically placed at the end of the Initiative Sequence.
  2. Action: The first combatant then decides which action he/she/they will take. This can be to attack a Foe, use a Gift/Discipline/Skill or other ability, run away, hurl an insult, use a Buff/Debuff, or any other action the Character wishes to take which is valid during combat.
    1. If a Character has more than one Action per Turn, all Actions must be completed by the end of the Turn or the Action is forfeit.
  3. Attack: If the Action is a Physical Attack, Mental Attack, Debuff or other action that inflicts damage or effects on a Target:
    1. Combatant Designates the Target in the Roleplay Menu on their Player's HUD (this is designated by the Fist Icon), and expends the required Energy Points for the attack he/she/they is using.
    2. Combatant's Player Rolls To Hit
      1. If the roll hits, the Target must roll to Defend.
      2. If the roll fails to hit, the attack misses and the Target does not need to roll to defend or suffers any damage.
  4. Defend: The Target Rolls to Defend by rolling higher than the attacker's rolled number to hit. A Target does not expend any Energy Points to defend an attack.
    1. If the defense roll is successful, then the Target dodges all damage/effects.
    2. If the defense roll is unsuccessful, then HP (Health Points) damage/effects are inflicted.
    3. All Targets have the opportunity to Defend an Attack. This is a Defense Move and does not take the place of their own Turn. 
    4. Targets with SFMA skills may use any purchased Defense Moves that are applicable to the attack at this time.
  5. Next Combatant's Turn: End of the First Combatant's Turn and Second Combatant in the Initiative Roll begins his/her/their first turn with the same sequence of events as the previous.
    1. If the next Combatant is AFK (away from keyboard) or does not respond within a reasonable amount of time, their Turn is forfeit and the next Combatant in the Initiative Order will go.
  6. End of Combat: Combat is concluded once all enemies or attackers are vanquished, captured, surrendered or killed.
  7. EXAMPLE: For an example of what a roleplay combat sequence might look like, visit the FAQ: What is a Combat Sequence. CLICK HERE.

NOTE: To keep combat running quickly and smoothly, please have your attack ready and planned for when it is your turn. You may wish to prewrite any emotes in advance to simply copy/paste them into local chat, but please keep them to just a sentence or two.


Prone/Supine Penalties

Any character that has been thrown to the ground on his/her/their stomach or back in a prone/supine position (aka grounded, downed, floored), will have their Physical Defense and Physical Attack modifiers halved until their next turn when they can again regain their footing and stand. The exceptions to this are ranged attacks, and the reflexive Level 2 Kip-Up Street Fighter Martial Arts maneuver.  

Characters who have been knocked to the ground on their backs (supine) or stomachs (prone) must spend one action getting to their feet. If during this time they are attacked before their next turn, or attempt to attack while prone/supine, the Character can only use half their Physical Defense and Physical Attack mods. On the Character's next turn, he/she/they can use one action to regain their feet. Keep in mind that standing up requires one (1) action, while attacking is also one (1) action. Most characters are limited to a single action per turn and regaining your footing will take necessitate taking one full turn



TALENTS PURCHASE CHART

The Chart below illustrates how many Experience Points (XP) are required to purchase levels/points in any of the skills and abilities below. While not all Skills and Abilities have eight levels of points available for purchase, this chart shows the cost for purchasing those points.

XP Cost Per Skill Point Purchased
1.   First Point
10 XP
2. ◉  Second Point
20 XP 
3. ◉◉◉  Third Point
35 XP
4. ◉◉◉◉  Fourth Point
45 XP
5. ◉◉◉◉◉  Fifth Point
60 XP
6. ◉◉◉◉◉◉  Sixth Point
75 XP
7. ◉◉◉◉◉◉◉  Seventh Point
90 XP
8. ◉◉◉◉◉◉◉◉  Eighth Point
105 XP

About Talents

  • Talents are purchasable skills and combat proficiencies that add valuable modifiers to Physical and Mental skill rolls during Roleplay. General Talents are open to all Player Characters that are listed in the top section of your Character Sheet and include: Alertness, Brawl, Chemistry, Craft, Computer, Drive, Intuition, Investigation, Larceny, Medical, Occult, Persuasion, Primal Urge, Stealth, Subterfuge, and Willpower. 

  • These Talents can be learned by any character class without the need for having a mentor or someone who knows the skill to teach them to your Character. The Bonus Modifiers are cumulative, stackable, and appear in the Permanent Modifiers section of your Character Sheet.

  • Talents can be acquired during your initial character generation by selecting them on your Character Sheet, or purchased after character generation with earned Experience Points (XP). 

  • Below on this page is the list of Talent Descriptions that explain what they effect in roleplay, as well as a skill chart that will tell you which modifiers you will receive when you purchase them. These modifiers will automatically be populated in your Players' HUD Character Sheet when you select them and become permanent once you click the black Purchase Button.

  • Unless otherwise noted, most Skills and Combat Proficiencies are simply modifiers to character-specific skills. For example, a Rapha Kinfolk Healer would invest in Chemistry to enhance her chances of combining the correct herbs to make a healing salve. A Human might invest in Larceny to improve his chances of success when picking locks.

  • While some skills and abilities can be used on their own, most simply enhance your chances of success for certain actions you do in Roleplay, such as shooting a gun (Weapons), persuading someone to let you into an exclusive club (Persuasion), jumping from one rooftop to another (Athletics/Reflexes), or sneaking past a guard (Stealth), just to name a few.

PERMANENT BONUS MODIFIERS

When Players use XP (Experience Points) to purchase Talents, they have the potential to receive additional bonus modifiers in any of eight skill areas listed below. These Bonus Modifiers cannot be purchased separately (for example, you cannot use XP to purchase bonuses in Mental Defense itself, but you can gain an additional +17 cumulative Bonus Modifier to Mental Defense by the time you've purchased your 8th Level in Willpower.)

Bonus Modifiers do not cost extra when you purchase levels in other skills, abilities or gifts and are automatically added to your rolls for success when applicable Talents are used. 

Bonus Modifier Categories:

Physical AttackPA
Increases your chance of successfully hitting an enemy in combat and the amount of physical damage you deliver.
Mental AttackMA
Increases your chance of successfully hitting an enemy in combat and the amount of mental damage you deliver.
Physical DefensePDIncreases your chance of avoiding or parrying a physical attack.
Mental DefenseMDIncreases your chance of defending yourself from the Mental Attacks of others.
Physical SkillPSIncreases your chance of performing any type of Physical Skill, such as Crafting, Runecrafting, Stealth, and Larceny.
Mental SkillMSIncreases your chance of performing any type talent requiring Investigation, Willpower, Occult, Chemistry, Medical or Persuasion/Intimidation. 
Athletics & ReflexesARIncreases your chances of performing skills requiring strength, speed, dexterity, balance and grace.
InitiativeIVIncreases your chance of attacking first in a battle.

TEMPORARY MODIFIERS

Temporary Modifiers are added manually by the Player using the TEMP Button located at the top of your HUD. These Temp modifiers are active for a limited amount of time, typically the duration of a scene, and are in addition to your Permanent Modifiers. Typically, Temp Modifiers occur as Buffs during roleplay by yourself, or by your allies. Debuffs can also be applied as negative Temporary Modifiers by your enemies using special Talents. 

  • Example 1: a Garou Get of Fenris using her Gift Might of Thor receives a Temp Bonus Mod of +40 Physical Attack on her physical attack, but suffers a -5 Physical Defense Temp Mod on her next defense roll.
  • Example 2: an Assamite Vampire using Scorpion's Touch will inflict a Temp Mod Debuff of -5 to Physical Skill on a Target who fails their defense roll, for the duration of the scene.
  • Example 3: an Oniero Techno-Projector Kinfolk who has created a Hacker ICE Chip can use, sell or give the chip to someone else, giving the recipient a one-time +50 Temp Mod to any one roll for Computers.
  • Example 4: A Garou Silver Fang uses Inspire Awe, which gives all his allies a bonus Temp Mod of +5 on their Initiative Roll for that scene.

MENTAL SKILLS

All Points Are Cumulative.

1) ALERTNESS (AL)
This is your basic potential for noticing mundane things that go on around you, even when you're not actively looking for them. Alertness describes the attention you pay to the outside world, whether otherwise occupied or not. It is an indicator of how attuned you are to things your character can see, smell, hear or touch. For example, the color of the car that just drove by and it's make/model/license plate number. In Combat, it allows the Character to notice how opponents are holding themselves, if they are leading with their right or left foot, how they are holding a weapon and the direction they intend to swing. This gives them an edge to act first.

ALERTNESS LEVELSALPAMAPDMDPSMSA/RIN
1. ◉
+5








2. ◉◉
+5







3. ◉◉◉
+5







4. ◉◉◉◉
+5







5. ◉◉◉◉
+5







6. ◉◉◉◉◉◉
+5

+3





7. ◉◉◉◉◉◉◉
+5
+3







8. ◉◉◉◉◉◉◉◉
+5


+3





2) CHEMISTRY
There's a lot that a good chemist can do with a few household chemicals. Explosives, acids, bases, smoke bombs, and solvents are just the beginning. Creating a chemical compound to cause a car to malfunction over time, or a device that dissolves in gas or diesel to unleash a payload of sugar. Fermentation is part of this equation as well, using this reaction to create beer, wine...or something else entirely. Some skills use chemistry as a modifier. Before purchasing Chemistry, check out the skills and abilities within your character class to see if it will effect your modifiers to ensure you would benefit from purchasing points in this skill.

CHEMISTRY LEVELSCHEMPAMAPDMDPSMSA/RIV
1. ◉
+5




+2


2. ◉◉
+5




+2


3. ◉◉◉
+5




+2


4. ◉◉◉◉
+5




+2


5. ◉◉◉◉
+5




+4



NOTE: This does not include skill in mechanics, engines, welding, etc.
(See Crafting under Physical Skills)

COMPUTER LEVELS
CMPAMAPDMDPSMSA/RIV
1. ◉
+5




+2


2. ◉◉
+5







3. ◉◉◉
+5




+2


4. ◉◉◉◉
+5




+2


5. ◉◉◉◉
+5




+2


6. ◉◉◉◉◉◉
+5




+2


7. ◉◉◉◉◉◉◉
+5



+3

+2


8. ◉◉◉◉◉◉◉◉
+5
+2
+3

+2



3) INITIATIVE (IV)
Initiative is a modifier that determines who acts first in reactive situations, such as combat. Players cannot directly purchase points into Initiative, but can gain Initiative bonuses by purchasing other skills, abilities and gifts such as Alertness, Brawl, Stealth, Larceny and various others.

Those with higher bonuses in Initiative will have a much better chance of striking the first blow over Characters with little or no bonus modifiers in Initiative. In a combat sequence, all involved characters (both Player Characters and NPCs) will roll for Initiative to determine the order of attack. Initiative modifiers are added to these rolls. The higher your Initiative roll + bonuses, the more likely you will have the opportunity to strike before your enemies.

Rolling for Initiative is the first stage of any combat sequence. It's always of great benefit to be able to attack first before your opponent has a chance to even draw their weapon. While you are always able to roll to defend an attack no matter your initiative, Players with lower initiatives might have had several enemy strikes and are incapacitated or killed before it's their turn to roll their own attack.

These added Modifier points are always cumulative.

For example: purchasing your sixth point in Firearms will add a +5 Modifier to your Initiative rolls. Or, purchasing your third point in Brawl, gives you another +5 to your Initiative rolls. 

There are many other skills and abilities that add valuable modifiers to your Initiative. These Modifiers are automatically calculated into your HUD when you purchase points in applicable skills and added in whenever you make a roll for Initiative. In your HUD's Character Sheet, play around with selecting points in different areas and take note of how they change your Modifiers in various skills and abilities.


4) INTUITION
Intuition, which also integrates Awareness, are ingrained abilities that work together in noticing those actively using Stealth, and the supernatural. It differs from Alertness (which measures sensitivity to mundane events) and Occult (which covers actual knowledge about the supernatural). 

Characters with Intuition are prone to getting hunches, chills, or unexpected inspiration when extra-ordinary events present themselves. This insight is on a subconscious level, and knowing that something’s wrong doesn’t mean that the character knows what it is. To get more specific information, the character will need to use Occult, Auspex, or some other particular power. 

However, having a heightened sense of awareness is what clues a character in to use their other skills to figure out what is actually going on. Intuition and awareness only make the character more receptive to the presence of the unusual. A Storyteller can ask for an Intuition roll to determine whether a character notices a strange event that’s not immediately visible or overtly noticeable. A Storyteller may also ask that a Player make an Intuition and Awareness roll to see if the powers used are actually warranted. 

For example: Vampire A wants to use Auspex on Vampire B to determine if they recently diablerized anyone. Vampire A's Player heard in the group chat that Vampire B diablerized their Sire, but unfortunately the Player's Vampire would not have heard any news like that and has no cause to use Auspex without provocation. (That is called Metagaming.) However, the Storyteller could have Vampire A's Player make an Intuition & Awareness roll to have a gut feeling something doesn't seem right with Vampire B - especially if Vampire B seems to be acting oddly. If Vampire A's Player makes her roll, then the Storyteller may allow Vampire A to use Auspex.

INTUITION LEVELS
IT
PAMAPDMDPSMSA/RIN
1. ◉
+5


+3



2. ◉◉
+5
+3





3. ◉◉◉
+5


+3



4. ◉◉◉◉
+5





+3

5. ◉◉◉◉
+5






+3
6. ◉◉◉◉◉◉
+5


+3 

+2

7. ◉◉◉◉◉◉◉
+5





+5

8. ◉◉◉◉◉◉◉◉
+5
+2



+5


5) INVESTIGATION
While Investigation is the ability to notice details others might overlook, more importantly is it is the skill to understand what these clues or details might mean in relation to a particular investigation or set of circumstances. More so and to a deeper level, it is the ability to do recognize patterns, research and follow leads, examining evidence to find a connection, and solving riddles by piecing together the puzzle and finding less-obvious commonalities. 

Professions such as law-enforcement officers, forensic specialists, scientists and investigators are trained in the art of examination, while others simply develop the knack through years of practice. It should be noted that Investigation is not quite the same as Intuition & Awareness, which is passive. Investigation-based rolls are made when a character actively studies a scene or set of clues. Investigation does not provide a character with sudden insight. But a good investigator might identify how seemingly unrelated crimes create a particular pattern on a map, or that victims with dissimilar backgrounds all had the exact same amount of money deposited in their bank accounts on the same day. 

  • Professions: Career criminals, doctors, forensic examiners, police officers/detectives, scientists, scholars, soldiers
  • Skills Covered: Artifacts, Body Language, Crime Scenes, Cryptography, Dreams, Autopsy Diagnoses, Puzzles, Riddles, Scientific Experiments
INVESTIGATION LEVELSIVPAMAPDMDPSMSA/RINT
1. ◉
+5




+2

2. ◉◉
+5






+2
3. ◉◉◉
+5




+2

4. ◉◉◉◉
+5






+2
5. ◉◉◉◉
+5




+2

6. ◉◉◉◉◉◉
+5


+2


+3
7. ◉◉◉◉◉◉◉
+5
+2
+3
+2

8. ◉◉◉◉◉◉◉◉
+5


+3


+3

6) MEDICAL
This skill is the advancement of formally being trained at a school of medicine in order to treat a human, or can be applied to Veterinary medicine as well (though obviously not both). You have an understanding of how the human body works. This ability entails knowledge of medicines, ailments, first-aid procedures, and diagnosis or treatment of disease. In order to learn this knowledge a character must have at least one dot in chemistry and one dot in Investigation.

This skill will determine how successful your Medical treatments will be in roleplay with a Storyteller in a situation where your character is treating another character who is injured. You DO NOT need to have actual medical experience to play a Doctor, Nurse, EMT or other medical professional. While certain situations are enhanced with medical knowledge (all of which can be quickly researched online) the majority of the time overly-specific procedures are often confusing, eat up a lot of roleplay time, and simply not fun for the patient. 

A basic understanding of anatomy and how humans function is all that is needed for believable, and quality medical roleplay. Military medical handbooks are available free online and can help with a convincing procedure. Your expertise in medicine depends on how many points you have earned/purchased in Medical. And like a master surgeon slipping with a knife and making a mistake, so too can your modified roll fall short of success...or be a million-in-one miracle operation.

MEDICAL LEVELS:

  1. You know CPR.
  2. You are an EMT (Emergency Medical Tech).
  3. You are an RN (Registered Nurse).
  4. You are a Medical Doctor or Psychiatrist
  5. You are a Medical Doctor Specialist or Surgeon
MEDICAL LEVELS
MEDPAMAPDMDPSMSA/RINT
1. ◉+5



+2


2. +5




+2

3. +5



+2


4. +5




+2

5. +5



+3+3


7) OCCULT
Occult is one of the foundation skills of the Garou and the Apex Kinfolk that can be purchased with Experience Points. It modifies a great many abilities and special skills for these character classes. Occult can be learned in addition to General Abilities & Combat Skills, as well as the Garou's and Apex Kinfolk's own special abilities. Each level learned/purchased in Occult gives a stackable +5 modifier. This provides the Garou and their Apex Kinfolk a stronger tie to commanding Nature Hedge Magic, which is required for them to gain access to a better understanding and control of their abilities.

  • Novice: Your mind is open, and you have just begun to feel there is more to our world than what our senses tell us.
  • ◉◉ Practiced: You suspect that certain skills can be enhanced by drawing from this power.
  • ◉◉◉ Competent: You have seen for yourself there is a natural current of magic that those who are receptive can tap into, and you understand that this is why you can do things others cannot.
  • ◉◉◉◉Expert: You can recognize this magic and have an enhanced capacity for redirecting it to make tasks easier for you. It’s as if a 6th sense identifies it and channels it toward you like rain in a barrel.
  • ◉◉◉◉◉ Master: You know exactly what this is and how it can be used for serving Gaia, your Sept and your Tribe. You also realize that this nature magic knows no good or evil, it simply reflects the intent of he or she who wields it. As a Master of understanding Hedge Magic, you have no difficulties whatsoever in channeling this magic to you and reshaping it your purpose.
OCCULT LEVELSOCCPAMAPDMDPSMSA/RINT
1. ◉+5




+2

2. +5
+1


+2

3. +5


+1
+2

4. +5
+1


+2

5. +5


+1
+2


8) PERSUASION/INTIMIDATION (ONLY AVAILABLE TO GAROU CHARACTERS)
This special skill comes into play as a modifier when attempting to persuade or intimidate other Player Characters or NPCs. It is also an important skill for certain Garou skills where an extra boost of persuasion or intimidation can increase the potency of the skill. 

Persuasion and Intimidation are two sides of the same coin. The difference between the two is directly related to the "intention" of the character using it. When used for good, it manifests as your character's ability to win others over and persuade them to your Character's way of thinking or opinion. When used for dark purposes, it is expressed through intimidation, threats and the insinuation of physical violence or harm. 

Your Character's mere force of personality makes your intent perfectly clear. Your words need not be overtly hostile or profane. A well-placed intimidating word in the right situation might be considered “diplomacy” in certain situations. You know the right method for each occasion and can be very "persuasive." The method used may involve subtle mental and emotional seductions or even outright begging, pleading and cajoling. People with high persuasion ratings tend to be charismatic, natural leaders and advocates. They may also be mob bosses, politicians, and con artists.

PERSUASION/INDIMIDATION LEVELS
PRPAMAPDMDPSMSA/RINT
1. ◉+5
+2





2. +5
+2





3. +5
+2





4. +5
+2





5. +5
+2






9) SUBTERFUGE
Deception, lying and concealment is the name of this game. Your Character knows how to mislead others in regards to their true motives and project whatever substitution for the truth as they wish. Furthermore, their mastery of deception makes them experts in detecting untruths in others and use those motives against them (It takes one to know one). Virtuosos of this ability have a keen instinct for intrigue, secrets, and double-dealing. Having mastery of Subterfuge can make you the ultimate seducer, undercover spy, or con artist.

SUBTERFUGE POINTSSBMAPDMDPSMSA/RIV
1. ◉
+5





+2
2.
+5



+2

3.
+5




+2
4. ◉◉
+5



+2

5.
+5



+2

6.
+5




+2+2
7.
+5


+2
+2

8.
+5+2
+5


+2+2

10) WILLPOWER
Willpower is relates to how much mental fortitude your Character possesses. Those with strong Willpower are not easily swayed, are difficult to dominate or influence, and can withstand abilities that affect their minds.

WILLPOWER LEVELSWPPAMAPDMDPSMSA/RINT
1. ◉
+5



+2
+2

2.
+5


+2



3. ◉◉
+5


+2
+2

4. ◉◉
+5


+2



5. ◉◉
+5


+2
+2

6. ◉◉◉◉◉
+5


+2




7. ◉◉◉◉
+5
+3

+2
+2

8. ◉◉◉◉
+5
+3
+3
+3




Physical Skills

All Points Are Cumulative.

1) ATHLETICS & REFLEXES
Athletics/Reflexes cannot be directly purchased and modifiers to this skill must be earned by purchasing points into other Physical Skills. Athletics & Reflexes represent your inherent athletic and response abilities, which increases when you purchase points in other activities requiring training, such as Brawl, Firearms, and Street Fighter Martial Arts, just to name a few. Having athletics abilities helps you to move in precise ways in response to specific situations, and reflexes determine how quickly you are able to make those physical responses.

Athletics/Reflexes reflects any training you might have in sports or other rigorous activities. Athletics/Reflexes is used for modifiers in all sports, as well as running, jumping, throwing, dancing, dodging and all rolls modified by physical activity and skill. It also includes abilities in swimming, climbing, acrobatics, parkour, etc. It should be noted that this is a basic athletic ability with Human limitations.


2) CRAFTING
Crafting is an important modifier for certain skills and character types. Before purchasing Crafting, read through your skillsets to identify any abilities that you have or can earn that would benefit from Crafting modifiers. 

Crafting covers a great many subjects, representing a character's specialized training, artistic ability, or experience in creating works of physical art and building/making objects with his hands. From impressionistic paintings, sculpture and musical talent to carpentry, runecraft or automotive repair, characters with crafting skills express their artistic talents in any number of ways. 

While Crafters typically have the knowledge and skill when they have purchased points in Crafting, they may not necessarily have the tools or facilities to make use of their capabilities. However, Crafting only covers the actual skills themselves. The character must still have access to the tools of their trade, for example, a forge, a musical instrument, oil paints and brushes, mechanics tools, a welder, etc. 

CRAFTING LEVELSCRPAMAPDMDPSMSA/RINT
1. ◉
+5




+3


2. ◉◉
+5



+3


3.
+5



+3


4.
+5



+3


5.
+5



+3



3) DRIVE
The ability to drive is a skill which must be learned, practiced and perfected. It is directly related to eye-hand coordination, problem solving, reaction speed, depth perception, judging distance, understanding traffic laws, and the ability to think and react in 3D. Driving is also directly related to anything that is remote controlled, such as operating a drone, a robot, car, etc. Characters that have Drive maxed out  have strong concentration skills, remain calm under pressure, the ability to make quick decisions, the physical ability to manipulate camara controls and navigation.

DRIVE LEVELSWPPAMAPDMDPSMSA/RINT
1. ◉
+5



+1


2.
+5



+1


3. ◉◉
+5



+2


4. ◉◉
+5



+2


5. ◉◉
+5



+2


6. ◉◉◉◉◉
+5


+2+2


7. ◉◉◉◉
+5

+3
+7


8. ◉◉◉◉
+5+3


+8



4) LARCENY
A key skill for those with nefarious intentions, Larceny is all about familiarity with the tools and techniques used in the physical manipulation of devices. Put more clearly, it assists with the picking of locks, manual forgery, safecracking, hotwiring vehicles, various forms of breaking and entering, sleight-of-hand, misdirection, just to name a few. Larceny is useful not only for theft, but also for setting up “the unbeatable system” or deducing where a thief broke in. This skill does not confer any aptitude with advanced computer security or anti-crime technologies such as video surveillance or alarm systems — those are covered by the Computer Skill. 

LARCENY LEVELSLARPAMAPDMDPSMSA/RINT
1. ◉
+5



+2


2. ◉◉
+5




+2


3.
+5



+2


4.
+5




+2

5.
+5



+2+2


5) STEALTH
When you need to be able to move silent and undetected, are tailing a target or need to hide, this talent is what you need to be successful. This talent is the ability to avoid being detected, whether you're hiding or moving at the time. Your level of Stealth (and success at using it) is directly related to someone else's Intuition & Awareness. This ability is valuable when stalking prey, not drawing notice to yourself, disappearing into a crowd, or losing someone who is following you. It also covers your ability to perform actions unobserved or unnoticed, such as for pickpocketing, performing sleight of hand tricks, and misdirection. 

STEALTH LEVELSSTLPAMAPDMDPSMSA/RINT
1. ◉
+5



+3


2. ◉◉
+5



+3


3.
+5



+3


4.
+5



+3


5.
+5



+3




COMBAT SKILLS

1) BRAWL
Unlike other skills and abilities, Brawl is not usually used as a specific Modifier, but adds combination of several physical modifiers that enhance combat. This skill represents your abilities in hand-to-hand, weaponless combat (such as punching, kicking and Street Fighter Martial Arts). With nothing in your hand but a fist full of knuckles, you can become a master of unarmed combat. 

When you purchase points in Brawl, you are receiving various modifiers that directly affect success rates in unarmed combat. Those skilled in Brawl can size up their opponent, quickly identify weaknesses, and take aim to hurt and incapacitate their opponents.

NOTE: Brawl only comes into play when there is no weapon being held in the Character's hand. However, it can be enhanced with brass knuckles. This is the only item that can be used with with Hand-to-Hand fighting.

BRAWL LEVELS
BRAWL
PAMAPDMDPSMSA/RINT
1. ◉
+5



+1


2.
+5



+1


3. ◉◉◉ - Access to SFMA moves
+5



+2


4. ◉◉◉ - Grapple Strangulation
+5



+2


5. ◉◉
+5



+2


6. ◉◉◉◉◉
+5


+2+2


7. ◉◉◉◉
+5

+3
+7


8. ◉◉◉◉
+5+3


+8



Grapple Strangulation  (Physical Attack)

  • DIF: 80
  • Energy: 5
  • MOD:  PA, AR
  • Resist: PD, AR

Description:
Effective brawlers are experts in both offense and defense, punching, jabbing, blocking, kicking, dodging and even using a grapple move to effect strangulation. Strangulation occurs when a Character attacks a foe with a Grapple Hold on the foe's throat. If the Foe fails to resist the Grapple three times/turns, they lose consciousness. If the Foe is an NPC, the Character's Player can decide if they held on long enough to kill them, or simply if they wish to render the Foe unconscious. (Vampires and the undead cannot be killed or rendered unconscious by strangulation.)

System:
The Player must have purchased four points in Brawl to access the ability Grapple Strangulation. The Player then spends 5 Points of Energy and makes a successful roll. If the Target fails to resist, the Target is successfully Grappled and cannot attack or defend, and is held by the Player's Character.

For the following consecutive two turns, the Target may roll to resist. If the Target successfully resists the initial roll for the Grapple, the Target breaks free from the Grapple. If the Target fails to resist three times, the Player-Character Target is rendered unconscious. If the Target is an NPC, the Player-Character who has the Target in a Grapple may decide whether or not the Character is unconscious or has been killed.

NOTE: The Storyteller decides how long the Target is rendered unconscious, but the length cannot be any shorter than two turns.


2) WEAPONS SKILLS
In Dominions of Darkness, weapons are scripted prims representing that weapon, which are then placed into your HUD's Inventory, allowing you to choose it to use during combat. Players can only place Weapons of certain levels into their HUDs if they have first purchased that Weapon's Skill Level.

Weapons Skills covers the use and expertise in all weapon types, including Firearms, Ranged Weapons, and Melee Weapons. Purchasing your first level in Weapons lets you place any Level One Weapon prim into your HUD's Inventory, allowing your Character to use that Level 1 Weapon. Purchasing 2 levels in Weapons Skills allows the Player to place Level 2 Weapons into their HUD. If you have not first purchased the corresponding level in Weapons Skills, your HUD will not accept that Weapon Prim until you do.

For Example: You purchase Level One in Weapons Skills and select a Level One 25ACP Pistol. You roleplay picking up this pistol at the local gun shop (free). The Player then loads that prim into his HUD's Inventory. It's a great starter weapon because it's small and easy to conceal (meaning you don't need any kind of physical representation of it on your Avatar). 

Later, you decide you also want the Level 2 Snub Nose 38 Special Revolver, which delivers three times more damage per shot. But unless you have already purchased your second level in Weapons Skills, you will not be able to put that prim into your Character's Inventory.  You will need to expend 20XP to purchase Level Two Weapons Skills before you can place any type of Level Two weapon into your HUD's Inventory. 

NOTE: Currently, weapons are only available for levels 1-6. Levels 7-8 are reserved for special weapons and those with magical abilities or are special spirit-bound weapons.

For more information on the types of weapons available, their levels & stats, and using them in combat, visit THE ARMORY by CLICKING HERE.

WEAPONS SKILL LEVELSPAMAPDMDPSMSA/RINT
1. ◉ - Level 1 Weapons








2. ◉ - Level 2 Weapons








3. ◉◉◉ - Level 3 Weapons








4. ◉◉◉ - Level 4 Weapons








5. ◉◉◉ -Level 5 Weapons








6. ◉◉◉◉◉ - Level 6 Weapons








7. ◉◉◉◉◉ - Level 7 Weapons








8. ◉◉◉◉◉ - Level 8 Weapons









3) STREET FIGHTER MARTIAL ARTS (SFMA)

NOTE: All Players must have at least three levels purchased in BRAWL before they can purchase their first level SFMA skills. SFMA is Dominions of Darkness homebrew skill set.

A bastardized form of boxing, muay Thai and mixed martial arts, Street Fighter Martial Arts has none of the finesse and training of the Eastern marital arts, or even the Western variety. It's not pretty, and it's not graceful. It's all about incapacitating and taking out an opponent to be the last one standing. 

This is a stand-alone skillset that allows a Character to use Physical Attack moves, Physical Defense moves, or a combination of both. Characters who spend points to learn specific moves in SFMA can perform rehearsed attacks, dodges, and defense moves during unarmed combat in lower levels. Master Levels allow the Player-Character to incorporate weapons into their attacks and/or defenses.

For a complete list of SFMA Levels, moves and their associated abilities, CLICK HERE.



ABOUT PHYSICAL & MENTAL MODIFIERS

Some Talents add additional modifier points to your rolls "behind the scenes" when they are purchased. These are used for game system "Balancing," keeping the game fair and preventing one group from being overpowered in relation to other groups. You may notice a higher modifier when you use your Character's skills and roll for success. However, you can directly see how these are calculated on your Character Sheet. This reflects the added modifiers you earned when purchasing certain skills and abilities that effect:

  • Physical Attack
  • Physical Defense
  • Physical Skill
  • Mental Attack
  • Mental Defense
  • Mental Skill
  • Initiative
  • Athletics/Reflexes

Unlike skills and abilities that you can purchase points into for increased modifiers, these permanent Physical and Mental modifiers are only acquired when you purchase certain other skills and abilities. You will see these additional modifiers listed in a skill's/ability's basic attributes above a skill's or gift's description. 

For example, the Assamite Ability of Quietus 2 gives the purchaser of that skill a permanent +5 modifier to all Physical Attacks and Physical Defenses:

     ◉◉◎◎◎◎◎◎:  Quietus 2 - Scorpion's Touch (debuff)

  • Base Roll: 70
  • Energy Cost: 2
  • Damage: -5 to target's physical defense (in addition to any weapon damage)
  • Mods: None
  • Resist: None
  • Permanent Affects:
    • +5 Athletics/Reflexes
    • +5 Physical Attack
    • +5 Physical Defense

How Do Physical and Mental Modifiers Impact Roleplay?

These additional buffs are automatically calculated into your modifiers whenever you use a Physical Attack, Mental Attack, or Physical Defense or Mental Defense. 

Think of these modifiers as the added bonus you receive when you learn a skill in real life, such as in when you learn Algebra it increases your abilities in solving logic-related problems. In DOD, this is represented by giving a general bonus when you learn certain other skills. Behind the scenes, these buffs are used to help balance out gameplay.

POINTS & MODIFIERS
All Dominions of Darkness rolls are based on a D-100, also known as Percentage Dice. This means that your chance for success when using a Talent or defending in combat (depending on what you are trying to do in roleplay) will have a numerical number assigned to it from 1-100. 

For example, the base roll for a Gifted Human to successfully use Level 3 Healing is set at 80%. The player must make a roll (using the Players' HUD) of 80 or more to succeed. But if the Player has purchased levels in Intuition (as written in the Level 3 Healing Skill), then those modifiers are added to the Player's roll, making it much easier to succeed. In this example, the Player has purchased 3 Levels in Intuition. This gives her a +15 modifier, meaning instead of rolling 80, she only needs to roll a 65 or higher to successfully use the skill. The more points you purchase in a particular skill's modifiers, the easier it is for your character to succeed.

Bonus Mods in Levels Are Cumulative
Bonus modifiers in purchased Talent Levels are cumulative. For example, if a Player wished to purchase all 8 Levels in Alertness, they would need to spend 440 XP. Each point purchased counts as +5% modifier when rolling specifically for that skill or ability, giving the Player an additional +40% chance for success in all Alertness-specific rolls.

For example, if a storyteller asks your group to roll vs Investigation and you have purchased 5 Levels in Investigation, you will receive a +25% mod, meaning the number you roll will increase by 25 (unless the roll was below 10 - aka a Botch, which automatically fails.) If you rolled 50, then your final number will be 75.

NOTE: You can play with your skills before purchase to see which has the best modifiers in the Players' HUD in world. Select a skill and you will see which modifiers it improves. If you like what you see, purchase the skill. If not, deselect the skill and choose another.