Special Combat Situations
Ambush, blind fighting, flanking, dazed, knockdown, and immobilization rules.
Ambush
Attacker rolls Dex + Stealth vs. defender’s Perception + Alertness (resisted).
- Attacker wins: Free attack before initiative. Extra successes add to attack pool.
- Tie: Attacker goes first; defender may respond normally.
- Defender wins: Normal initiative; no advantage.
Blind Fighting
+2 difficulty to all attack rolls in total darkness or complete sensory deprivation.
Ranged attacks become essentially inaccurate — the attacker must still guess the target’s location.
Mitigation:
- Heightened Senses (Auspex ●) eliminates the penalty
- Eyes of the Beast (Protean ●) eliminates the penalty
- Thermographic or electronic vision removes the penalty depending on source
Flank and Rear Attacks
| Position | Bonus |
|---|---|
| Flank (side) | +1 attack die |
| Rear (behind) | +2 attack dice |
The target is unaware of the attack direction. This is a passive positional bonus — no additional roll required to establish flanking position.
Dazed
If the number of damage successes remaining after soak exceeds the target’s:
- Stamina (mortal)
- Stamina +2 (supernatural)
The target is dazed. They must spend their next action recovering — they cannot act offensively, defend, or use Disciplines. They may spend Willpower to act despite being dazed (at Storyteller discretion).
Knockdown
A knockdown result (from Sweep, Tackle, or certain other effects) sends the target to the ground.
Recovery options:
- Roll Dexterity + Athletics (difficulty varies by situation) to immediately recover — if successful, the character stands with –2 initiative
- Fail the roll: spend the next full action standing up
- Botch: Take 1 automatic bashing damage from the fall
A prone target is at +1 difficulty on all attack rolls and is at +1 difficulty to defend against attacks (or attackers gain +1 to hit, depending on framing).
Immobilization
Partially immobilized (struggling, held, caught):
- Attacker gains +2 dice to attack rolls against the target
Completely immobilized (bound, staked, paralyzed, out of Willpower):
- Attacks hit automatically — no attack roll required
- Damage roll proceeds normally