Attacking
Combat | Attacking | Stunts | Environment | Extras | Morale | Special Attacks | Mass Combat | Social Combat
Much like combat as a whole, every attack involves a number of discrete steps that must be resolved in the proper order.
Step One: Declaration of Attack
Order of Attack Events
1) Declaration of Attack: The attacker's player states that the character is attacking and what Charms (if any) he will activate to enhance the attack, excepting reroll effects. If the attack cannot be stopped by a particular mode of defense (dodge or parry), the attacker's player must include this information in the declaration.
2) Defender Declares Response: The defender's player decides how the character responds: A) Do nothing and accept the attack, generally resulting in severe injury, or B) Defend using best option of parry or dodge. The defender’s player must declare the use of any defensive Charms not based on a reroll.
3) Attack Roll: The attacker's player rolls (Dexterity + the Ability that governs the method of attack used—Archery, Martial Arts, Melee or Thrown) at difficulty 1, subject to the usual order of modifiers.
4) Attack Reroll: Attackers with access to reroll effects or Charms such as Essence Resurgent may use them if the player does not like the attack roll results. No die may be rerolled multiple times, and the best result is final. Characters who have already used another Excellency Charm to augment their attack may not use Essence Resurgent. If a reroll and the original roll both result in failure, the attack misses.
5) Subtract External Penalties/Apply Special Defenses: Remove successes for any external penalties that apply to the attack roll, ending with the defender’s DV. Roll the dice granted by stunts, Charms such as Essence Overwhelming and other transient dice bonuses, adding the successes to DV. Other defensive effects requiring a dice roll also occur during this step, except those involving a reroll. If no successes remain, the attack misses or the defender successfully deflects it.
6) Defense Reroll: Defenders with access to reroll Charms or like effects may use them if their DV is insufficient to completely stop the attack. In the case of Essence Resurgent, defenders can only use this Charm if they have not previously used another Excellency Charm to enhance DV against the attack.
7) Calculate Raw Damage: If the attack hits, it has a raw damage equal to its base damage (usually Strength + a fixed value for most weapons and unarmed attacks), plus a number of extra dice equal to the successes remaining after step 5. Effects modifying the raw damage of an attack apply accordingly.
8) Apply Hardness and Soak, Roll Damage: If the victim has a Hardness rating against the attack's damage type, compare the Hardness with the raw damage. If Hardness is equal or greater, the defense absorbs the attack without effect. Otherwise, the damage ignores the defender's Hardness. Next, remove the target's appropriate soak rating from the damage of the attack. If the post-soak damage is less than the attack's innate minimum damage (assume 1 unless otherwise listed) or the attacker's Essence, the raw damage has a final value equal to the greater of these two values. This cannot result in a greater raw damage than its original calculated value. Apply any effects that increase or decrease post-soak damage to the final value. Roll dice equal to the final damage of the attack, applying successes as health levels of the appropriate type of damage to the defender. The Twilight Caste anima effect resolves during this step after damage is rolled but before it is applied.
9) Counterattacks: If the victim retaliates using a counterattack (most commonly obtained through use of Charms), apply steps 1-8 to that attack.
10) Apply Results: Any non-damage effects of the attack also occur at this stage, as does the damage and effects from any counterattack launched by the defender.
The attacker's player states that her character is using an available action to attack. At this time, the player also declares any Charms or other magic that will improve the attack. This includes most supplemental, extra action and simple Charms, as well as any reflexive Charm that directly benefits the attack. Charms that are exempt from this declaration explicitly state so in their description. If the attack bypasses dodges or parries, the declaration must include this information.
Step Two: Declaration of Defense
Targets who are unaware of an attack cannot defend against it without the aid of magic. Similarly, a defender can always gamble on the opponent missing or not inflicting much damage (conserving defenses for more powerful adversaries or attacks). However, in most cases, defenders who perceive an incoming attack use the most effective means at their disposal to avoid injury. Unless she opts otherwise, the defender automatically falls back on whichever mode of defense has a better rating. In addition to declaring the type of defense, the defender's player must also declare the use of any defensive Charms not based on a reroll, unless the magic explicitly allows the defender to wait for the results of the attack roll before being activated.
Dodge DV
The first Defense Value is Dodge DV, which measures a character's capacity to get out of the way of incoming attacks. This trait equals the character's ([Dexterity + Dodge (+ Essence, if Essence is rated at 2+)] ÷ 2). Exalted and other divine beings round up, mortals and heroic mortals round down. For example, a mortal soldier with Dexterity 2, Dodge 3 and Essence 1 would have a Dodge DV o f 2, while Anoria, the glorious Solar martial artist with Dexterity 4, Dodge 4 and Essence 5 would have a Dodge DV of 7.
Parry DV
The second DV is the Parry DV, which measures a character's ability to deflect incoming attacks by interposing a weapon or even a limb in the path of the attack. This value equals ([Dexterity + (Ability used to wield the currently equipped weapon with the highest Defense, almost invariably Martial Arts or Melee) + (the Defense of said weapon)] ÷2). Exalted and other divine beings round up, mortals and heroic mortals round down. For example, an Immaculate monk with Dexterity 3 and Martial Arts 4 finds himself accosted by brigands. He only has the natural weapons of his body to protect himself, of which his fist has the highest Defense (+2). His Parry DV is 5. Were he equipped with a seven-section staff (Defense +3) he would still have a DV of 5, because he rounded up for his fist. Characters cannot use a hand for parrying if they are holding a weapon in it, so anyone wielding an extremely slow and ungainly two-handed weapon such as a sledge (Defense -3) must accept the negative impact this weapon choice has on Parry DV.
Inaccplicable Defense
Whenever a particular mode of defense is prohibited by an attack, this condition lowers the appropriate DV to 0. A character who chooses not to defend has both Dodge DV and Parry DV at 0. A magical attack that is explicitly unblockable drops Parry DV to 0, but not Dodge DV. Of particular note, even the Exalted cannot parry attacks that inflict lethal or aggravated damage and/or ranged attacks if they are not armed, unless they augment their block with a stunt or magic enabling such defense. Without such conditions, Parry DV drops to 0. Tougher creatures (especially those with natural full body armor) are exempt from this limitation. Keep in mind that bonuses and penalties apply to inapplicable DVs after the reduction to zero, so a character huddled behind a rock may still benefit from its cover, and so on.
DV Bonuses
Characters have a number of ways to improve DVs, all of which are cumulative. Carrying a shield adds its appropriate Defense rating directly to both base ratings, as does the concealment afforded by cover. Shields and cover are not cumulative with one another, however, only the greater bonus applies. Opponents who are mounted or otherwise have the advantage of height add a modifier to both DVs based on the slope or lift against close-combat attacks (see table), unless their opponents are armed with weapons that have the reach tag. DV bonuses for characters mounted on an inclined surface stack with one another. Both height and cover counts as a form of external penalty. Dice awarded for stunts can temporarily inflate one of the two DVs against a specific attack, in which case the defender's player rolls the stunt dice separately and adds any successes to the character's DV. Stunts to aid defense occur immediately after the attack roll, but before determining whether the attack actually hit. Reflexive Charms may also increase or adjust DV. In particular, the three Excellencies have special effects when used to aid a defense. When Essence Overwhelming aids DV, the player rolls the dice granted by the Charm and adds successes to the DV like a stunt. Essence Triumphant adds its successes directly as points of DV. Essence Resurgent allows players to add half the Ability to the dice pool from which the DV was derived.
DV Penalties
Many factors can reduce a character's DVs, either both kinds or singly. Such penalties are cumulative with one another. The most common such penalty comes from taking actions, as noted previously. For instance, each attack the character makes reduces both DVs by one. This penalty disappears on the tick the character is next permitted to act. Wound penalties also subtract directly from both DVs. If a character is attacked multiple times by the same opponent, each attack cumulatively imposes an additional -1 penalty to both DVs (called an onslaught penalty). Therefore, a sufficiently savage cascade of blows can batter through the best defenses. Onslaught penalties apply only when defending against the character that imposed them and only against the attacks of an individual flurry. If an attacker acts a second time before the defender's DV refreshes, the onslaught penalty is reset to 0 at the start of the second series of attacks. Coordinated Attacks are another matter entirely. Most armor impedes any sudden movement such as dodging, subtracting its mobility penalty from a character's Dodge DV while worn. Terrain such as loose pebbles or marsh muck may likewise impede Dodge DV, generally between -1 for bad conditions and -3 for extreme environments. Conditions worse than a -3 simply make dodging inapplicable. Dodge also becomes inapplicable for characters who are unable or unwilling to give ground, such as those fighting in close-ranked formations or in a narrow crevasse. Characters who are unarmed may not use their Parry DV against attacks that inflict lethal or aggravated damage. Any such mundane inapplicability may be circumvented by a stunt or Charm. However, certain magical attacks directly specify that they cannot be blocked or dodged (and some horrific few exclude both modes of defense). If a description of a magical effect states that an attack cannot be dodged, it cannot be dodged, even with the aid of a stunt. The same goes for magically unblockable attacks.
Negative DV
In particularly unfortunate circumstances, it is possible for a character to have both DVs lowered so much that the highest value of the two is actually negative. Treat negative DVs as DV 0—the enemy may still miss if she rolls no successes on her attack. However, track the character’s negative DV if there is any possibility that DV-enhancing effects might be applied, as the true DV is still negative.
Automatic Defense
Finally, a sufficiently high DV can impart a limited form of automatic success. If a character's DV is higher than the Accuracy dice pool of an opponent's attack and the opponent is an extra, the attack automatically misses without a roll. This automatic miss still counts toward imposing the onslaught penalty, but this is almost a moot point since an opponent who lacks sufficient dice to pierce a character's defenses with his first attack will only degrade in effectiveness if he launches a flurry.
Putting it All Together
When confronted with an attack, establish the base values for Dodge DV and Parry DV. Most often, these will be positive numbers, but if the particular mode of defense is prohibited, then the value is 0. Next, add any applicable bonuses to each value, followed by applicable penalties. With all calculations complete, the highest of these two numbers is the DV used (unless the player wants to use the inferior defense for some reason). If positive, the DV will cancel attack successes.
Shields and Cover DV Bonuses
Type | Hand-to-Hand Cover | Ranged Cover |
---|---|---|
Buckler | +1 | None |
Target Shield | +1 | +1 |
Tower Shield | +1 | +2 |
25% Hard Cover (Shoulder and leg protected) | None | +1 |
50% Hard Cover (Half body protected) | +1 | +2 |
75% Hard Cover (All but shoulder, arm and face protected) | +1 | +3 |
90% Hard Cover (All but eyes protected) | +2 | +4 |
Defense Value Modifiers
Situation | Modifier |
---|---|
Taking Actions | -(Varies) |
Wound Penalties | -(1–4) |
Wearing Armor* | -(Varies)* |
Onslaught Penalty | -1 per successful attack** |
Unstable Terrain | -(1–3) |
Shield | +(Defense) |
Steps/Gentle Slope/Mounted | +1*** |
Steep Slope/Riding in Howdah | +2*** |
Too Steep to Climb Without Hands/Scaling Ladder | +3*** |
* Reduces only Dodge DV.
** Applies only against a single attacker, unless a group makes a coordinated attack.
*** Height modifier applies in close combat only and may be negated by attacks with long weapons. Apply as a DV penalty to characters with lower height in the designated situation.
Step Three: Attack Roll
The attacker's player rolls (Dexterity + the Ability that governs the method of attack). This roll has a difficulty of 1 and is subject to the usual order of modifiers. Most weapons grant an Accuracy bonus or penalty to this roll, and many Exalted also fortify their attacks with stunts and/or Charms. Barring the use of Charms or other rare effects, characters may use only the following Abilities to attack others: Archery (wielding bows or other "point and shoot" weapons such as firewands), Martial Arts (unarmed attacks or those made wielding weapons specifically designed for use with a formal martial art style or wielding weapons that enhance natural attacks such as a cestus), Melee (wielding a close-combat weapon) or Thrown (hurling a missile at range). Each weapon specifies the Ability (or Abilities) that may be used to wield it.
Botched Attacks
Failing an attack roll indicates a miss. A botch is invariably much worse. At minimum, the attacker throws himself off balance, imposing an additional -2 DV penalty in addition to the normal DV penalty of the attack. If any bystanders stand in the general path of the attack, the Storyteller may also rule that the attack hits one of them instead of the intended target with a number of "successes" equal to the 1s rolled.
Off Hand
By default, characters have a primary hand and an off hand. Those wielding a weapon in their off hand lose one die from all attacks with that weapon. This does not apply to unarmed fighting maneuvers, but it may apply to non-combat activities requiring high manual dexterity (such as calligraphy), at Storyteller discretion.
Step Four: Attack Reroll
This step only applies if the attacker has access to magic or other effects that permit the rerolling of dice (such as an appropriate Essence Resurgent Excellency). If so, and if the attacker's player is unsatisfied with the attack roll result (particularly in light of the target's DV), she may use these effects normally. Each die may be rerolled only once, with characters benefiting from the better of the two rolls. Characters who have already used another Excellency Charm to augment their attack may not use Essence Resurgent to do so. In the case of a complete reroll, all bonuses and penalties apply to each attempt. If a roll and reroll both end in failure, the attack misses.
Step Five: Subtract External Penalties/Apply Special Defenses
At this point in attack resolution, the attacker's player applies valid external penalties to the roll. The target's DV is always the last of these. If the defender is blocking or dodging, apply her highest DV as the last of these penalties. The defender's player may attempt to describe the defense in order to obtain a stunt bonus, generating a dice pool whose successes directly add to DV. Similarly, Charms such as Essence Overwhelming may provide dice to the same effect. Any other defensive effects that require a dice roll also occur during this step, except those involving a reroll. If the attacker has no successes remaining, the attack misses or the defender manages to deflect it, as appropriate.
Range Penalties
When making ranged attacks, characters may fire or throw a weapon out to its Range rating without penalty. They may fire out to twice this distance with a -1 external penalty, or between two and three times listed range at -2 successes. Accurate shooting beyond this range is impossible without the aid of magic.
Step Six: Defense Reroll
Defenders with access to reroll Charms or other such effects may use them if their DV is insufficient to completely stop an attack. Defenders may not use Essence Resurgent if they have already used another Excellency Charm to improve DV against the attack. For Solars, this Charm adds a bonus to DV equal to one half the Ability rating in the pool, rounded down. Other reroll powers describe how they interface with DV, since DV is not rolled.
Step Seven: Calculate Raw Damage
If the attack hits, the attacker's player must figure out how deadly it is. First, take the base damage of the weapon (usually Strength + some value, although some exotic weapons such as crossbows and firewands do not rely on physical might for power). See Weapons. Next add the number of successes from the attack roll. The sum of base damage and accuracy successes is called raw damage. Effects that modify the raw damage calculation of an attack apply as written. Finally, establish which of the three types of damage the attack inflicts (this will be specified by a single letter abbreviation listed with the base damage of the weapon). If the attacker has a Charm that explicitly allows him to wait until after the opponent's defense to activate it, the Charm must be declared and activated at this stage.
Bashing
Bashing damage is caused by bludgeoning or crushing attacks and other blunt trauma. The unarmed attacks of humans inflict bashing damage by default, although equipment or magic can modify this. Characters who are beaten below their Incapacitated health level with bashing damage pass out. Bashing damage heals relatively quickly: one level per 12 hours of rest for mortals or one level per three hours of rest for Exalted and beings of similar resilience. Furthermore, even the comparatively frail bodies of mortals can take a degree of pummeling without suffering substantial damage. As such, all characters have a natural soak (innate ability to absorb damage without injury) equal to their Stamina unless otherwise noted. This said, bashing damage isn't always trivial.
A sufficiently forceful blunt impact can crush a skull like a melon, to say nothing of the mess left behind when a victim falls from great height onto a hard surface.
Lethal
This category of damage is exactly as its name suggests, injury intended to maim or kill. Piercing or cutting wounds cause most lethal damage, be it from the claws and teeth of beasts or the blades of men. Characters reduced below Incapacitated with lethal damage begin dying and soon expire unless some form of magical healing stabilizes them. Mortal bodies have no natural soak against lethal damage, so such characters must rely solely on armor for protection. Exalted, spirits and the like have a natural lethal soak equal to half their Stamina (rounded down). Levels of lethal damage take a variable amount of time to heal based upon their associated wound penalty: -0 (one day of rest or two days of normal activity for mortals; six hours of rest or 12 hours of activity for Exalted), -1 (one week of rest or two weeks of normal activity for mortals; two days of rest or four of normal activity for Exalted), -2 (two weeks of rest or four weeks of normal activity for mortals; four days of rest or eight of normal activity for Exalted), -4 and Incapacitated (one month of rest for mortals, cannot heal without rest; one week of rest or two weeks of normal activity for Exalted, though even an Exalt won't be able to do anything but rest if he's lying on death's door at Incapacitated).
Aggravated
Wounds classified as aggravated are innately supernatural, caused only by the most horrific magic or by exploiting the banes of a magical being (such as iron against the Fair Folk). A number of Solar Charms exist that allow them to inflict aggravated damage against creatures of darkness such as demons, ghosts and the walking dead. Abyssal Exalted have magic that does the same to mortals and denizens of the Wyld. Lesser types of Exalted have so little or sporadic access to aggravated damage that their effects cannot be classified along such broad lines. Unless otherwise stated, no being has a natural soak against aggravated wounds, and only the strongest healing magic can mend such grievous injuries swiftly. Fortunately, armor provides an aggravated soak equal to its lethal soak. This type of injury heals naturally at the same rate as lethal damage.
Step Eight: Apply Hardness and Soak
Unless the victim of an attack is very fragile (such as mortal flesh against blades), the target will reduce the amount of raw damage using a derived trait called soak. Before worrying about soak, however, the attacker's player should compare the raw damage of the attack to any Hardness rating the victim possesses. Hardness is a rare form of protection granted by certain forms of heavy artifact armor and powerful protective magic, measured with a value for each damage type against which the Hardness applies. (For instance, the spell Invulnerable Skin of Bronze, grants sorcerers a Hardness of 6L/12B, meaning it has a Hardness of 6 against lethal damage and a Hardness of 12 against bashing damage.) If a character has multiple effects granting Hardness, only the highest rating for each damage type applies. The function of Hardness is to exclude minor injuries altogether. If an attack does not have a raw damage greater than the victim's Hardness, the attack is utterly ineffective and automatically fails to inflict any damage. If the raw damage exceeds Hardness or if the target has no Hardness rating, proceed to the next step in damage resolution: soak.
The soak rating of a target is denoted in the same fashion, so 4B/2L means a soak rating of 4 against bashing damage and 2 against lethal. A character's total soak is calculated as the sum of natural soak (granted by Stamina, as well as innate adaptations of some mutants and nonhuman species and most soak-boosting Charms) and armored soak (granted by some form of armor, with a rating dependent on the protection worn; see Armor). Three differences separate the subcategories. First, armor has an aggravated soak equal to its lethal soak rating, while natural soak does not. Conversely, effects that bypass armor (in full or part) only pierce armored soak and do not reduce the protection afforded by natural soak in any way. The most common armor-bypassing effect is called piercing damage, a special tag used by some weapons (such as target arrows). Piercing weapons halve the armored soak of the target before applying it against the attack (rounded down). As a final soak consideration, many Charms (particularly those based on formal styles of martial arts) prohibit the use of armor, forcing characters who rely on such magic to find ways of enhancing their natural soak or avoiding injury through active modes of defense.
Provided that Hardness does not eliminate the possibility of injury, subtract the defender's soak from the raw damage. In most cases, this is the final damage of the attack. Certain large weapons have a minimum damage denoted in their statistics.
Characters wielding such attacks use this value or their permanent Essence rating (whichever is greater) as the minimum damage of each attack. Characters using smaller weapons that lack their own minimum damage rating simply use permanent Essence for minimum damage. If (raw damage – defender soak) is less than the minimum damage of the attack, the final damage equals minimum damage. In the unlikely event that final damage exceeds the original raw damage (such as a weak attack delivered by a high Essence being), the attack has a maximum damage of its raw damage. In short, Essence can overcome soak, but it cannot generate damage where it does not exist. Apply any effects that increase or reduce post-soak damage to the final value after factoring in minimum and maximum damage as necessary.
Step Nine: Counterattacks
Some defenders have artifacts, Charms or other magic granting them access to counterattacks. A counterattack is resolved at this stage as if it were a normal attack launched by the victim against the aggressor. A counterattack hits simultaneously with the attack that triggered it and follows the usual steps 1-8 of the attack-resolution process. However, characters may not use one counterattack to retaliate against another counterattack.
Step Ten: Roll Damage/Apply Results
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Incapacitation and Death
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Injury Complications
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Inanimate Targets
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