Whenever you are using the Discipline of Heightened Senses, whichever of the five senses you would normally use, you display a thumbs-up sign. Either hand is fine, and can be used in a variety of ways. For example, if you have heightened senses, and a conversation is going on across the room that you want to listen is on, you can raise your thumb, and stand where the conversation is taking place, while in game your character would actually still be across the room. This Discipline does not work if there are loud noises going on between you and the conversation, and you should never use this during gunfire, as you will then be deaf for up to an hour.
You can also use this Discipline for sight to see people moving with Obfuscate.
This will only work if you have an equal, or greater level of Auspex than the target has in Obfuscate. Additionaly, you MUST have Heightened Senses active before they enter your presence. (*Note: This means that just because you, the player, sees someone walking by in Obfuscate, you CAN NOT turn on Heightened Senses and call a challenge. This is cheating by using OOC information.) An example is as follows: Jim the Nosferatu walks into a room Obfuscated. He has 3 levels of Obfuscate. Amy the Toreador has 3 levels of Auspex. She did not have Heightened Senses on, therefore, she does not detect Jim. If at any point in time while Jim is still in the room Obfuscated, Amy turns on her Heightened Senses for whatever reason (not cheating because the player sees Jim Obfuscated, ie to eavesdrop on a conversation), then Amy must follow the rules to see if she can detect Jim while he's Obfuscated. Note that even Heightened Senses sound will alert Amy that something is amiss as she can hear Jim moving. Then, she can attempt to see him. Any high level of stimuli encountered while using Heightened Senses will render the user unable to use the sense affected for at least 15 minutes depending on the magnitude of the stimuli.
The Garou Gift of Heightened Senses acts exactly as the Vampiric Discipline.
Obfuscate
When using Obfuscate, unseen presence, you must cross your arms over your chest. This lets other people know that, while you are actually standing there, your character cannot be seen. As long as your arms are crossed, you are considered in Obfuscate, but if you drop your arms, you can be seen. This must also be used if you are using the discipline Cloak the Gathering, as well as any players you have cloaked.
The Umbra
Players who have stepped into the Umbra must use this hand signal to inform other players that you are not actually VISIBLY there in game. This hand signal is one arm crossed over your chest, not two, and must also remain up for the duration of your being in the Umbra.
Telepathy
This hand signal is used when you are using the discipline Telepathy. This informs players that you are talking to someone telepathically, and cannot hear the conversation. The hand signal for this is either hand, pointer finger or pointer finger and thumb pressed against the temple.
Majesty
If you have Presence up to Majesty, this is the hand signal you use. Simply spread your arms by your sides. This informs players that you have majesty, and as such, must treat you accordingly. It is not necessary to keep your arms out from your sides continually, as long as the players in your vicinity are aware of it. You may have to repeat this a few times as new players enter the scene. You must inform other players, however, if you choose not to raise your Majesty, if they already know that you have it.
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The Mob Scene
The Mob Scene is a very quick way of dealing with combats involving more than two opponents.
Just like with any challenge traits are bid however there is one difference, all the aggressors pick a leader then they all bid a trait (No more than five people can be in the Mob Scene on the Aggressors side). Now since there are multiple opponents attacking, the defender needs to bid an extra trait for each past the first (Four extra traits, a total of five bid by the defender). Everyone who bid a trait does full damage to the victim if the aggressors win.
Example: You and four other characters are in hand to hand combat with one person.
Your fellow aggressors and you win the physical challenge and you all inflict the appropriate damage.
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Dealing and Soaking Damage
The following chart shows the current system for dealing and soaking damage. Your level of strength determines the level of damage you do in hand to hand combat. The numbers at the top represent your character's strength at the time of dealing damage, i.e. if your strength is 5 at the time you smack someone you are dealing 2 levels of damage. Vampires from 13th through 8th Generation can have a max of 5 Strength (Potent can take this to a 6).
Strength | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Damage | 1 | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 |
Soaking damage is a way for characters to shrug off the damage. Your ability to soak damage is represented by your Stamina traits. For every 2 Stamina traits you get one soak test. Damage from swords, knives, punches, kicks, stakes and all other melee weapons that do not do Aggravated damage can be soaked with a simple test. In order to soak damage from gunfire, explosions, falling from extreme heights, and any other sources that a StoryTeller or Narrator determines you need to win a Static Challenge.
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