================================================================= Yet Another Last Word on Multiple Actions _________________________________________________________________ So far, in the Storyteller series, we have three ways of obtaining multiple actions: the Vampiric Discipline of Celerity, The Garou's ability to spend Rage, and The Sphere of Time in Mage. In addition Mage includes a minor Mind effect known as Multi-Tasking. Finally, there is the whole issue of splitting dice pools. First of all, none of the three major ways of gaining multiple actions MULTIPLY the number of actions you get, they all merely ADD to them. This means that when they are used together they only add extra actions. For instance a vampire using Celerity 2 gets three actions. If a Mage uses Time to accelerate the vampire, getting 3 successes (normally granting 2 actions), the vampire gets 4 actions (one + 2 for Celerity + one for the Time effect), not 6 (3 x 2). This does not apply to splitting dice pools or Multi-Tasking, which do not really grant extra actions. Thus, a character can split his dice pool during each and every extra action. Likewise a Multi-Tasking character can continue each of his 'Tasks' through several extra actions. Characters cannot do everything with extra actions that they can with normal actions. Werewolves cannot use gifts that require spending Gnosis on any turn that they spend Rage. Time Magick does not increase the number of magickal actions a character can take in a turn, though a magickal action can be taken at any point during the turn. Neither does Time magick increase the amount of Rage or Blood Points that can be spent in a single turn. Vampires are only limited by their ability to spend blood points. How Multi-Tasking Works: Multi-Tasking allows a Mage to concentrate on several different things at once. It does not make him move or react any faster, nor does it grant additional physical abilities. A Multi-Tasking Mage performs all of his activities simultaneously at his initiative value, of course some of his activities could be 'delays.' For instance, a mage could decide to use one Task to cast magic, one to fire a gun, and another to dodge if he is attacked. The mage cannot perform physically contradictory actions (running in two different direction, firing a rifle and a machine gun at the same time, etc). But there are many actions that may interfere with each other to some extent. To represent this, any action that uses an Attribute as part of its dice pool must share (split) that Attribute with any other actions that also use it. Abilities do not have to be split, so there is a definite advantage over ordinary splitting of the dice pool. At least one die is required for each such action so a mage with a dex of 3 can do a maximum of three activities requiring dex, and each would have 1 die in their pools (plus the appropriate ability). Example: An Akashic Brother is Multi-Tasked. He uses one Task to punch a Superior, one to watch for and dodge his opponent's attack, another to watch for and counter any magickal attacks, and the final one to decipher a cryptic message inscribed on the tomb the Superior is guarding. Two of these actions use dex, one uses Arete, and the last uses wits. He decides to split his dex of 4 evenly between the two actions. He wins initiative and makes 2 rolls: Punch: 2 (1/2 dex) + 4 (Brawl of 4) and hits, the Superior soaking most of the damage, and a Wits + Enigmas roll (full dice pool of 3 + 3 = 6), concluding that the tomb is the resting place of a torporous methusula. Almost immediately, the Superior strikes with a knife. The Brother rolls 5 dice (1/2 dex + Dodge of 3) and narrowly avoids the blade. Suddenly the Superior's Progenitor master steps from the tomb, hurling a Life/Entropy effect at the Brother. The portion of the Akashic Brother's attention focused on magick notices the attack, but cannot counterspell it because (though he no longer needs foci for Mind and Entropy) he needs his Katana to perform Life and it is still in the sheath on his back. He could draw it (dex+Fast Draw) if he had any dice from his dex pool left but he has used all four. Instead, he changes his action (+1 difficulty) and tries to project the illusion that he and the Superior have switched positions. The Storyteller calls for an extra initiative roll to see which spell gets off first, giving the Brother a +2 penalty for reacting. Fortunately, the Progenitor's focus slows him enough for the Brother's spell to affect him first. The Superior collapses from a massive cerebral hemorrhage as a result of his master's misdirected spell and the scene continues to the next turn. Combat Sequence for Multiple Actions: O. Surprise Action: At the beginning of the first turn of a scene, characters who are concealed or otherwise have the advantage of surprise get one simple action before the other side can react. No extra actions can be taken, and dice pools can not be split at this point. 1. Characters with surprise perform their actions. These actions are resolved in any order desired, but are considered to be simultaneous. 2. Surprised characters can make a wits+alertness roll - difficulty 8 - to react. Those that succeed can take defensive actions like dodging and countermagick. I. Preemptory Actions: Vampires using Celerity, Werewolves spending Rage, and already accelerated Mages take their first action. 1. All parties declare the number of actions they are taking 2. The Characters take their actions, the one with the most actions going first. Those with the same number of actions go in dex order. If tied in number of actions and dex, initiative can be rolled, or actions can be taken simultaneously. 3. Those characters receiving only one action who are attacked in step 2 may react defensively (dodging, blocking, countermagick, etc) but must use dice from their regular action's pool to do so. II. Normal Actions: 1. All parties declare their actions for the turn. Multi- Tasking characters must declare an action for each 'task' separately. Characters with more than one action left must declare all remaining actions. 2. Characters take their actions in order of initiative, Multi-Tasking characters perform all their actions at their rolled initiative. Characters who choose to delay act any time after their initiative, reacting to the occurrence they are waiting for. 3. Characters with actions remaining may use up one of them defensively in reaction to any attacks made after they have acted. III. Extra Actions: 1. Characters with actions remaining act, those with the most actions left going first. Ties are broken by dex just as in Preemptory Actions, above. 2. Delaying characters may react to the actions being taken. Defensive actions go off normally but attacks 'triggered' by other attacks are not so certain. Generally, if one attacker has to move to attack, the other goes first. If one attacker has more actions than the other, he will go first. Otherwise initiative rolls can be made or the attacks can be resolved simultaneously. 3. Delaying characters who's actions have not been 'triggered' can change their actions to do something before the turn ends. IV. Turn Ends. Combat proceeds with Preemptory actions (I).Further Complications: Vampires decide to spend blood points to activate Celerity and Werewolves decide how much Rage to spend at the very beginning of the turn (Preemptory Actions I.1.), but mages must wait until their action to activate Time effects. Mages begin to benefit from Time effects and Multi-Tasking at the very beginning of the next turn. To avoid this problem, mages with Time sometimes peek continuously into the near future. When she coincidentally has a 'bad feeling' about the situation, she can start up her time effects the turn before a combat starts. Calling the Fox: Garou can spend an extra rage point at any time during the turn to take a defensive action (usually dodge) as long as the total number of Rage points spent that turn does not exceed the werewolf's Dexterity. If the Garou frenzys as a result of spending this rage, it will almost always be a Fox frenzy. The Beast at Bay: A surprised Garou can also spend a point of Rage to go at the same time as his attackers. However, multiple Rage points cannot usually be spent in this way. If the Storyteller wishes she may allow the Garou to make a rage roll to see how many points of Rage he can spend. Quickened Pulse: A vampire with Celerity can spend extra blood points in order to go before other characters during the turn. Though these blood points do not allow the Kindred to take any additional actions, they do add to extra actions for the purpose of determining initiative and add directly to initiative rolls. Normal limits on spending blood points apply. Really Long Example: Characters in Group A: Andrea: Toreador, Dex 4, Wits 3; Dodge 4, Brawl 4, Alertness 5; Celerity 2, Auspex 1 Amadeus: Virtual Adept, Dex 3, Wits 4; Firearms 3, Dodge 3, Alertness 4; Correspondence 3, Mind 2, Time 2, Arete 3 Arnold: Glasswalker Ahroun, Dex 3, Wits 2; Dodge 2, Brawl 5, Alertness 4; Rage 6 Characters in Group B: Belial: Nosferatu antitribu, Dex 3, Wits 2; Dodge 2, Alertness 4, Brawl 4; Potence 4 Bertrand: Cult of Ecstacy barrabi, Dex 3, Wits 3; Alertness 3, Dodge 3, Melee 4; Time 3, Mind 3, ; Arete 4 Blk'hehkk-ikthya: Black Spiral Dancer Ragabash, Dex 4, Wits 1; Dodge 1, Brawl 4; Rage 4 Group A has been searching the streets of Gary for Group B on a mission of vengeance. Amadeus has finally gotten a Correspondence lock on their quarry, and has activated his combat magick, including Multi-tasking. Amadeus puts a Correspondence/Mind/Time Ward around Group A (3 successes) to conceal them as they approach Group B's hiding place. The Ward blocks Bertrand's Danger Sense rote (Time 2 Mind 2, 3 successes). Group A has surprise. Surprise Actions: Amadeus aims his light automatic at Blk' and fires (Rolls 3 + 3 + 2 (successes on his pre-cast Targeting Computation Rote) = 8d, diff 4 (TC, again): 2,3,7,5,1,8,1,4, netting only 2 successes. Blk' rolls his Wits+Alertness, diff 8, getting no successes (6 - he only has 1d!), and cannot dodge. Amadeus does 6d of damage (5,7,8,9,4,2) - 3 HL +1 for silver, which Blk' cannot soak. Arnold and Andrea close with Blk' and Bertrand, respectively, but neither can attack, because surprise allows only one action, and move & attack requires splitting your attack dice pool. Belial & Bertrand both make their Wits+Alertness rolls. Belial has nothing to defend against, but Bertrand backs away from Andrea. First Turn of combat begins: Andrea spends Blood for her Celerity, she will get 3 actions this turn. Arnold wants to kill Blk' quickly, so he spends his maximum of 3 Rage, he will get 4 actions this turn. Amadeus has no way of increasing his actions, but he does have a total of 3 Multi-Tasks going (2 successes) so he can take 3 separate, non-contradictory actions in the Normal Actions phase. Belial lacks Celerity, and will get only 1 Action. Bertrand intends to cast a Time effect, but he must do so as his normal action this turn, if he succeeds he will be speeded up next turn. Blk' is still confused by the surprise attack and spends only 1 Rage, he will get 2 actions this turn, at this point he also decides to assume his breed form - Crinos (since he can do so instantly). Preemptory Actions: Arnold has the most actions this turn (4), so he takes his Preemptory Action first, raking Blk' with both claws (Arnold is already in Crinos Form). He splits his Dex+Brawl pool evenly between the two attacks and gets 3 successes with the first and 1 with the second. Blk' decides to use his Preemptory action to dodge, he rolls 3 successes, dodging the first claw, but the second just hits him. Arnold rolls his STR (+4 for Crinos, +2 for claws) and gets 5 successes, Blk' soaks 4, taking only 1. Blk' is now down 5 HL. Andrea uses her Preemptory Action to kick Bertrand, hoping to prevent him from casting a spell, she rolls 2 successes. Bertrand wants to save his action to cast Magick so he makes no move to defend himself. Andrea does 4 HL to Bertrand, he soaks 3, taking 1 HL. Blk' has used up his Preemptory Action, so this phase of the turn is over. Initiative is rolled: Andrea 6, Amadeus 4, Arnold 4, Belial 4, Bertrand 3, Blk' 1. Everyone can act or save their action at this point, and must declare their actions: Andrea will attack Bertrand. Amadeus will fire at Blk' again with one 'Task (using 1d of his DEX), watch for attacks and dodge with another (using his remaining 2d of DEX), and save the third (and his full Arete Pool) to countermagick Bertrand. Arnold will continue to attack Blk'hehkk. Belial will attempt to throttle Andrea (even though he knows she doesn't breath, he just likes the feeling of crushing vertebrae). Bertrand will cast his Time effect to give himself and his friends extra actions (min 3 successes to work). Blk'hehkk will dodge Arnold's next attack, and pull his Klaive for use next turn. Normal Actions: Andrea acts first, striking Bertrand - who is concentrating on readying his spell - for 2 HL, which he soaks. Amadeus fires at Blk' getting 4 successes to hit. Blk' realizes that the silver bullets are a serious threat and Calls the Fox to dodge, getting 4 successes, he feels the silver crackle past is fur. Unfortunately Blk' also has to roll his Rage, and goes into Fox Frenzy, he will now have to use his normal action to run away (Blk' can act twice during the normal actions phase because he called the fox). Arnold attempts a Claw/Claw/Bite routine on Blk, he splits his dice pool 2d for each claw and 4d for the bite. The claws miss (2,3),(8,1) but the Bite hits for 2 HL, which Blk' soaks easily. Belial grabs for Andrea, rolling 5 successes to hit. Andrea decides to use her remaining extra action to dodge, getting 4 successes, oh well. Belial throttles Andrea for 8 HL, Andrea soaks two and is barely conscious. Andrea frenzys as a result of the damage. Bertrand finally gets to cast his spell, spending Quint and Willpower he gets 5 successes! Amadeus uses his saved action to countermagick, getting 1 success. Bertrand still has 4 successes, so he and his two friends will get 2 extra actions each turn for the rest of the day. Extra Actions: Only Arnold has extra actions remaining at this point. He uses one to catch up to Blk'hehkk and the other to attack, getting 4 successes on a single claw rake. Blk' Calls the Fox again, and dodges, getting 6 successes, he survives into the next turn. The turn is over. Beginning of the Second Turn: Andrea decides to spend a BP on Celerity and 2 more to increase her STR to 5, she gets 3 actions, again, this turn. Amadeus gets 1 action, as usual. Arnold decides he only needs to spend 1 Rage to finish off Blk'hehkk, he will get 2 actions this turn. Belial and Bertrand have been speeded up by Bertrand's spell and will each get 3 actions this turn. Blk'hehkk is also speeded up and decides to spend his last Rage point to make sure he gets away, he will get 4 actions this turn (and since he's in Fox Frenzy he will use all of them running and dodging). Preemptive Actions: Everybody except Amadeus gets a preemptive action this turn. Blk'hehkk gets to go first this time and runs. Andrea, Belial, and Bertrand are tied with 3 actions each, but Andrea's DEX of 4 lets her go first. Andrea pulls a small wooden stake from her sleeve and tries to stake Belial. Belial dodges, but doesn't want to let go of the Toreador, so the Storyteller gives him a difficulty of 8, he gets no successes. Andrea gets enough successes and damage to stake Belial. The Nosferatu is in Torpor. Bertrand decides to use his magick to slow down his enemies (Time 3), spending Quintessence and Willpower again he gets 4 successes. Amadeus uses his Arete pool for the turn to countermagick, getting 2 successes. Bertrand's effect fails. Arnold chases after Blk'hehkk. Initiative is rolled: Bertrand 6, Andrea 5, Amadeus 3, Arnold 3, Blk'hehkk 1. Bertrand will draw his sword-cane and attack Andrea or dodge if Amadeus shoots at him. Andrea (not thinking too clearly, in Frenzy) will pull her second concealed stake and stab Bertrand with it. Amadeus would like to invoke Correspondence to get a clear shot an Blk'hehkk, but he has already used one of his Multi-tasks and his full Arete Pool countermagicking Bertrand, instead, he decides to pump three shots into Bertrand and save 2d of his DEX pool and his last task to dodge. Normal Actions: Bertrand goes first, stabbing Andrea with his sword-cane (Rapier), the Frenzying Andrea doesn't dodge, so he hits easily, rolling 5d (STR+3) he gets 3 successes, Andrea soaks 1 and goes down in Torpor (she hasn't taken any Aggravated damage). Amadeus fires at Bertrand, dividing his 6d pool (1d dex + 3d Firearms +2d Targeting Computation), evenly among the three shots. Bertrand uses his next action to dodge, also dividing his 6d pool evenly among the three attacks. Bertrand dodges the first two bullets, and Amadeus botches the third, his gun jamming. Arnold realizes he won't catch Blk'hehkk, and returns to the combat at top speed. Extra Action: Blk'hehkk is the only one with any actions left (the Vampires are in Torpor, Arnold only had 2 actions this turn, and Bertrand used his last extra action to dodge) and he uses them both to put as much distance between himself and Arnold as possible. He is out of the combat. The second turn is over. Beginning of the third turn: Bertrand still has 3 actions due to his Time effect. Amadeus still has 1, of course, and will have to spend it clearing his weapon. Arnold decides to spend his 2 remaining Rage, he will have 3 actions this turn. Preemptive Actions: Bertrand uses his preemptive action to throw a Mind effect at Arnold, that will make him think Bertrand's sword-cane is silver. He spends Quint and Willpower again, getting 4 successes. Since the effect isn't directed at Amadeus, he can't react out of initiative order with countermagick. Arnold only gets one success on his Willpower roll, but still uses his preemptive action to close the distance between himself and Bertrand. Initiative: Bertrand 4, Arnold 4, Amadeus 2. Bertrand will stab Arnold with the 'silver' sword-cane. Arnold will split his action between dodging the blade and clawing Bertrand. Amadeus will clear his gun, since he doesn't have any other weapons, and his magick isn't particularly good at offense (even though he's multi-tasked, he can't do both, because clearing a jam takes both hands and he'd need at least one to use his computer focus). Amadeus also saves a task to dodge, if necessary. Normal Actions: Since their Initiative, DEX, and number of actions are identical, Bertrand and Arnold act simultaneously. Bertrand gets 4 successes to hit with his sword-cane. Arnold gets 2 successes to dodge and 1 to hit with his claw. Both hit. Bertrand does 4 HL, which Arnold soaks completely. But, Arnold believes (because of Bertrand's illusion) that he has just taken 5 Aggravated HL, he makes a Rage roll, getting back 1 rage, and narrowly avoiding Frenzy. Simultaneously, Arnold does 6 HL to Bertrand with his claw, which Bertrand doesn't soak. Swearing, Amadeus finishes clearing his gun, he has two bullets left. Extra Actions: Bertrand and Arnold attack each other again, this time both split their dice pools between attacking and dodging. Bertrand gets 3 successes on his attack and two on his dodge. Arnold gets 1 dodge success and 3 successes with his claw attack. Both do damage: Bertrand does another 2 HL to Arnold, who again soaks it completely, but believes he has taken 3 aggravated levels from silver. Arnold does 4 HL, and, again Bertrand fails to soak. Arnold drops, unconscious due to the shock of Bertrand's illusion. Bertrand is dead. Amadeus is the only one left standing, so the scene is effectively over. Amadeus can wake his friends and set the Torporous Belial on fire, if he wishes. They still have to worry about Blk'hehkk, though. =================================================================
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