Showing posts with label lethal. Show all posts
Showing posts with label lethal. Show all posts

Saturday, August 23, 2025

We Really Underestimate The Effect of Guns in World/Chronicles of Darkness Games

The thing reared out of the darkness, fangs bared, and red eyes shining with an infernal light. It held vaguely to the shape of a man, but it stank of untold centuries, and the sight of it made you feel as if a thousand insectile legs were scrabbling at the inside of your brain, trying to escape. It took one step, then another, already thirsty for the hot, wet blood it could smell pounding through the human's veins.

Lisa was half-numb with terror, but her finger still tightened on the trigger. The Mossberg bucked in her hands, roaring as fire erupted from the barrel of her gun. The dragonsbreath round tore into the creature, and it shrieked with outrage, and pain. Lisa racked the weapon on instinct, and squeezed the trigger again. The second round blew off the creature's head, leaving nothing behind but a scorched neck stump, as the kindred who had seen centuries turn from the dark shadows of the world fell away to nothing but a cloud of burning ashes.

"No weapon forged by mortal hand, huh?" she said, her voice shaky as she racked a fresh round into her weapon, and slipped a few fresh shells into her gun.

Wait... they're packing what!? No, get me the hell out of here.

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High Caliber Strategy (Guns Are Lethal in This Game)


If you've played any of the games set in the World or Chronicles of Darkness, then you already know the sheer variety of nonsense these games have when it comes to the supernatural. From rampaging werewolves, to centuries-old bloodsuckers, to death-defying sin eaters, and iron-allergic creatures from another dimension, there's magic and monsters aplenty lurking in the dark corners of these modern games. However, we often get so caught up in the power plays between reality-bending mages and primordial creatures of darkness that we tend to forget the sheer, killing power of a modern firearm.

And I'm not just talking about vehicle-mounted military ordnance, here... regular, everyday guns can spell game over for even potent supernatural creatures who roll the dice and come out on the wrong end of a bet.


I talked about this a while back on Discussions of Darkness on the Azukail Games YouTube channel, but I feel like this really bears repeating here. In all versions of these games, firearms deal lethal damage as a rule. For those not familiar, there's bashing damage caused by punches and blunt force trauma that heals relatively quickly, lethal damage caused by guns, blades, and so on that is far more difficult to heal, and aggravated damage which is like using silver on a werewolf... aggravated damage usually makes a character dead in very short order. In the Chronicles of Darkness when you make an attack with a firearm you roll your Dexterity + Firearms dice pool, and add your successes to the weapon's damage rating to determine damage dealt. So if you're firing a rifle (4 extra damage) or a shotgun (3 extra damage), and you end up with a decent number of successes (say 3-4 of them) that's enough to drop someone into unconscious and bleeding out... and that level of damage can also cripple or kill a supernatural creature if they don't have proper protections against what's being fired at them.

The other thing that makes firearms so deadly is that they ignore a character's Defense (as long as the firearm isn't being used in melee distance). If you're being attacked in melee, or someone is throwing something at you, you have the ability to apply your Defense against that action, representing your ability to duck, bob, weave, etc. out of the way to slip punches, dodge blades, and so on. Firearms don't care about your Defense... the only thing that can save you from being shot is armor, cover, and some pretty powerful supernatural abilities.

I say this not because I want folks to think that firearms are a completely overpowered aspect of this game... but instead to realize that guns are a massive equalizer in a modern fantasy/horror game. And if your game is set in America, the land of Smith and Wesson, this is going to be something people run into quite a lot when they end up playing hardball.

A Literal Arms Race


Now, all of this is not to say that guns are an automatic win. For one thing, armor and shields rated for ballistic encounters (the sort of stuff you see a SWAT team roll up in) can allow characters to wade through a battlefield without substantial harm if they have a bit of luck. Secondly, you still have to be able to actually hit a target, and when it comes to distance, lighting, cover, dodging, etc., firefights can quickly become choking, nasty affairs... especially because so many of these games take place in cities and not in open, empty fields on bright days with clear sight lines.

Just as importantly, though, one of the major aspects of the World and Chronicles of Darkness is secrecy. While it is perfectly possible to roar up to an encounter dressed for a Texan wedding and ready to leave a few thousand shell casings in your wake, that sort of thing tends to get noticed in a big damn hurry... and that's exactly the opposite of what you want. Especially when you consider that the authorities have more guns, bigger guns, and there's a lot more of them than there are of you, the application of firearms tends to become far more strategic when you're trying to solve plot. Sure, you might keep a sidearm on you for personal protection, or wear a ballistic weave vest under your coat, but you aren't gearing up all the way just to go about your daily life.

This is a lot like how it's frowned upon to stomp around town in a fantasy RPG dressed in full plate and carrying bared steel. People in the modern world tend to get extremely nervous when someone in a full suit of tactical gear shows up to a grocery store with a shotgun over one shoulder, and a brace of flash bangs on their hip.

Move fast. Break stuff. Disappear.

However, it cannot be overstated that this is not a technology V. supernatural dichotomy. Because firearms being this widely available mean they're going to be in the hands of supernatural creatures and their servants, too. Whether it's gang enforcers who've been juiced up on a kindred's vitae, mortals sworn to fight and die in the service of a changeling, or a mage who has turned a gun into one of their ritual implements, the interactions of modern day weaponry with the supernatural can put you on a fast track to seriously bonkers (and deadly) encounters.

With that said, I feel it's important to understand that when the guns come out, that's when things get really serious in this game. Don't breeze into a room full of heavily-armed bruisers thinking you can take them because you're one of the game's main characters... all it takes is a little overconfidence and a few good rolls on the ST's part for your character to die of lead poisoning on the first round of combat, regardless of how long you've been banking your experience points.

Good planning and preparation is worth a lot... but there's a reason the monsters melt into the shadows when humans start tooling up and lighting their torches!

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Saturday, February 3, 2018

How To Keep Up As A Gunslinger in Scion

White Wolf was best known for the World of Darkness, but one of the most popular titles outside that particular setting was Scion. The premise is that the titans have escaped from their prisons, and the Godwar has resumed. What's your part in this? Well, you are the children of the gods, and as they awaken the ichor in your veins, you need to step up to stop the titans from tearing the world down to its foundations, and burning away everything you've ever known in an apocalyptic inferno.

No pressure, though, no pressure. 
Scions are gifted with extraordinary powers, and they're capable of epic feats. They can lift loads of several tons, leap to the heavens, wrestle giants, and instantly heal from grievous wounds. These are the main tools in their fight against the titans and their spawn... but for players who like to mix the modern with the mythic, it can feel like there's a small hiccough when it comes to weapon choice.

The Scaling Problem of Guns in Scion


When you start off in Scion, guns are going to be your best friend. Pretty much every attack, except for grappling a foe, is your Dexterity plus your relevant skill (Brawl, Marksmanship, Thrown, or Melee). Then, if you successfully overcome the opponent's defense, you roll your damage. Your damage pool for a firearm is made up of the damage dealt by your weapon, and the number of threshold successes you achieved (one die for every success you beat the opponent's defense by), plus one. However, your damage with melee weapons, thrown weapons, or your fists is that, but you also add bonus damage dice to your pool equal to your Strength score (with additional successes from epic Strength factored in).

So, while it might take a little while to invest the necessary points to get both a high Dexterity to actually hit your target and a high Strength to deal a lot of damage, the guy throwing javelins, or the woman swinging the sword, is capable of doing a lot of harm once they hit their stride. Which leads some players who have invested in firearms wondering how they are going to keep up.

Don't panic... seriously, you've got this.

Piercing, Increased Damage, And Threshold Successes


The first thing to remember about guns is, well, they're guns. A firearm allows you to keep some healthy distance between you and an enemy, ensuring that unless they have eye lasers, or the ability to throw a semi-truck a few blocks (not uncommon in Scion), that you might be able to poke them in the eye without them poking back. This is particularly useful if you can turn yourself invisible, or if you want to shoot from behind cover while you and your fellow godlings are trying to take down a rampaging frost giant.

Tactical benefits aside, there are some good reasons to use guns. The first is that they all inherently have the piercing quality, which cuts the damage soak from armor in half unless it has the bulletproof quality. Guns all have a bonus to damage, ranging from +3 to +7 lethal, as well. This allows you to bypass all that bashing damage malarchy, and the traditionally higher damage soak that comes with bashing damage. To compare, no melee weapon offers a higher starting bonus than +5 lethal, even if the wielder could use their Strength to increase the damage.

And when we crunch the numbers...
Where you get money for value with firearms is in your threshold successes (the number that you beat your target's defense value on). Well, that, and because you can't parry bullets without some very specific abilities, which means the target has to use their dodge defensive value. So, in order to deal the biggest amount of damage with your gun, you need to make sure you hit your enemy's sweet spot every time.

The first thing you want to do is make sure you have the highest Dexterity, epic Dexterity, and Marksmanship scores possible (easy enough to do). As a starting character, it's possible to have 10 dice (5 Dexterity and 5 Marksmanship), plus one automatic success to throw around in that setup. Then you add in your weapon's accuracy rating, which for a gun will typically give you another +1 to +3 (though not all guns give you more accuracy to your attack). So, you could potentially be rolling 13 dice, with 1 automatic success from epic Dexterity. If you take the Aim action, that adds between +1 and +3 bonus dice to your attack, or a +2 to a +6 if you have the Trick Shot knack.

So, if you need to make that big shot on the rampaging titan, you could have a dice pool of 19 plus one automatic success with the right skill, attribute, knack, and weapon. Not too shabby. Then, if you want to add on to your pool, a relic firearm can have increased accuracy, which allows you to get even more bonuses to your shots. You could also spend a Willpower to add a number of bonus dice equal to an applicable virtue, which can bulk up your dice pool substantially.

However, if you're an unlucky player, even an attack pool of 20 with a free automatic success might not net you more than 7 or 8 successes. Which is enough to hit an enemy, but not really enough to get you a lot of threshold successes (assuming you're fighting titanspawn who are slightly tougher than a beefy scion). That's why you need to take advantage of defensive value penalties on your target.

The More You Do, The Lower Your Defense


Your defensive values are your dodge, and your parry. However, those values will change depending on the circumstances you're fighting in.

As a good example, if your target is unaware that combat has been joined (or simply can't see you, in many cases), then they can't apply their defensive values against your attack. That means if you quick draw your widowmaker, or squeeze that trigger from 200 yards out, the target won't be able to apply their defensive values against that attack without some kind of power that lets them. In that case, you only need one success to hit them, which means those 7 or 8 successes now nets you 6 or 7 bonus damage dice on your shot.

However, even if your target is aware of you and on the defensive, you can still take advantage of timing and environment to hit them when they're vulnerable. If a target does pretty much anything (like attack, or cast a spell, etc.) that action will give them a defensive penalty. Not only that, but if the target is getting attacked, then they'll be subject to an onslaught penalty as well (receiving a number of attacks equal to Legend rating + 1 before their next action) which reduces their defense by -1. If the target is wearing bulky armor, that reduces their dodge and mobility. If there is poor footing, they're slogging through mud, or some other environmental negative, then their defense goes down even further. This is a great reason to take the Aim action, and wait for your friends to smack the bad guy around. After all, you can interrupt your Aim at any time to take your shot.

One And Done


Godlings are tough, and titans are tougher, but it's important to remember that if you can get past their defensive values, and punch through their soak, they don't have all that many health levels. A scion has 7 health levels, and if you fill all those levels up with bashing, their lights go out, and they're down for the count. You fill it up with lethal, and unless they get some medical attention in a big hurry, they're dead. While titans might have more health levels, or just be harder to hurt because of increased soak, doing even a few lethal damage is not nothing. You put two or three of those "small" holes into them, and they aren't long for this world.

That's all for this week's Crunch topic. Figured folks could use a break from Pathfinder, and for those who want to give Scion a try, it's time to lock and load. For more content from yours truly, check out my Vocal archive, and head over to the YouTube channel Dungeon Keeper Radio to take a listen to skits, world building, and advice videos that several talented gamers as well as myself make. If you want to stay on top of all my releases, follow me on Facebook, Tumblr, and Twitter. To help support Improved Initiative so I can keep bringing content right to you, consider dropping some change over at The Literary Mercenary's Patreon page. It really helps, and as little as $1 a month gets you some sweet gaming swag as a thank you.

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