Combat Modifiers
From BluWiki
Maneuvers Table
- (A) Maneuver causes Aggrivated damage
- (C) Maneuver carrier over to successive turns
- (K) Maneuver causes knockdown
- (R) Maneuver reduccesan opponents attack successes
| Maneuver | Trait | Accuracy | Difficulty | Damage |
|---|---|---|---|---|
| Brawl/Melee | ||||
| Bite | Dex+Brawl | +1 | Normal | Str+1 (A) |
| Block | Dex+Brawl | Special | Normal | (R) |
| Claw | Dex+Brawl | Normal | Normal | Str+1 (A) |
| Clinch | Dex+Brawl | Normal | Normal | Str (C) |
| Disarm | Dex+Melee | Normal | +1 | Special |
| Dodge | Dex+Dodge | Special | Normal | (R) |
| Hold | Str+Brawl | Normal | Normal | (C) |
| Kick | Dex+Brawl | Normal | +1 | Str+1 |
| Parry | Dex+Melee | Special | Normal | (R) |
| Strike | Dex+Brawl | Normal | Normal | Str |
| Sweep | Dex+Brawl/Melee | Normal | +1 | Str (K) |
| Tackle | Str+Brawl | Normal | +1 | Str+1 (K) |
| Weapon Strike | Dex+Melee | Normal | Normal | As per Weapon |
| Firearms | ||||
| Automatic Fire | Dex+Firearms | +10 | +2 | Weapon |
| Multiple Shots | Des+Firearms | Special | Normal | Weapon |
| Strafing | Dex+Firearms | +10 | +2 | Weapon |
| 3 Round Burst | Dex+Firearms | +2 | +1 | Weapon |
| Two Weapons | Dex+Firearms | Special | +1/Off Hand | Weapon |
- Aiming A character can spend time aiming at a target. This adds +1 Dice to the attack, plus 1 additional dice per turn aiming to a maximum of the characters Perception rating. If a Scope is used it adds +2 dice to the characters pool in the first turn of aiming.
- Reloading Takes one full turn or can be achieved as a part of a Multiple action.
- Range -2 Diff for short range within 2ft, +2 Diff for long range anything over the range listed for the weapon used.
- Multiple Shots/Actions The character can make a number of shots = the rate of the gun. Each shot/action reduces the first shit/actions dice pool by the total number of shots/actions taken. Each shot/action after that's dice pull is reduced by one communicative.
- Cover Light-laying prone +1 Diff to get shot, Good-behind a wall +2 Diff, Superior head only showing +3 Diff.
- Two Weapons As per Multiple Actions and +1 Diff for using off hand unless Ambidextrous.
- Blinded All actions taken against a blinded opponent receives +2 dice. All actions taken by the blinded character as made at +2 Diff.
- Dazed If a target takes an amount of damage as their Stamina rating (mortals) or Stamina +2 (Vampires) in one action they are considered Dazed. They must spend their next action shaking it off.
- Stake through the heart To paralyse a vampire, impale the heart with wood. Diff 9 Damage Str +2.
Feats Table
These are just a few of the possible actions that can be performed. Doesn't Include Mental or Social Feats.
| Maneuver | Action | Trait | Difficulty | Notes |
|---|---|---|---|---|
| Automatic Feats and Performing an Action | ||||
| Healing | Multiple | Stamina+Survival | 8 | Failure-loss of Blood point & no healing, Botch-loss of Blood and +1 damage taken. |
| Getting up | Multiple | Dex+Athletics | 4 | Failure mean you cant take an action as well. |
| Readying Weapon | Multiple | Dex+Melee | 4 | Failure-no weapon readied. |
| Physical Feats | ||||
| Climbing | Extended | Dex+Athletics | Varying | Diff determined by surface. Move 10ft per succ. Using Ferrel Claws or Bone Crafting form Vicissitude -2 Diff. |
| Jumping | Single | Dex/Str+Athletics | 3 | Each succ = 2ft Vertically or 4ft Horizontally |
| Shadowing | Resisted | Dex+Stealth/Drive | 6 | If score 1 or more succ than target remain unseen. Crowd/Traffic/Weather can change Diff. |
| Spot Shadow | Resisted | Perception+Alertness | 6 | If score 1 or more Follower is seen. |
| Sneaking | Resisted | Dex+Stealth | 6 | Same as Shadowing. |
| Swimming | Single/Scene | Dex+Athletics | 6 | Need at least 1 dot in Athletics. |



