| Initiative do a 1d10 roll and add to dex + wits Soak Stamina + Fortitude difficulty 6 for bashing & lethal Fortitude difficulty 6 for aggravated Damage Str + overage - dodge successes of opponent difficulty 6 plus potence Bite Dexterity + Brawl difficulty +1 Damage +1 Claw Dexterity + Brawl difficulty 6 Damage +1 Clinch Strength + Brawl difficulty 6 Damage strength Resisted Str + Brawl difficulty 6 Higher wins Disarm Dexterity + Melee difficulty +1 If successes higher than opponents strength, disarmed Hold (no dam) Strength + Brawl difficulty 6 holds until resisted roll is higher Resisted Str + Brawl difficulty 6 breaks free if higher successes Kick Brawl difficulty +1 Damage +1 Strike Dexterity + Brawl difficulty 6 Damage strength Sweep /legs Dexterity + Brawl difficulty +1 Damage strength Sweep /weapon Dexterity + Melee difficulty +1 Damage strength + weapon rating Resist Dex + Ath difficulty +1 must have more successes or they are knocked down Weapon Length -1 on attack pool if using fists or dagger against a sword or long blade Knife/Blade Dexterity + Melee difficulty 6 strength + weapon rating Dodge Dodge + Dexterity difficulty 6 must have more success than attack Block Dexterity + Brawl difficulty 6 must have more successes, used for bashing only Parry Dexterity + Melee difficulty 6 must have more success, they add extra successes to weapons rating for damage Sidearm Throw Dexterity -1 + Ath difficulty 8 strength + 2 BodySlam Dexterity + Brawl difficulty 7 must have 3 successes or more, if not attacker falls to ground Resisted Dex + Ath difficulty number of successes + 3 to stand and not get slammed Targeting Limb +1 difficulty, Hand, head +2 difficulty & +1 damage Eye, Heart +3 difficulty & +2 damage Mounted Attack Motorcycle Dexterity + Brawl (if using hand) Melee (if using weapon) Or Drive, whichever is higher S/T judgement Horse Dexterity + Brawl (if using hand) Melee (if using weapon) Or Ride, whichever is higher S/T judgement Stake +3 on difficulty, if succeeds and causes at least 3 damage the victim is staked Blinded +2 to attack pools, blinded must add +2 to difficulty Immobilized +2 to attack pools if still struggling, if completely immobilized attack is automatic *Burning blood to heal wounds takes one full turn *Dodging is considered a turn unless the dice pool is split (splits on non-celerity rounds) *May move 1/2 of running distance and still have an action in the same turn *Damage ratings: stake +1, knife +1, Sword +2 *If facing multiple opponents, -1 to attack pools for each attacker to a max of -5 |