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==Changing Action==
=Combat=
* In drastic circumstances Declared Actions can be changed at a +1 Difficulty.  ((Previous a WP was used, this is no longer the case))
''Sources:'' W20 Core, pg 288-303
**Note:** If Attack actions have been declared, the only time actions will be allowed to be changed is for Defense or Fleeing combat.


==Defense/Dodge==
==Initiative==


{| class="wikitable"
Use '''+help +combat''' for commands to start/view/add/remove from the Initiative list
|-
! Maneuver !! Stats !! Difficulty !! Special
|-
|| Full Defense ** || Dex + Athletics/Brawl/Melee || 5 || Full, -1 dice each additional roll
|-
|| Dodge || Dex + Athletics || 5 || Firearms are dodged at diff 9/10
|-
|| Blocking || Dex + Athletics || 5 || Hand to Hand Combat Only
|-
|| Parry || Dex + Melee || 5 || ---
|}


* Full Defense was removed from W20.
*Certain gifts such as Spirit of the Frey give bonuses to Initiative, these should be automatically added by the code, or added by the ST of the scene.
* The Dodge Ability was removed from W20, dodging uses Athletics in this system.


==Damage==
===Declare Actions===
* Even when someone scores 0 suxx on damage; 1 damage is still inflicted or needs to be soaked.
* Once Damage has been rolled, Soak Rolls are made.  Metis Soak non-silver in All Forms


===Incapacitated - Garou===
Lowest Initiative declares their action first, moving up to highest Initiative.<br>
* Bashing - Any additional bashing "Upgrades" to Lethal and a 2nd Bashing Kills
Highest Initiative acts first, moving down to lowest.
* Lethal - Incap is only time non-metis regen in breed form
* Lethal - Once Incap is reached even 1 HL of Bashing will kill
* Agg - Incap is rage roll or death; immediate berserk frenzy and active if below incap when out of frenzy they die


{| class="wikitable"
*Rage spends and actions must be declared at the beginning of your turn ("I'm going to spend 2 Rage to X, then Y, then Z.")
|-
*Rage actions will be handled in order after the first "normal" round of actions. Ex: Normal round, Rage round 1, Rage round 2, etc.
! Type !! Incapacitated (7HL) Effects !! Mechanics !! Recovery
|-
|| Bashing || Unconscious in what form they were in; heal at form rate || Unconscious 1 turn minimum || Waking Stamina + Primal Urge; Diff 4 +1/HL
|-
|| Lethal || Reverts to Breed form & collapses || Any Damage triggers Rage up || Regen slowly 1HL/8 hours
|-
|| Aggravated || Immediately Roll Rage || Diff 8 || Berserk Frenzy
|-
|| Silver || Soaked as Lethal || 6 || Breed From
|}


==Healing==
===Changing Actions===
''W20 Core, pg 293''
*In drastic circumstances Declared Actions can be changed, adding a +1 difficulty to the new Action.  (If a grenade is tossed at a character's feet, a packmate is in mortal danger, etc.)


* Non-Breed Form - Regenerated healing, heals the worst bashing or lethal every turn
==Spending Points==
* Non-Breed Form - Cannot regen agg at the same speed - Heals 1 HL / Day while Resting
Whether it's Willpower, Rage, or Gnosis for gift activation, extra turns, etc., wait until your ST tells you to spend the resource ''on your turn'', for the sake of the scene log having your spends close to your OOC questions and rolls.
* Non-Breed Form - Combat Healing - Stamina diff 8
* For Non-Metis
* Humans (Bashing) Bruised - Wounded may have long term consequences
* Humans (Bashing) Mauled - Need medical care
* Humans healing lethal/agg heal 1 HL at a time, accumulative
* Humans (Lethal) who are untreated gain + 1 wound level/day
* Humans (Lethal) Bruised - Mauled just need to rest after medical care
* Humans (Crippled & Incap) need constant medical attention and time listed below


{| class="wikitable"
*You can not spend Rage and Gnosis in the same round, except with the Gift: Chaos Mechanics. Spending one means you can not spend the other.
|-
*Willpower for an automatic success on a roll must be declared before the roll is made.
! Heath Level !! Bashing Recovery Time !! Agg/Lethal Recovery Time
*Willpower can not be used for an automatic success on Damage or Soak rolls.
|-
|| Bruised || 1 Hour || 1 Day
|-
|| Hurt || 1 Hour || 3 Days
|-
|| Injured || 1 Hours || 1 Week
|-
|| Wounded || 1 Hours || 1 Month
|-
|| Mauled || 3 Hours || 2 Months
|-
|| Crippled || 6 Hours || 3 Months
|-
|| Incapacitated || 12 Hours || 5 Months
|}


===Fera Regen===
==Using Rage==
{| class="wikitable"
''W20 Core, pg 288''
|-
Players can spend up to 1/2 of their Rage pool in a single turn (rounded up) to perform the following feats:
|| Ananasi || Don’t Regen without spending stored blood points to heal 1 bash/lethal per point.  Full scene of rest and 5 blood points = 1 level of agg.  Otherwise heal the same rate as humans.
|-
|| Kitsune || Heal as humans
|}


==Armor & Soak==
*'''Take extra Actions:''' Each point of Rage spent gives the character one extra action that turn. Must declare spending Rage for extra actions at the beginning of the turn.
===Natural Soak===
*'''Change forms:''' At any point in a turn, a player can spend one point of Rage to immediate shift to any form without the usual Stamina+Primal Urge roll.
{| class="wikitable"
*'''Ignore stunning:''' Spending a point of Rage negates being stunned and the shifter can keep moving and take an Action normally.
|-
*'''Ignore pain:''' The player can ignore the dice penalties of one health level's worth of wounds per one point of Rage spent for one turn.  This does not heal the damage, dice penalties will apply as normal next turn unless more Rage is spent.
! Type of Damage !! Difficulty !! Form
|-
|| Bashing || 6 || All Forms
|-
|| Lethal || 6 || Garou All Forms
|-
|| Aggravated || 6 || Non-Breed Form
|-
|| Silver || None || Unsoakable in all but Breed Form
|}


===Armor===
'''Limitations:''' A player can only take as many extra actions as he has dots in either Dexterity or Wits, whichever is ''lower''. If a player chooses to exceed that limit, she suffers +3 difficulty to all difficulties that turn. If the character is in a Frenzy, his Rage actions are limited only by his Dexterity.
{| class="wikitable"
|-
! Armor Type !! Soak Bonus !! Dex Penalty
|-
|| Heavy/Reinforced Clothing ** || +1 || --
|-
|| Hardened Leather ** || +2 || --
|-
|| Hardened Leather & Chain || +3 || -1
|-
|| Chainmail || +3 || -1
|-
|| Dyneema Cloth || +2 || 0
|-
|| Biker Jacket ** || +1 || -1
|-
|| Leather Duster ** || +2 || -2
|-
|| Bearskin Coat ** ||+3 || -3
|-
|| Steel Breastplate || +3 || -2
|-
|| Kevlar Vest || +3 || -1
|-
|| Flak Vest || +4 || -2
|-
|| Riot Suit || +5 || -3
|-
|| Trashcan Lid || +2 || 0/ Dex + Melee
|}
 
* Thunderwyrm Hide +1 Soak (Total Armor)
* Spider Silk (must be woven with 5 suxx) + 2 Soak (Total Armor) (Diff 9 to damage, takes 4HL before ruined)
* Spikes on armor add 1HL of soakable damage to attacker
* Armor is ruined (unusable) after taking 4 x its Soak Rating; needs to be repaired; No longer soaks.
* Armor that has taken 6x its Soak Rating needs to be replaced.
* Armor that has Dyneema Cloth added to it gains +1 Soak
* * No Protection from Firearms
 
==Cover==
This is Cover verse Firearms
* Shooting through a wall, the wall will soak 3 Dice of Damage
 
{| class="wikitable"
|-
! Cover !! Diff to Hit Target in Cover !! To Shoot from Cover Diff
|-
|| Lying Flat (on Ground) ||+1 || 0
|-
|| Moving Target || +1 || +1
|-
|| Behind Wall || +2 || +1
|-
|| Only Head Exposed || +3 || +2
|}


==Ranged Combat==
=Taking Actions=


{| class="wikitable"
==Close Combat Attacks==
|-
''W20 Core, pg 296''
|| Guns || Dex + Firearms|| Diff Per Conditions
|-
|| Bows || Dex + Archery || Diff Per Conditions
|-
|| Bows || Dex + Athletics || +1 Diff; in addition to Conditions
|-
|| Thrown || Dex + Athletics || Diff Per Conditions
|}
 
===Aiming===
* Every Turn spent aiming adds + 1 dice to attack up to Perception
* Scopes add + 2 Dice for a Single Shot Only
* These do stack
 
===Automatic Gunfire===
* Automatic gunfire adds +10 Dice to the attack roll at +2 Diff; Uses a minimum 1/2 clip
** Suxx are evenly distributed between each target.  If lower suxx than targets; ST Rolls for Random Target Hit.
 
===3 Round Burst===
* Weapons that fire 3 round bursts are made at a +1 Difficulty
 
===Bows===
* Loading an arrow is an Automatic Action [[[rageandactions |Rage and Actions]]]
* Cross Bows take 2 turns to ready and fire.
* Fancy Shots such as "Bulls-Eye-The Heart" require to have 5 suxx to hit and 3 damage (after soak)
 
===Firearms Reload===
* Reloading Firearms requires Firearms 1 and no roll is needed under normal circumstances.
* Reloading Firearms is an Automatic Action [[[rageandactions | Rage and Actions]]]
 
==Types of Immobilization==


{| class="wikitable"
{| class="wikitable"
|-
|-
! Action !! Description !! Difficulty !! Special
! Action !! Pool !! Base Diff !! Base Damage !! Damage Type !! Special  
|-
|| Blinding || Cannot be dodged/parried/blocked || Blinded Character Attacks +2 || May Take Action to Sense Surroundings
|-
|| Knockdown || Takes an Action to get up || Partially Immobilized || -
|-
|| Immobilization || When held down/paralyzed/or otherwise unable to move. || Attackers against are -2 Diff if able to move || Attackers have Auto Hit if not able to move
|-
|| Stunning || Damage after soak equal to or greater than Stamina || Attacks against -2 || Stunned till the following turn
|}
 
==Combat==
* Multiple Attackers Rule: For every attacker after the 1st, Attackers gain -1 diff to hit
 
===Close Combat===
{| class="wikitable"
|-
! Action !! Pool !! Base Diff !! Base Damage !! Special
|-
|| Bite || Dex + Brawl || 5 || Strength +1 || Hispo Bite +1 Damage
|-
|| Claw || Dex + Brawl || 6 || Strength + 2 || Crinos/Hispo/Lupus
|-
|| Disarm || Dex + Melee || +1 diff || Opponent drops weapon || Failure: Inflicts weapon damage; Botch: Loses own weapon
|-
|| Bare-Handed Disarm || Dex + Melee (-1 dice) || 8 || - || Failure: Inflicts weapon damage to hands
|-
|| Rear Attacks || - || -1 || - || -
|-
|| Flank Attack || - || -2 || Req: 2 attackers || Stacks with Multiple Attackers
|-
|| Grapple || Strength + Brawl || 6 || Contested Str + Brawl || Held Till Free
|-
|| Grapple + Clinch || Strength || 6 || - || Bashing Crushing Damage Each Turn Till Free
|-
|| Grapple + Immobilize || Contested Str + Brawl || 6 || - || Immobilized Till Free
|-
|| Grapple + Body Slam || Dex + Brawl || 6 || Strength + 2 || Takes Two Actions; Dirty Fighting
|-
|| Escape Grapple || Str + Brawl || 6 || - || Contested
|-
|| Reverse Hold Grapple || Str + Brawl || 6 || - || Need 2 suxx more than attackers Grapple
|-
||            " " || Dex + Brawl || 6 || - || Used when attempting to Shift out of Grapple
|-
|| Kick || Dex + Brawl || 7 || Strength + 1 || Bashing
|-
|| Punch || Dex + Brawl || 6 || Strength || Bashing
|-
|| Sweep (Leg) || Dex + Brawl || 8 || - || Knocks Opponent to the ground
|-
|| Sweep (Weapon) || Dex + Melee || 8 || - || Knocks Opponent to the ground
|-
|| Body Tackle || Dex + Athletics || Attacker: 6; Target: 6 + Attack Suxx || Strength || Req: Min 2 Yard Distance
|}
 
===Dirty Fighting===
* Requires Brawl 3 +
 
{| class="wikitable"
|-
! Action !! Pool !! Diff !! Damage !! Special
|-
|| Blinding || Dex + Subterfuge || 9 || Blinded 1 turn per suxx; -2 Dice || 5 Suxx+ Destroys Eyes
|-
|| Body Slam || Dex + Brawl || 6 || Strength + 2 || Requires Grapple 1st
|-
|| Curbstomp || Str + Brawl || 6 || Strength + 2 || Requires Stunned/Immobilized Target - Takes 1 turn to place in position first 
|-
|| Low Blow || Dex + Brawl || 7 || Strength || Strength + Stun for each HL lost; Bashing; Stamina diff 8 to shrug off
|-
|| Pistol Whip || Dex + melee || 6 || Strength + 2 || Stamina diff 8 stunned for 1 turn, If Soak Botched – Lethal
|}
 
===Special Maneuvers===
* Garou may select 1 they know then must learn the others
* Knowing Hamstring includes Bite, Claw, and Weapon
* Wishbone damage soak each attackers strength damage (4 attackers = 4 soak rolls possible )
 
{| class="wikitable"
|-
! Maneuver !! Pool !! Diff !! Damage !! Special
|-
|| Evasive Action || Wits + Athletics || 6 || - || Need more Suxx than Attacker -1 Diff on next Attack
|-
|| Hamstring (Bite) || Dex + Brawl || 8 || As Bite || Effect: 2 Leg - Dex + Athletics; diff 8 to stand; 1/4 Normal Movement --
|-
|| Hamstring (Claw) || Dex + Brawl || 8 || As Claw || 4 Legs - Dex + Athletics; diff 7 to remain standing; 1/2 Normal Movement
|-
|| Hamstring (Weapon) || Dex + Melee || 9 || As Weapon || See Above Hamstring Effects
|-
|| Jaw Lock || Dex + Brawl || 6 || Special Below || Req: Grapple
|-
|| " " Rival Fights || Str + Athletcs contested || 6 || Attacker Wins; Rival Forced to Ground || Attacker Loses; Bite Damage Inflicted Fails to Pin
|-
|| " " Next Turn Rival Fights || Str + Brawl || Attack = Rival Brawl + 2 // Rival = Attacker Brawl + 4|| Special || Lose: Remains Pinned; Equal Suxx: Damage is Attackers Suxx (Possible Soak); More Suxx: Freed
|-
|| Leaping Rake || Dex + Athletics || 3 || Special || Success = Out of Enemy Attack Range; Claw/Melee diff 8; Str +1
|-
|| Taunt (Non-Garou) || Man + Intimidation || Enemy Wits + 4 || - || Enemy -1 Dice/2 Suxx from next Action
|-
|| Taunt (Garou) || Man + Expression || Enemy Wits + 4 || - || As Above + Rage Roll for 1+ Suxx
|-
|| Wishbone || Dex + Brawl || 6; -1 each attacker || Strength Each Attacker || Slow pull = Bashing; 3+ Damage (after Soak) extremity is removed
|}
 
===Pack Tactics===
* Pack knows 1 Common maneuver for each point of Gnosis possessed by the packmate with the lowest Gnosis.
* May also use Flank/Rear, Sweep, Taunt & Wishbone.
* One by One does not Stack with Multiple Attacker Rule.
* Blindsiding is done with peril of Gauntlet crossing.
 
{| class="wikitable"
|-
! Tactic !! Steps !! Pool !! Req: Packmates !! Effect
|-
|| Flank / Rear || - || As Above || - || As Above
|-
|| Sweep || - || As Above || - || As Above
|-
|| Taunt || - || As Above || - || Whole Pack Taunting Enemy -1 Diff on Rage Roll
|-
|| Wishbone || - || As Above || 2 + || As Above
|-
|| Fur Gnarl || 2+ || 1st - Dex + Brawl; diff 7 || 2+ || Enemy -1 Soak/ 2 Suxx from that spot
|-
|| ""  Step 2 || - || Bite/Claw Same Spot; + 2 diff || - || See Above Step 1
|-
|| Harrying || # Pack || Dex + Athletics; diff 5 Contested || 4+ || Special: W20 pg. 300
|-
|| Savage/Dogpile || 2+ || 1st Sweep || 3+ || Str + Athletics; Diff 4 + 1 for each attacker to stand / See Immobilized
|-
|| Forward Pass || 2 || Thrower (Crinos) Dex + Athletics; diff 3 + Throwee (Lupus or Homid) Stamina || 2 || Throwee Dex + Athletics; diff 6 (Land on Feet) to Hit; dmg Stamina + Throwers Suxx - Bashing
|-
|| One by One || Multiple || 1 Attacker (spend Rage = # attackers); unable to defend || 3+ || Packmates gain -2 diff on Attacks
|-
|| Blindsiding || Multiple/Special || Real World Attacker spends 2 rage; move in - attack - move out || 2+ || Packmates in Umbra step out and attack target; -2 diff on attacks
|}
 
==Special Styles==
 
===Klaviskar===
* Requires Melee 4 (Klaviskar Speciality) or the Secondary Ability (Klaviskar) AND Melee 3+
* May be used with a normal sword if Klaviscar is on sheet.
 
 
{| class="wikitable"
|-
! Klaviskar Technique !! Roll Required !! Difficulty !! Damage !! Actions !! Effect/Notes
|-
|| Bind || Dexterity + Melee/Klaviskar || Opponent’s Dexterity + Melee  || None || Special || Each success after the first prevents the opponent from taking one action with their weapon that turn. The opponent loses any Rage she has spent to gain extra actions. The duelist may do nothing but maintain the bind and taunt his foe. After a successful bind, the duellist may attempt a Disarm or Prise d’Argent at -2 diff.
|-
|-
|| Blind || Dexterity + Melee/Klaviskar || 8 || Weapon - 1 || 1 || If successful, in addition to the blinded status, the opponents attack, dodge, and parry rolls are increased by +1.
|| Kick || Dex + Brawl || 7 || Str + 1 || Bashing || Extreme size difference can make damage Lethal
|-
|-
|| Disarm || Dexterity + Melee/Klaviskar || 6 || None || 1 || Contested roll Strength + Klaviskar (or Melee) – blade will land 1 yard per success above the opponent, if he loses this roll, the duelist loses his own weapon.
|| Punch || Dex + Brawl || 6 || Str || Bashing || Special punches (uppercut, haymaker, etc) may cause extra dmg with a higher diff. Usually Bashing, but nerve strikes, kidney blows, or extreme size difference can make damage Lethal
|-
|-
|| Feint || Dexterity + Melee/Klaviskar || 7 || None || 1 || Resisted roll against opponent’s Perception + Melee, if the duelist is successful, the duelist adds 1 die per success above his opponent, should the opponent score more successes, the duelist loses 1 die per opponent’s success above his. – The bonus dice are lost if the next attack is not made within two actions of the feint.
|| Bite || Dex + Brawl || 5 || Str +1 || Agg || Hispo bite +1 dmg, Glabro bite diff 8 and -1 Lethal dmg
|-
|-
|| Fleche || Dexterity + Athletics || 7 || Weapon + 4 || 3 || After the strike, the duelist comes to a halt some distance behind his opponent, and is vulnerable for an action as he regains his balance (cannot dodge for one action after this attack)
|| Claw || Dex + Brawl || 6 || Str + 1 || Crinos/Hispo Agg, Lupus Bashing ||
|-
|-
|| Probe || Dexterity + Melee || 5 || Weapon - 2 || 1 || Intended to test defense, rather than injure.  
|| Disarm || Dex + Melee || +1 diff || See: Failure || - || Successes exceed opponent's Strength score: Opponent drops their weapon. Failure: Inflicts weapon damage; Botch: Loses own weapon
|-
|-
|| Klaviskar Parry || Dexterity + Melee/Klaviskar || 6 || Special || 1 || If more successes than attack, As weapon + additional successes, grants an immediate Riposte if any actions remain available, or gives +2 to base Initiative rating for the following turn.
|| Bare-Handed Disarm || Dex + Brawl (-1 dice) || 8 || - || - || Failure: Inflicts weapon damage to hands
|-
|-
|| Pris D’Argent || Dexterity + Melee/Klaviskar || 4 || Weapon || 1 || Can only be carried out after a successful Riposte or Bind, impales opponents heart – cannot be blocked or parried.
|| Flank Attacks || - || -1 || - || - || May require Rage, move time or another roll at ST's discretion
|-
|-
|| Riposte || Dexterity + Melee/Klaviskar || 4 || Weapon || 1 || May only be performed after a successful parry; maybe parried by opponent
|| Rear Attack || - || -2 || - || - || May require Rage, move time or another roll at ST's discretion
|-
|-
|| Silver Shield || Dexterity + Melee/Klaviskar || 7 || None || 1 || Each success scored adds a die to any parry attempt this turn.  
|| Sweep || Dex + Brawl or Melee || 8 || - || - || Knocks Opponent to the ground, can use self or weapon to sweep an opponent's leg. Causes no damage, but target is prone.
|-
|-
|| Swing Slash || Dexterity + Melee/Klaviskar || 7 || Weapon + 3 || 2 || Single massive attack. Any other action taken this turn is at +2 difficulty
|| Grapple || Contested Str + Brawl || 6 || Str || Bashing || Clinch: crushing damage applied per turn.<br>Hold: No damage, Target held until freed<br>Escape: The contested Str + Brawl roll, especially agile chars may use Dex<br>Reverse: The grapple is turned on the attacker if the contested roll scores 2 more successes than the attacker.<br>Damage: Typically Bashing, can be Lethal or Aggravated if grappled opponent has barbs, spikes, extreme size difference, etc. as appropriate.
|-
|-
|| Stop Hit || Dexterity + Melee/Klaviskar || 7 || Weapon + 2; Knockdown || 1 || Requires Initiative over opponent, if opponent attacks, the duelist attempts to step inside her guard and deliver a deadly blow that stops the opponent in her tracks. This attack cannot be dodged or parried, however if Stop Hit fails to incapacitate or knock down the opponent, the duelist cannot dodge or parry the attack.
|| Tackle || Dex + Brawl || 7 || Str || Bashing || Req: Min 2 Yard Distance<br>Attacker and Target both make Dexterity+Athletics rolls to keep their feet (diff 6 for the attacker, diff 6 + the attackers successes for the target). Failure: you end up on the ground. Botch: trips and falls (one die of dmg for every yard ran); slams into something else (that damage plus his Str in dmg on himself); or crashes into his target and bounces off (opponent’s Stamina in dmg, but leaving the target unharmed)<br>Dexterity+Brawl vs 7 to determine damage dice if target fails his Athletics roll.<br>Damage may situationally become lethal at ST discretion.
|}
|}

Revision as of 10:52, 27 August 2025

Combat

Sources: W20 Core, pg 288-303

Initiative

Use +help +combat for commands to start/view/add/remove from the Initiative list

  • Certain gifts such as Spirit of the Frey give bonuses to Initiative, these should be automatically added by the code, or added by the ST of the scene.

Declare Actions

Lowest Initiative declares their action first, moving up to highest Initiative.
Highest Initiative acts first, moving down to lowest.

  • Rage spends and actions must be declared at the beginning of your turn ("I'm going to spend 2 Rage to X, then Y, then Z.")
  • Rage actions will be handled in order after the first "normal" round of actions. Ex: Normal round, Rage round 1, Rage round 2, etc.

Changing Actions

W20 Core, pg 293

  • In drastic circumstances Declared Actions can be changed, adding a +1 difficulty to the new Action. (If a grenade is tossed at a character's feet, a packmate is in mortal danger, etc.)

Spending Points

Whether it's Willpower, Rage, or Gnosis for gift activation, extra turns, etc., wait until your ST tells you to spend the resource on your turn, for the sake of the scene log having your spends close to your OOC questions and rolls.

  • You can not spend Rage and Gnosis in the same round, except with the Gift: Chaos Mechanics. Spending one means you can not spend the other.
  • Willpower for an automatic success on a roll must be declared before the roll is made.
  • Willpower can not be used for an automatic success on Damage or Soak rolls.

Using Rage

W20 Core, pg 288 Players can spend up to 1/2 of their Rage pool in a single turn (rounded up) to perform the following feats:

  • Take extra Actions: Each point of Rage spent gives the character one extra action that turn. Must declare spending Rage for extra actions at the beginning of the turn.
  • Change forms: At any point in a turn, a player can spend one point of Rage to immediate shift to any form without the usual Stamina+Primal Urge roll.
  • Ignore stunning: Spending a point of Rage negates being stunned and the shifter can keep moving and take an Action normally.
  • Ignore pain: The player can ignore the dice penalties of one health level's worth of wounds per one point of Rage spent for one turn. This does not heal the damage, dice penalties will apply as normal next turn unless more Rage is spent.

Limitations: A player can only take as many extra actions as he has dots in either Dexterity or Wits, whichever is lower. If a player chooses to exceed that limit, she suffers +3 difficulty to all difficulties that turn. If the character is in a Frenzy, his Rage actions are limited only by his Dexterity.

Taking Actions

Close Combat Attacks

W20 Core, pg 296

Action Pool Base Diff Base Damage Damage Type Special
Kick Dex + Brawl 7 Str + 1 Bashing Extreme size difference can make damage Lethal
Punch Dex + Brawl 6 Str Bashing Special punches (uppercut, haymaker, etc) may cause extra dmg with a higher diff. Usually Bashing, but nerve strikes, kidney blows, or extreme size difference can make damage Lethal
Bite Dex + Brawl 5 Str +1 Agg Hispo bite +1 dmg, Glabro bite diff 8 and -1 Lethal dmg
Claw Dex + Brawl 6 Str + 1 Crinos/Hispo Agg, Lupus Bashing
Disarm Dex + Melee +1 diff See: Failure - Successes exceed opponent's Strength score: Opponent drops their weapon. Failure: Inflicts weapon damage; Botch: Loses own weapon
Bare-Handed Disarm Dex + Brawl (-1 dice) 8 - - Failure: Inflicts weapon damage to hands
Flank Attacks - -1 - - May require Rage, move time or another roll at ST's discretion
Rear Attack - -2 - - May require Rage, move time or another roll at ST's discretion
Sweep Dex + Brawl or Melee 8 - - Knocks Opponent to the ground, can use self or weapon to sweep an opponent's leg. Causes no damage, but target is prone.
Grapple Contested Str + Brawl 6 Str Bashing Clinch: crushing damage applied per turn.
Hold: No damage, Target held until freed
Escape: The contested Str + Brawl roll, especially agile chars may use Dex
Reverse: The grapple is turned on the attacker if the contested roll scores 2 more successes than the attacker.
Damage: Typically Bashing, can be Lethal or Aggravated if grappled opponent has barbs, spikes, extreme size difference, etc. as appropriate.
Tackle Dex + Brawl 7 Str Bashing Req: Min 2 Yard Distance
Attacker and Target both make Dexterity+Athletics rolls to keep their feet (diff 6 for the attacker, diff 6 + the attackers successes for the target). Failure: you end up on the ground. Botch: trips and falls (one die of dmg for every yard ran); slams into something else (that damage plus his Str in dmg on himself); or crashes into his target and bounces off (opponent’s Stamina in dmg, but leaving the target unharmed)
Dexterity+Brawl vs 7 to determine damage dice if target fails his Athletics roll.
Damage may situationally become lethal at ST discretion.