Changing Action
- In drastic circumstances Declared Actions can be changed at a +1 Difficulty. ((Previous a WP was used, this is no longer the case))
- 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
| 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.
- The Dodge Ability was removed from W20, dodging uses Athletics in this system.
Damage
- 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
- Bashing - Any additional bashing "Upgrades" to Lethal and a 2nd Bashing Kills
- 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
| 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
- Non-Breed Form - Regenerated healing, heals the worst bashing or lethal every turn
- Non-Breed Form - Cannot regen agg at the same speed - Heals 1 HL / Day while Resting
- 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
| Heath Level |
Bashing Recovery Time |
Agg/Lethal Recovery Time
|
| 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
| 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
Natural Soak
| 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
| 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
| 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
| 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
| Action |
Description |
Difficulty |
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
| 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
| 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 )
| 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.
| 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.
| 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.
|
| 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.
|
| 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.
|
| 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)
|
| Probe |
Dexterity + Melee |
5 |
Weapon - 2 |
1 |
Intended to test defense, rather than injure.
|
| 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.
|
| 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.
|
| Riposte |
Dexterity + Melee/Klaviskar |
4 |
Weapon |
1 |
May only be performed after a successful parry; maybe parried by opponent
|
| Silver Shield |
Dexterity + Melee/Klaviskar |
7 |
None |
1 |
Each success scored adds a die to any parry attempt this turn.
|
| Swing Slash |
Dexterity + Melee/Klaviskar |
7 |
Weapon + 3 |
2 |
Single massive attack. Any other action taken this turn is at +2 difficulty
|
| 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.
|