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    Spis treciTypes of Combat ...................................................................................................................................... 1

    Combat Turns .......................................................................................................................................... 2

    Stage One: Initiative ............................................................................................................................ 2

    Stage Two: Attack ................................................................................................................................ 2

    Stage Three: Resolution ...................................................................................................................... 3

    Damage Types ......................................................................................................................................... 3

    Soak ......................................................................................................................................................... 3

    Armor ...................................................................................................................................................... 4

    Ambush.................................................................................................................................................... 4

    Changing an Action .................................................................................................................................. 4

    Defensive Maneuvers .............................................................................................................................. 4

    Movement ............................................................................................................................................... 5

    Splitting Dice Pools .................................................................................................................................. 5

    Close Combat Maneuvers ....................................................................................................................... 6

    Dirty Fighting ........................................................................................................................................... 8

    Ranged Combat Maneuvers .................................................................................................................... 9

    Combat Circumstances .......................................................................................................................... 12

    Combat Systems

    Types of Combat

    CLOSE COMBAT: THIS COVERS UNARMED COMBAT (DEXTERITY + BRAWL) AND MELEE (DEXTERITY + MELEE).

    UNARMED COMBAT CAN INVOLVE A DOWN-AND-DIRTY BAR BRAWL OR AN HONORABLE TEST OF SKILL. OPPONENTSMUST BE WITHIN TOUCHING DISTANCE (ONE YARD/METER) TO ENGAGE IN UNARMED COMBAT. MELEE INVOLVES

    HANDHELD WEAPONS, FROM BROKEN BOTTLES TO SWORDS. OPPONENTS MUST BE WITHIN TWO YARDS/METERS OF

    EACH OTHER TO ENGAGE IN MELEE.

    RANGED COMBAT:ARMED COMBAT USING PROJECTILE WEAPONS PISTOLS,RIFLES,SHOTGUNS,ETC.OPPONENTS

    MUST NORMALLY BE WITHIN SIGHT (AND WEAPON RANGE)OF EACH OTHER TO ENGAGE IN A FIREFIGHT.

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    Combat Turns

    IN COMBAT, MANY THINGS HAPPEN AT VIRTUALLY THE SAME TIME. SINCE THIS CAN MAKE THINGS A BIT STICKY IN A

    GAME, COMBAT IS DIVIDED INTO A SERIES OF THREE-SECOND TURNS. EACH COMBAT TURN HAS THREE STAGES

    INITIATIVE,ATTACK,AND RESOLUTION TO MAKE IT EASIER TO KEEP TRACK OF THINGS.

    Stage One: Initiative

    THIS STAGE ORGANIZES THE TURN AND IS WHEN YOU DECLARE YOUR CHARACTER S ACTION. VARIOUS ACTIONS ARE

    POSSIBLE ANYTHING FROM LEAPING BEHIND A WALL TO SHOUTING A WARNING .YOU MUST DECLARE WHAT YOUR

    CHARACTER DOES, IN AS MUCH DETAIL AS THE STORYTELLER REQUIRES. EVERYONE, PLAYER AND STORYTELLER

    CHARACTER ALIKE,ROLLS ONE DIE AND ADDS IT TO THEIR INITIATIVE RATING (DEXTERITY +WITS);THE CHARACTER WITH

    THE HIGHEST RESULT ACTS FIRST, WITH THE REMAINING CHARACTERS ACTING IN DECREASING ORDER OF RESULT .

    (STORYTELLERS LOOKING FOR A SLIGHTLY FASTER OR MORE PREDICTABLE SYSTEM CAN CHOOSE TO USE DEXTERITY +

    WITS +6FOR EACH CHARACTERS INITIATIVE,FORGOING THE DIE ROLL.)IF TWO CHARACTERS GET THE SAME TOTAL,THE

    ONE WITH THE HIGHER INITIATIVE RATING GOES FIRST. TIES ARE RESOLVED BY USING THE HIGHEST INITIATIVE RATING;IF

    THOSE ARE TIED TOO,YOU COULD DECIDE THIS TIE IN FAVOR OF THE CHARACTER WITH THE HIGHEST WITS OR DEXTERITY(HIGHEST RATING WINS). IN STORY TERMS, BOTH CHARACTERS ACT SIMULTANEOUSLY, AND THE EFFECTS OF THEIR

    ACTIONS HIT HOME AT THE SAME TIME. WOUND PENALTIES SUBTRACT DIRECTLY FROM A CHARACTERS INITIATIVE

    RATING, WHILE CELERITY DOTS THAT ARENT BEING USED FOR EXTRA ACTIONS ADD TO IT. ALTHOUGH YOU DECLARE

    YOUR CHARACTERS ACTION NOW (INCLUDING STATING THAT YOUR CHARACTER DELAYS HER ACTION TO SEE WHAT

    SOMEONE ELSE DOES), YOU WAIT UNTIL THE ATTACK STAGE TO IMPLEMENT THAT ACTION.AT THIS TIME, YOU MUST

    ALSO STATE IF ANY MULTIPLE ACTIONS WILL BE PERFORMED,IF DISCIPLINES WILL BE ACTIVATED,AND/OR IF WILLPOWER

    POINTS WILL BE SPENT.CHARACTERS DECLARE IN REVERSE ORDER OF INITIATIVE,THUS GIVING FASTER CHARACTERS THE

    OPPORTUNITY TO REACT TO SLOWER CHARACTERSACTIONS.ALL OF YOUR CHARACTERS ACTIONS ARE STAGED AT HER

    RANK IN THE ORDER OF INITIATIVE. THERE ARE THREE EXCEPTIONS TO THIS RULE: THE FIRST IS IF YOUR CHARACTER

    DELAYS HER ACTION, IN WHICH CASE HER MANEUVERS HAPPEN WHEN SHE FINALLY TAKES ACTION .YOUR CHARACTER

    MAY ACT AT ANY TIME AFTER HER DESIGNATED ORDER IN THE INITIATIVE, EVEN TO INTERRUPT ANOTHER, SLOWER

    CHARACTERS ACTION. IF TWO CHARACTERS BOTH DELAY THEIR ACTIONS, AND BOTH FINALLY ACT AT THE SAME TIME,

    THE ONE WITH THE HIGHER INITIATIVE RATING FOR THE TURN ACTS FIRST .THE SECOND BREACH OF THE INITIATIVE ORDER

    OCCURS IN THE CASE OF A DEFENSIVE ACTION,WHICH YOUR CHARACTER MAY PERFORM AT ANY TIME AS LONG AS SHE

    HAS AN ACTION LEFT.FINALLY,ALL ADDITIONAL ACTIONS THAT TURN (INCLUDING ACTIONS GAINED THROUGH CELERITY)

    OCCUR AT THE END OF THE TURN. IF TWO OR MORE CHARACTERS TAKE MULTIPLE ACTIONS, THE ACTIONS OCCUR IN

    ORDER OF INITIATIVE RATING.AN EXCEPTION IS MADE FOR DEFENSIVE MULTIPLE ACTIONS,SUCH AS MULTIPLE DODGES,

    WHICH HAPPEN WHEN THEY NEED TO HAPPEN IN ORDER TO AVERT ATTACK .

    Stage Two: Attack

    ATTACKS ARE THE MEAT OF THE COMBAT TURN.AN ACTIONS SUCCESS OR FAILURE AND POTENTIAL IMPACT ON THE

    TARGET ARE DETERMINED AT THIS STAGE.YOU USE A CERTAIN ATTRIBUTE/ABILITY COMBINATION DEPENDING ON THE

    TYPE OF COMBAT IN WHICH YOUR CHARACTER IS ENGAGED:

    CLOSE COMBAT:USE DEXTERITY +BRAWL (UNARMED)OR DEXTERITY +MELEE (ARMED).

    RANGED COMBAT:USE DEXTERITY +FIREARMS (GUNS)OR DEXTERITY +ATHLETICS (THROWN WEAPONS).

    REMEMBER,IF YOUR CHARACTER DOESNT HAVE POINTS IN THE NECESSARY ABILITY,SIMPLY DEFAULT TO THE ATTRIBUTE

    ON WHICH ITS BASED (IN MOST CASES,DEXTERITY).IN RANGED COMBAT,YOUR WEAPON MAY MODIFY YOUR DICE POOLOR DIFFICULTY (DUE TO RATE OF FIRE,A TARGETING SCOPE,ETC.);CHECK THE WEAPONS STATISTICS FOR DETAILS.IF YOU

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    GET NO SUCCESSES,THE CHARACTER FAILS HER ATTACK AND INFLICTS NO DAMAGE.IF YOU BOTCH,NOT ONLY DOES THE

    ATTACK FAIL,BUT SOMETHING NASTY HAPPENS:THE WEAPON JAMS OR EXPLODES,THE BLADE BREAKS,AN ALLY IS HIT,

    AND SO ON.

    Stage Three: Resolution

    DURING THIS STAGE,YOU DETERMINE THE DAMAGE INFLICTED BY YOUR CHARACTERS ATTACK,AND THE STORYTELLER

    DESCRIBES WHAT OCCURS IN THE TURN.RESOLUTION IS A MIXTURE OF GAME AND STORY;ITS MORE INTERESTING FOR

    PLAYERS TO HEAR YOUR CLAWS RIP THROUGH HIS BOWELS;HE SCREAMS IN PAIN,DROPPING HIS GUN AS HE CLUTCHES

    HIS BLOODY ABDOMENTHAN SIMPLY UH,HE LOSES FOUR HEALTH LEVELS.ATTACK AND DAMAGE ROLLS ARE MERELY

    WAYS OF DESCRIBING WHAT HAPPENS IN THE STORY,AND ITS IMPORTANT TO MAINTAIN THE NARRATIVE OF COMBAT

    EVEN AS YOU MAKE THE DIE ROLL.NORMALLY, ADDITIONAL SUCCESSES GAINED ON A TRAIT ROLL SIMPLY MEAN THAT

    YOU DO EXCEPTIONALLY WELL.IN COMBAT,EACH EXTRA SUCCESS YOU GET ON AN ATTACK ROLL EQUALS AN ADDITIONAL

    DIE YOU ADD AUTOMATICALLY TO YOUR DAMAGE DICE POOL.THIS CREATES CINEMATIC AND OFTEN FATAL COMBAT.

    Damage Types

    ALL ATTACKS HAVE SPECIFIC DAMAGE RATINGS,INDICATING THE NUMBER OF DICE TO ROLL FOR THE ATTACKS DAMAGE

    (CALLED THE DAMAGE DICE POOL). SOME DAMAGE DICE POOLS ARE BASED ON THE ATTACKER S STRENGTH, WHILE

    OTHERS ARE BASED ON THE WEAPON USED.DAMAGE DICE ROLLS ARE MADE VERSUS DIFFICULTY 6.EACH SUCCESS ON

    THE DAMAGE ROLL INFLICTS ONE HEALTH LEVEL OF DAMAGE ON THE TARGET.HOWEVER,THE DAMAGE APPLIED MAY BE

    ONE OF THREE TYPES:

    BASHING: BASHING DAMAGE COMPRISES PUNCHES AND OTHER BLUNT TRAUMA THAT ARE LESS LIKELY TO KILL A

    VICTIM (ESPECIALLY A VAMPIRE) INSTANTLY. ALL CHARACTERS USE THEIR FULL STAMINA RATINGS TO RESIST BASHING

    EFFECTS,AND THE DAMAGE HEALS FAIRLY QUICKLY. BASHING DAMAGE IS APPLIED TO THE HEALTH BOXES ON YOUR

    CHARACTER SHEET WITH A /.

    LETHAL: ATTACKS MEANT TO CAUSE IMMEDIATE AND FATAL INJURY TO THE TARGET . MORTALS MAY NOT USE

    STAMINA TO RESIST LETHAL EFFECTS,AND THE DAMAGE TAKES QUITE A WHILE TO HEAL.VAMPIRES MAY RESIST LETHAL

    DAMAGE WITH THEIR STAMINA.LETHAL DAMAGE IS APPLIED TO THE HEALTH BOXES ON YOUR VAMPIRES CHARACTER

    SHEET WITH A X.

    AGGRAVATED:CERTAIN TYPES OF ATTACKS ARE DEADLY EVEN TO THE UNDEAD.FIRE,SUNLIGHT,AND THE TEETH AND

    CLAWS OF VAMPIRES, WEREWOLVES, AND OTHER SUPERNATURAL BEINGS ARE CONSIDERED AGGRAVATED DAMAGE.

    AGGRAVATED DAMAGE CANNOT BE SOAKED EXCEPT WITH FORTITUDE, AND IT TAKES QUITE A WHILE TO HEAL.

    AGGRAVATED DAMAGE IS APPLIED TO THE HEALTH BOXES ON YOUR CHARACTER SHEET WITH AN ASTERISK (*).

    DAMAGE DICE POOLS CAN NEVER BE REDUCED TO LOWER THAN ONE DIE;ANY ATTACK THAT STRIKES ITSTARGET HAS AT

    LEAST A SMALL CHANCE OF INFLICTING DAMAGE BEFORE A SOAK ROLL IS MADE. MOREOVER, DAMAGE EFFECT ROLLS

    CANNOT BOTCH;A BOTCHED ROLL SIMPLY MEANS THE ATTACK GLANCES HARMLESSLY OFF THE TARGET.

    Soak

    CHARACTERS CAN RESIST A CERTAIN DEGREE OF PHYSICAL PUNISHMENT ; THIS IS CALLED SOAKING DAMAGE. YOUR

    CHARACTERS SOAK DICE POOL IS EQUAL TO HER STAMINA.ANORMAL HUMAN CAN SOAK ONLY BASHING DAMAGE (THIS

    REFLECTS THE BODYS NATURAL RESILIENCE TO SUCH ATTACKS). A VAMPIRE (OR OTHER SUPERNATURAL BEING) ISTOUGHER, AND CAN THUS USE SOAK DICE AGAINST LETHAL DAMAGE. AGGRAVATED DAMAGE MAY BE SOAKED ONLY

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    WITH THE DISCIPLINE OF FORTITUDE.FORTITUDE ALSO ADDS TO THE DEFENDERS SOAK RATING AGAINST BASHING OR

    LETHAL DAMAGE (SO A CHARACTER WITH STAMINA 3AND FORTITUDE 2 HAS FIVE SOAK DICE AGAINST BASHING AND

    LETHAL DAMAGE, BUT ONLY TWO SOAK DICE AGAINST AGGRAVATED DAMAGE).AFTER AN ATTACK HITS AND INFLICTS

    DAMAGE, THE DEFENDER MAY MAKE A SOAK ROLL TO RESIST.THIS IS CONSIDERED A REFLEXIVE ACTION; CHARACTERS

    NEED NOT TAKE AN ACTION OR SPLIT A DICE POOL TO SOAK .UNLESS OTHERWISE STATED,SOAK ROLLS ARE MADE VERSUS

    DIFFICULTY 6.EACH SOAK SUCCESS SUBTRACTS ONE DIE FROM THE TOTAL DAMAGE INFLICTED .AS WITH DAMAGE ROLLS,

    SOAK ROLLS MAY NOT BOTCH,ONLY FAIL.

    Armor

    ARMOR ADDS TO YOUR CHARACTERS SOAK.THE ARMORS RATING COMBINES WITH YOUR BASE SOAK FOR PURPOSES OF

    REDUCING DAMAGE. LIGHT ARMOR OFFERS A SMALL AMOUNT OF PROTECTION, BUT DOESNT GREATLY HINDER

    MOBILITY.HEAVY ARMOR PROVIDES A LOT OF PROTECTION,BUT CAN RESTRICT FLEXIBILITY.ARMOR PROTECTS AGAINST

    BASHING, LETHAL, AND AGGRAVATED DAMAGE FROM TEETH AND CLAWS; IT DOES NOT PROTECT AGAINST FIRE OR

    SUNLIGHT.ARMOR IS NOT INDESTRUCTIBLE.IF THE DAMAGE ROLLED IN A SINGLE ATTACK EQUALS TWICE THE ARMORS

    RATING,THE ARMOR IS DESTROYED.

    Ambush

    AMBUSHES INVOLVE SURPRISING A TARGET TO GET IN A DECISIVE FIRST STRIKE. THE ATTACKER ROLLS DEXTERITY +

    STEALTH IN A RESISTED ACTION AGAINST THE TARGETS PERCEPTION + ALERTNESS. IF THE ATTACKER SCORES MORE

    SUCCESSES, SHE CAN STAGE ONE FREE ATTACK ON THE TARGET ; SHE THEN ADDS ANY EXTRA SUCCESSES FROM THE

    RESISTED ROLL TO HER ATTACK DICE POOL.ON A TIE,THE ATTACKER STILL ATTACKS FIRST,ALTHOUGH THE TARGET MAY

    PERFORM A DEFENSIVE MANEUVER. IF THE DEFENDER GETS MORE SUCCESSES, HE SPOTS THE AMBUSH, AND BOTH

    PARTIES DETERMINE INITIATIVE NORMALLY.TARGETS ALREADY INVOLVED IN COMBAT CANNOT BE AMBUSHED.

    Changing an Action

    ONCE YOU DECLARE AN ACTION, THAT ACTION IS USUALLY SET. HOWEVER, UNDER DRASTIC CIRCUMSTANCES (A

    GRENADE TOSSED AT A CHARACTERS FEET, A PACK MATE IN MORTAL DANGER, ETC.), YOU MAY CHANGE YOUR

    CHARACTERS DECLARED ACTIVITY. IN SUCH CASES, ADD ONE TO THE DIFFICULTY OF THAT NEW TASK, AS YOUR

    CHARACTER REACTS TO MEET THE NEW CHALLENGE.

    Defensive ManeuversTHERE ARE THREE TYPES OF DEFENSIVE ACTIONS:BLOCK,DODGE,AND PARRY.YOUR CHARACTER CAN DEFEND AGAINST

    VIRTUALLY ANY KIND OF ATTACK WITH THESE THREE MANEUVERS.HOWEVER,YOUR CHARACTER MAY NOT BE ABLE TO

    AVOID EVERY SINGLE ATTACK THATS DIRECTED AT HER.SHE CANT DODGE WHEN THERES NO ROOM TO MANEUVER,

    AND SHE CANT BLOCK OR PARRY IF SHE DOESNT KNOW AN ATTACK IS COMING.EACH DEFENSIVE MANEUVER USES THE

    SAME BASIC SYSTEM:THE DEFENSIVE ACTION IS A RESISTED ROLL AGAINST THE OPPONENT S ATTACK ROLL.UNLESS THE

    ATTACKER GETS MORE TOTAL SUCCESSES,HE MISSES.IF THE ATTACKER GETS MORE SUCCESSES,THOSE THAT HE ACHIEVES

    IN EXCESS OF THE DEFENDERS SUCCESSES,IF ANY,ARE USED TO HIT (THE ATTACKER DOESNT NECESSARILY USE ALL THE

    SUCCESSES HE ROLLED). SO IF THE DEFENDER HAS FEWER SUCCESSES THAN THE ATTACKER DOES, THE DEFENDERS

    MANEUVER CAN STILL REDUCE THE EFFECTIVENESS OF THE ATTACK, EVEN IF THE MANEUVER CANT COUNTERACT IT

    COMPLETELY.

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    DODGE:ADEXTERITY +ATHLETICS MANEUVER USEFUL FOR AVOIDING ATTACKS OF ALL TYPES.YOUR CHARACTER BOBS

    AND WEAVES TO AVOID MELEE OR BRAWL ATTACKS (IF THERES NO ROOM TO MANEUVER,SHE MUST BLOCK OR PARRY

    INSTEAD).DODGING A HAND-TO-HAND STRIKE IS EASY (DIFFICULTY 5),WHILE DODGING FIREARMS AT CLOSE RANGE IS

    FAR MORE CHALLENGING (DIFFICULTY 9OR 10).IN GUNFIGHTS,YOUR CHARACTER MOVES AT LEAST ONE YARD/METER

    AND ENDS UP BEHIND COVER (IF THERES NO ROOM TO MANEUVER OR NO COVER AVAILABLE, SHE CAN DROP TO THE

    GROUND). IF YOUR CHARACTER REMAINS UNDER COVER OR PRONE, COVER RULES APPLY AGAINST FURTHER FIREARMS

    ATTACKS.

    BLOCK: A DEXTERITY + BRAWL MANEUVER USING YOUR CHARACTERS OWN BODY TO DEFLECT A HAND-TO-HAND

    BASHING ATTACK.AGAIN,THE DIFFICULTY DEPENDS ON THE ATTACK,BUT OFTEN RANGES BETWEEN 5(FOR A FIST)AND 8

    (A KATANA). LETHAL AND AGGRAVATED ATTACKS CANNOT BE BLOCKED UNLESS THE DEFENDER HAS FORTITUDE OR IS

    WEARING ARMOR.

    PARRY:ADEXTERITY +MELEE MANEUVER USING A WEAPON TO BLOCK A BRAWL OR MELEE ATTACK.IF A CHARACTER

    MAKES A BRAWL ATTACK AND THE DEFENDER PARRIES WITH A WEAPON THAT NORMALLY CAUSES LETHAL DAMAGE ,THE

    ATTACKER CAN ACTUALLY BE HURT BY A SUCCESSFUL PARRY . IF THE DEFENDER ROLLS MORE SUCCESSES THAN THE

    ATTACKER DOES IN THE RESISTED ACTION,THE DEFENDER ROLLS THE WEAPONS BASE DAMAGE PLUS THE PARRYS EXTRA

    SUCCESSES AS A DAMAGE DICE POOL AGAINST THE ATTACKER.

    BLOCK, DODGE, AND PARRY CAN BE PERFORMED AS PART OF A MULTIPLE ACTION IN YOUR CHARACTERS TURN

    (PUNCHING THEN BLOCKING,SHOOTING THEN DODGING,PARRYING THEN STRIKING).USING A MULTIPLE ACTION TO ACT

    AND DEFEND IS ADVANTAGEOUS BECAUSE YOUR CHARACTER CAN STILL ACCOMPLISH SOMETHING IN A TURN BESIDES

    AVOIDING ATTACKS. RATHER THAN HAVING TO DIVIDE YOUR DICE POOL AMONG MULTIPLE DEFENSIVE ACTIONS, YOU

    MAY DECLARE THAT YOUR CHARACTER SPENDS AN ENTIRE TURN DEFENDING.THE NORMAL MULTIPLE-ACTION RULES ARE

    NOT USED IN THIS CASE.INSTEAD,YOU HAVE A FULL DICE POOL FOR THE FIRST DEFENSIVE ACTION ,BUT LOSE ONE DIE,

    CUMULATIVELY, FOR EACH SUBSEQUENT DEFENSE ACTION MADE IN THE SAME TURN . IT IS STILL DIFFICULT TO AVOID

    SEVERAL INCOMING ATTACKS,BUT NOT AS DIFFICULT AS TRYING TO ATTEMPT MULTIPLE THINGS AT ONCE .REMEMBER

    THAT ANY ACTIONS,INCLUDING DEFENSIVE ONES,VERSUS MULTIPLE ATTACKERS STILL SUFFER DIFFICULTY PENALTIES.

    Movement

    ACHARACTER MAY MOVE HALF OF HER RUNNING DISTANCE AND STILL TAKE AN ACTION IN A TURN.OTHER MANEUVERS

    SUCH AS LEAPING OR TUMBLING MAY BE CONSIDERED SEPARATE ACTIONS,DEPENDING ON THEIR COMPLEXITY.

    Splitting Dice PoolsANY CHARACTER CAN SPLIT HIS DICE POOL TO PERFORM MULTIPLE ACTIONS WITHIN A SINGLE TURN .FOR EACH ACTION

    TAKEN THAT TURN,THE PLAYER LOSES ONE DIE.EACH ACTION TAKEN AFTER THE FIRST ONE LOSES ANOTHER DIE AS WELL

    MINUS TWO DICE FOR THE SECOND OF TWO ACTIONS,MINUS FOUR DICE FOR THE THIRD ACTION OUT OF THREE ,AND

    SO ON.WHILE THIS IS A USEFUL TACTIC,ITS EASIER TO SPLIT YOUR DICE POOL WHEN SAID DICE POOL IS LARGE ENOUGH

    TO DIVIDE BETWEEN TASKS. IF YOUVE GOT AT LEAST SIX DICE IN THAT POOL,YOU STILL STAND A DECENT CHANCE OF

    SUCCESS WHEN YOU SPLIT THEM TWO WAYS;SPLITTING A DICE POOL BETWEEN THREE ACTIONS OR MORE IS BEST LEFT TO

    THE EXPERTS THOSE WITH AT LEAST NINE DICE IN A PARTICULAR POOL .

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    Close Combat Maneuvers

    THIS IS SIMPLY A LISTING OF THE COMMON MANEUVERS USED IN CLOSE COMBAT; FEEL FREE TO DEVELOP YOUR OWN

    MOVES (WITH THE STORYTELLERS APPROVAL).ALL HAND-TO HAND ATTACKS INFLICT BASHING DAMAGE UNLESS STATED

    OTHERWISE. THE DAMAGE INFLICTED BY MELEE ATTACKS DEPENDS ON THE WEAPON TYPE. ALL REFERENCES TO

    STRENGTH ALSO GAIN THE BENEFIT OF POTENCE.DIFFICULTY AND DAMAGE FOR THESE MANEUVERS MAY BE MODIFIEDAT THE STORYTELLERS DISCRETION,DEPENDING ON THE COMBAT STYLE THE CHARACTER USES.AS ALWAYS,DRAMA AND

    EXCITEMENT TAKE PRECEDENCE OVER RULES SYSTEMS.

    BITE:THIS MANEUVER IS AVAILABLE ONLY TO VAMPIRES (OR OTHER SUPERNATURAL CREATURES WITH SHARP TEETH,

    SUCH AS WEREWOLVES).ABITE MANEUVER IS A COMBATBITE, INTENDED TO CAUSE DAMAGE RATHER THAN DRAIN

    BLOOD. BITE DAMAGE IS AGGRAVATED. TO USE A BITE ATTACK, THE VAMPIRE MUST FIRST PERFORM A SUCCESSFUL

    GRAPPLE OR TACKLE MANEUVER.ON THE TURN FOLLOWING THE SUCCESSFUL ATTACK,THE PLAYER MAY DECLARE THE

    BITE ATTEMPT AND MAKE A ROLL USING THE MODIFIERS BELOW . ALTERNATIVELY, A PLAYER CAN DECLARE HER

    VAMPIRES BITE TO BE A KISSATTACK.AKISS IS RESOLVED IN THE SAME WAY AS A NORMAL BITE,BUT INFLICTS NO

    HEALTH LEVELS OF DAMAGE.UPON CONNECTING WITH A KISS,THE VAMPIRE MAY BEGIN TO DRAIN THE VICTIMS BLOODAT THE NORMAL RATE,AND THE VICTIM IS TYPICALLY HELPLESS TO RESIST.FOLLOWING THE KISS,A VAMPIRE MAY,IF SHE

    CHOOSES,LICK THE PUNCTURE WOUND OF THE KISS CLOSED,THEREBY REMOVING ANY EVIDENCE THAT SHE HAS FED.

    ROLL:DEXTERITY +BRAWL DIFFICULTY:5

    DAMAGE:STRENGTH +1 ACTIONS:1

    CLAW:THIS ATTACK IS AVAILABLE TO VAMPIRES WITH CLAWS,SUCH AS THOSE FROM THE PROTEAN POWER OF FERAL

    CLAWS OR BONE SPURS CONSTRUCTED WITH THE VICISSITUDE POWER OF BONECRAFT.A FEW OTHER SUPERNATURAL

    CREATURES, SUCH AS WEREWOLVES, ALSO HAVE CLAWS. A CLAW ATTACK INFLICTS AGGRAVATED DAMAGE (IF FERAL

    CLAWS)OR LETHAL DAMAGE (IF A VICISSITUDE-CONSTRUCTED WEAPON).

    ROLL:DEXTERITY +BRAWL DIFFICULTY:6

    DAMAGE:STRENGTH +1 ACTIONS:1

    DISARM:THE ATTACKER USES HER WEAPON TO KNOCK HER OPPONENT S WEAPON FROM HIS HAND.TO SUCCEED,THE

    ATTACKER ROLLS DEXTERITY +MELEE AT +1TO HER USUAL DIFFICULTY; IF HER SUCCESSES EXCEED HER OPPONENTS

    STRENGTH SCORE,HE DROPS THAT WEAPON. IF SHE DOESNT SCORE ENOUGH SUCCESSES TO DISARM THE OPPONENT,

    SHE STILL INFLICTS HER USUAL DAMAGE.IF SHE BOTCHES THAT ROLL,SHE LOSES HER OWN WEAPON INSTEAD.ABRAVE

    OR DESPERATE ATTACKER CAN TRY TO DISARM AN ARMED OPPONENT WITH HER BARE HANDS .IN THIS CASE,THE ROLL IS

    DEXTERITY +BRAWL,THE DIFFICULTY IS 8,AND SHE SUBTRACTS ONE DIE FROM HER USUAL ATTACK DICE POOL .

    ROLL:DEXTERITY +MELEE DIFFICULTY:+1/8

    DAMAGE:SPECIAL ACTIONS:1

    FLANK OR REAR ATTACKS:BY ATTACKING AN OPPONENTS FLANK,THE ASSAILANT REDUCES HIS DIFFICULTY BY ONE;BY

    ATTACKING FROM THE REAR,HE REDUCES IT BY TWO.

    ROLL:NORMAL DIFFICULTY:1/2

    DAMAGE:NORMAL ACTIONS:1

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    GRAPPLE: SEIZING AN OPPONENT,THE ATTACKER TRIES TO EITHER CRUSH HIM (A CLINCH)OR IMMOBILIZE HIM (A

    HOLD).EITHER ASSAULT BEGINS WITH A SUCCESSFUL STRENGTH +BRAWL ROLL.IF THE ATTACKER WANTS TO HURT HER

    FOE, THAT PLAYER MAY ROLL HER STRENGTH TO INFLICT DAMAGE, BEGINNING ON THE NEXT TURN AND CONTINUING

    UNTIL THE OPPONENT BREAKS FREE.THE FOE MAY TRY TO SOAK THAT DAMAGE AS USUAL .IF THE ATTACKER WISHES TO

    HOLD HER OPPONENT STILL,HES STUCK IN HER GRIP UNTIL HIS NEXT ACTION.TO ESCAPE A GRAPPLE,THE OPPONENT

    HAS TWO OPTIONS:HE CAN BREAK FREE BY SUCCESSFULLY BEATING HIS ATTACKER IN A RESISTED STRENGTH +BRAWL

    ROLL;OR HE CAN REVERSE THE HOLD BY DOING THE SAME THING AND THEN SCORING TWO SUCCESSES MORE THAN HIS

    ATTACKER HAS SCORED. AT THE STORYTELLERS OPTION, AN AGILE CHARACTER CAN USE DEXTERITY INSTEAD OF

    STRENGTH WITH SUCH FEATS.GRAPPLE ATTACKS NORMALLY INFLICT BASHING DAMAGE.A CHARACTER USING BARBS,

    SPIKES OR CLAWS WITH SUCH AN ATTACK CAN REND HER VICTIM WITH LETHAL OR POSSIBLY (AS WITH GAROU)

    AGGRAVATED DAMAGE INSTEAD.

    ROLL:STRENGTH +BRAWL DIFFICULTY:6

    DAMAGE:STRENGTH OR NONE ACTIONS:1

    KICK:LASHING OUT WITH A LEG OR TWO, THE CHARACTER KNOCKS HIS OPPONENT SILLY.AS PRESENTED HERE,THE

    KICK IS PRETTY STRAIGHTFORWARD; TO REFLECT ELABORATE MARTIAL ARTS KICKS, THE STORYTELLER MAY ADJUST THE

    DIFFICULTY AND/OR DAMAGE UPWARD FOR COMPLEXITY AND EFFECT.KICKS NORMALLY INFLICT BASHING DAMAGE.

    ROLL:DEXTERITY +BRAWL DIFFICULTY:7

    DAMAGE:STRENGTH +1 ACTIONS:1

    MULTIPLE OPPONENTS:ACHARACTER WHO BATTLES MULTIPLE OPPONENTS IN CLOSE COMBAT SUFFERS ATTACK AND

    DEFENSE DIFFICULTIES OF +1,CUMULATIVE,FOR EACH OPPONENT AFTER THE FIRST (TO A MAXIMUM OF +4).

    PUNCH:PUNCHES,LIKE KICKS,CAN BE SIMPLE OR ELABORATE.SPECIAL PUNCHES AN UPPERCUT,A HAYMAKER,A

    KNIFE-HAND STRIKE MAY DEAL OUT EXTRA DAMAGE WITH A HIGHER DIFFICULTY RATING . PUNCHES GENERALLY

    INFLICT BASHING DAMAGE, BUT NERVE-STRIKES, KIDNEY-BLOWS, AND PUNCHES BY 800-POUND WEREWOLVES MIGHT

    SHATTER BONES AND ORGANS,INFLICTING LETHAL DAMAGE.

    ROLL:DEXTERITY +BRAWL DIFFICULTY:6

    DAMAGE:STRENGTH ACTIONS:1

    SWEEP: USING A LEG (BRAWL) OR WEAPON (MELEE), THE ATTACKER KNOCKS HER OPPONENTS LEGS OUT FROM

    UNDER HIM.ASUCCESSFUL SWEEP DUMPS THE FOE ON THE GROUND THAT TURN;IT WONT HURT HIM,BUT MIGHT SET

    HIM UP FOR FURTHER ATTACKS.

    ROLL:DEXTERITY +BRAWL DIFFICULTY:8

    DAMAGE:NONE ACTIONS:1

    TACKLE: DASHING TOWARD HIS OPPONENT, THE ATTACKER SMASHES FULL-FORCE INTO HER. TACKLES ARE RISKY,

    THOUGH USING ONES SELF AS A BATTERING RAM CAN BACKFIRE. A TACKLE REQUIRES AT LEAST TWO YARDS OF

    DISTANCE TO ACHIEVE EFFECTIVE MOMENTUM.EACH COMBATANT MUST MAKE A SUCCESSFUL DEXTERITY +ATHLETICS

    ROLL (DIFFICULTY 6FOR THE ATTACKER,DIFFICULTY 6+THE ATTACKERS SUCCESSES FOR THE TARGET)OR ELSE WIND UP

    SPRAWLED ON THE GROUND AFTERWARD.AWOULD-BE TACKLER WHO BOTCHES TRIPS AND FALLS (INFLICTING ONE DIE

    OF DAMAGE UPON HIMSELF FOR EVERY YARD HE RAN);SLAMS INTO SOMETHING ELSE (INFLICTING THAT DAMAGE PLUS

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    HIS STRENGTH DAMAGE UPON HIMSELF); OR CRASHES INTO HIS TARGET AND BOUNCES OFF (SUFFERING THE

    OPPONENTS STAMINA IN DAMAGE, BUT LEAVING THE TARGET UNHARMED). IN MOST CASES, TACKLING INFLICTS

    BASHING DAMAGE. CERTAIN SITUATIONS CRASHING INTO A BRICK WALL, EMPLOYING A SPIKY HIDE OR ARMOR,

    CRUSHING A PUNY HUMAN BENEATH THE WEIGHT OF A CHARGING WEREWOLF MIGHT MAKE THAT DAMAGE LETHAL

    INSTEAD.

    ROLL:DEXTERITY +BRAWL DIFFICULTY:7

    DAMAGE:STRENGTH ACTIONS:1

    TARGETING:AIMING FOR A SPECIFIC LOCATION INCURS AN ADDED DIFFICULTY,BUT CAN BYPASS ARMOR OR COVER,OR

    CAN RESULT IN AN INCREASED DAMAGE EFFECT . THE STORYTELLER SHOULD CONSIDER SPECIAL RESULTS BEYOND A

    SIMPLE INCREASE IN DAMAGE,DEPENDING ON THE ATTACK AND THE TARGET.

    TARGET SIZE DIFFICULTY DAMAGE

    MEDIUM +1 NO MODIFIER (LIMB,BRIEFCASE)

    SMALL +2 +1(HAND,HEAD,CELLPHONE)

    PRECISE +3 +2(EYE,HEART,LOCK)

    WEAPON LENGTH:WHEN A KNIFE FIGHTER FACES OFF AGAINST A KATANA WIELDING BACKSTREET SAMURAI,THE GUY

    WITH THE KNIFE SUFFERS A CERTAIN DISADVANTAGE.TO REFLECT THE INHERENT DANGERS OF BATTLING AN OPPONENT

    WITH A LONGER WEAPON, SUBTRACT ONE DIE FROM THE ATTACK DICE POOL OF THE CHARACTER WITH THE SHORTER

    WEAPON.OBVIOUSLY,THIS RULE APPLIES ONLY TO HAND-TO-HAND COMBATANTS.

    WEAPON STRIKE:ASLASHING BLOW,THRUST,OR JAB,DEPENDING ON THE WEAPON USED.

    ROLL:DEXTERITY +MELEE DIFFICULTY:WEAPON TYPE

    DAMAGE:WEAPON TYPE ACTIONS:1

    Dirty Fighting

    BRUTAL, DISHONORABLE AND USUALLY EFFECTIVE, THE FOLLOWING MANEUVERS COME FROM BACK-ALLEYS, BAR-

    BRAWLS,RAPE PREVENTION CLASSROOMS AND OTHER VENUES WHERE ANYTHING THAT PUTS YOUR OPPONENT DOWN

    FOR THE COUNT IS FAIR GAME. IN GAME TERMS, A CHARACTER MUST EITHER HAVE BRAWL 3 OR HIGHER, A

    BACKGROUND (LIKE A SELF-DEFENSE CLASS)IN WHICH HE MIGHT HAVE LEARNED SUCH TRICKS,OR BOTH.

    BLINDING: RAKING THE ENEMYS EYES, THROWING DIRT IN THEM, SPRAYING HIS FACE WITH CHEMICALS OR USING

    SOME SIMILAR METHOD,THE ATTACKER TRIES TO RENDER HER OPPONENT SIGHTLESS.IF SHE SUCCEEDS,THE ENEMY IS

    BLINDED FOR ONE TURN PER SUCCESS,AND LOSES TWO DICE FROM HIS DICE POOLS UNTIL HE RECOVERS .THIS ATTACK

    DOESNT NORMALLY INFLICT LASTING DAMAGE. AT THE STORYTELLERS OPTION, HOWEVER,A TRULY VICIOUS STRIKE

    (GOUGING WITH CLAWS, THROWING ACID, ETC.) MIGHT INFLICT A HEALTH LEVEL OR TWO OF LETHAL DAMAGE IN

    ADDITION TO THE BLINDNESS.FIVE SUCCESSES OR MORE MAY DESTROY THE EYES COMPLETELY ,AND WHILE A WEREWOLF

    CAN HEAL FROM SUCH INJURY,MOST CREATURES CANNOT.

    ROLL:DEXTERITY +SUBTERFUGE DIFFICULTY:9

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    DAMAGE:SPECIAL ACTIONS:1

    BODY SLAM:PICKING AN OPPONENT UP OVER HIS HEAD,THE ASSAILANT USES BRUTE STRENGTH AND MOMENTUM TO

    BRING SOME SERIOUS PAIN. THIS MANEUVER FIRST REQUIRES A SUCCESSFUL GRAPPLE ATTACK; IF THE ENEMY CANT

    BREAK FREE THAT TURN,THE ATTACKER MAY USE HER NEXT ACTION TO SLAM HIM INTO THE NEAREST AND MOST PAINFUL

    SURFACE. GENERALLY, THIS ATTACK INFLICTS BASHING DAMAGE; IF THE SURFACE HAPPENS TO BE SHARP, SPIKED OR

    INCREDIBLY HOT,HOWEVER,SAID PAIN MIGHT BE LETHAL.

    ROLL:DEXTERITY +BRAWL DIFFICULTY:6

    DAMAGE:STRENGTH +2 ACTIONS:2

    CURB STOMP: BRACING HIS OPPONENTS FACE AGAINST A CURB OR OTHER SOLID SURFACE, THE ATTACKER THEN

    SLAMS HIS FOOT DOWN ON THE BACK OF THE ENEMYS HEAD. A FAVORITE TACTIC OF BONE GNAWER AND GET OF

    FENRIS STREET-FIGHTERS, THIS MOVE CAN BREAK TEETH, CRACK JAWS, SNAP SPINES OR CRUSH SKULLS ESPECIALLY

    WHEN DONE BY A WEREWOLF!CURB STOMPING REQUIRES A STUNNED OR IMMOBILIZED TARGET,PLUS A TURN TO PLACE

    HIS FACE INTO POSITION.AFTER THAT,THE ATTACKER STOMPS,AND PHYSICS DOES THE REST.THE ATTACKER ROLLS HIS

    STRENGTH FOR THE ATTACK.THIS ASSAULT INFLICTS LETHAL DAMAGE,AND MAY LEAVE THE OPPONENT UNABLE TO BITE

    AFTERWARD (STORYTELLERS CALL)UNTIL THE INJURY HEALS.

    ROLL:STRENGTH +BRAWL DIFFICULTY:6

    DAMAGE:STRENGTH +2 ACTIONS:2

    LOW BLOW: JUST WHAT IT SAYS.WHEREVER THE ATTACKER HITS (SEPTUM, NUTS, KIDNEYS, ETC.), ITS GOING TO

    HURT.ALOT.ASSUMING THE ASSAILANT MAKES A SUCCESSFUL ATTACK ROLL,HER TARGET WINDS UP STUNNED FOR ONE

    TURN FOR EACH HEALTH LEVEL INFLICTED AFTER THE SOAK ROLL.HE CAN TRY TO SHRUG IT OFF WITH A STAMINA ROLL(DIFFICULTY 8), BUT OTHERWISE HES WRITHING OR PARALYZED WITH PAIN. NORMALLY, THIS TRAUMA INVOLVES

    BASHING DAMAGE.ALOW BLOW STRUCK WITH CLAWS,TEETH,BLADES,OR CRUSHING FORCE,HOWEVER,IS LETHAL.

    ROLL:DEXTERITY +BRAWL DIFFICULTY:7

    DAMAGE:STRENGTH +STUN ACTIONS:1

    PISTOL WHIP:BELTING HER TARGET ACROSS THE FACE OR SKULL WITH A GUN OR OTHER SLENDER ,HEAVY OBJECT,THE

    ATTACKER ADDS SOME EXTRA EMPHASIS TO HER ARGUMENT AND POSSIBLY CRACKS THE TARGETS SKULL AS WELL.

    OBVIOUSLY,THIS MANEUVER REQUIRES A GUN OR SIMILAR INSTRUMENT (CROWBAR,TRUNCHEON,CANDLESTICK,ETC.),

    AND IT INFLICTS LETHAL DAMAGE.ACHARACTER HIT WITH A SUCCESSFUL PISTOL WHIP MAY BE STUNNED FOR ONE TURN

    IF HE FAILS A STAMINA ROLL (DIFFICULTY 8),AND FOR TWO TURNS IF HE BOTCHES THAT ROLL.

    ROLL:DEXTERITY +MELEE DIFFICULTY:7

    DAMAGE:STRENGTH +2/L ACTIONS:1

    Ranged Combat Maneuvers

    MANY PHYSICAL CONFLICTS INVOLVE RANGED WEAPONS. THE FOLLOWING MANEUVERS ALLOW FOR A NUMBER OF

    USEFUL ACTIONS DURING A FIREFIGHT.DONT FEEL LIMITED BY THIS LIST; IF THE NEED ARISES,TRY DEVELOPING A NEW

    MANEUVER (AT THE STORYTELLERS DISCRETION).

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    AIMING: WHEN A CHARACTER TAKES TIME TO LINE UP A SHOT , HE SHOOTS MORE ACCURATELY THAN ONE WHO

    SIMPLY LEAPS THROUGH THE AIR JOHN WOO-STYLE,FIRING MADLY AT EVERYTHING THAT MOVES.IN GAME TERMS,THAT

    CHARACTER MUST REMAIN MORE OR LESS STILL (NO MOVEMENT FASTER THAN A SLOW WALK)AND KEEP HIS TARGET IN

    HIS SIGHTS.FOR EACH TURN SPENT AIMING,THE PLAYER ADDS ONE DIE TO THE CHARACTERS APPROPRIATE DICE POOL,

    UP TO A MAXIMUM OF THAT CHARACTERS PERCEPTION RATING.ASCOPE ADDS TWO DICE TO THE ROLL AS WELL.THIS

    BONUS, HOWEVER, APPLIES ONLY TO A SINGLE SHOT.EACH NEW SHOT MUST BE AIMED AGAIN IN ORDER TO GET THE

    FULL BONUS AND EFFECT. IN ORDER TO AIM PROPERLY, A CHARACTER MUST HAVE AT LEAST ONE DOT IN EITHER

    FIREARMS (TO AIM GUNS)OR ARCHERY (TO USE BOWS).

    AUTOMATIC FIRE:THE WEAPON UNLOADS ITS ENTIRE AMMUNITION CLIP IN ONE ATTACK AGAINST A SINGLE TARGET.

    THE ATTACKER MAKES A SINGLE ROLL,ADDING 10DICE TO THE ATTACK ROLL.HOWEVER,THE ATTACK ROLL IS AT A +2

    DIFFICULTY DUE TO THE WEAPONS RECOIL.EXTRA SUCCESSES ADD TO THE DAMAGE DICE POOL,WHICH IS STILL TREATED

    AS EQUIVALENT TO ONE BULLET.AN ATTACKER USING AUTOMATIC FIRE MAY NOT TARGET A SPECIFIC AREA OF THE BODY.

    THIS ATTACK IS PERMISSIBLE ONLY IF THE WEAPONS CLIP IS AT LEAST HALF-FULL TO BEGIN WITH.A GUNMAN MIGHT

    ALSO SPRAY AN AREA WITH BULLETS. IN GAME TERMS,THIS WORKS THE SAME WAY AS FULL-AUTO FIRE,EXCEPT THAT

    THE SUCCESSES ARE DISTRIBUTED EVENLY BETWEEN EACH TARGET INVOLVED.IF THE NUMBER OF SUCCESSES ROLLED IS

    SMALLER THAN THE NUMBER OF TARGETS SHOT AT,THEN THE STORYTELLER DECIDES WHOS BEEN HIT AND WHOS BEEN

    MISSED BY THAT SPRAY OF BULLETS.

    BOWS:TO USE ONE,A CHARACTER NEEDS THE ARCHERY SKILL (A SECONDARY SKILL);THE PLAYER ROLLS DEXTERITY +

    ARCHERY IN ORDER TO SHOOT THAT WEAPON,AND DIFFERENT BOWS HAVE DIFFERENT DIFFICULTY RATINGS LISTED ON

    THE RANGED WEAPONS CHART.A CHARACTER WITHOUT ARCHERY CAN TRY TO USE A BOW,BUT EACH ROLL FOR HER

    ADDS A +1 DIFFICULTY PENALTY.GUNS REPLACED BOWS FOR SEVERAL REASONS.ONE OF THE OBVIOUS ONES COMES

    ACROSS IF THE WOULD-BE ARCHER BOTCHES A ROLL; IN THAT CASE,THE BOWSTRING SNAPS,AND MUST BE REPLACED

    BEFORE THE WEAPON CAN BE USED AGAIN.(WITS +ARCHERYOR CRAFTS,AT +1DIFFICULTY ASSUMING YOU HAVE

    AN EXTRA BOWSTRINGOTHERWISE,WELL,VERILY THOU ART SOL.)BOWS ALSO TAKE LONGER TO FIRE THAN GUNS DO;

    IN GAME TERMS,AN ARCHER MUST NOCK AND DRAW THE ARROW (AN AUTOMATIC ACTION)BEFORE SHE CAN FIRE IT.A

    CROSSBOW,MEANWHILE,TAKES TWO TURNS TO READY AND FIRE.ON THE POSITIVE SIDE,ARROWS,WHEN COMPARED

    TO GUNS,ARE NEARLY SILENT.BETTER STILL,THEY CAN SHOOT A WOODEN ARROW STRAIGHT INTO A VAMPIRES HEART.

    SUCH FANCY SHOTS REQUIRE AT LEAST FIVE SUCCESSES IN ORDER TO BULLS-EYE THE HEART,AND MUST ALSO INFLICT AT

    LEAST THREE HEALTH LEVELS (AFTER SOAKING)IN ORDER TO PIERCE THE UNDEAD BASTARDS CHEST.

    COVER AND MOVEMENT:WHEN GUNFIRE FILLS THE AIR,ANY SANE COMBATANT USES COVER OR SPEED TO ESCAPE

    FROM HARM.THE PROBLEM WITH COVER IS THAT YOU CANT SHOOT WHAT YOU CANT SEE.IN ORDER TO AIM AND FIRE,

    YOU HAVE TO EXPOSE A BIT OF YOURSELF TO YOUR ENEMYS GUNSHOTS AS WELL.COVER ADDS TO THE DIFFICULTY OF

    HITTING A TARGET;THE MORE COVER A CHARACTER HAS,THE HARDER IT IS TO HIT HER.CONVERSELY,ITS ALSO HARDER

    TO SHOOT FROM CERTAIN POSITIONS, OR TO FIRE ACCURATELY WHILE MOVING YOURSELF; IN EITHER CASE, THE

    SHOOTING CHARACTER SUFFERS A PENALTY TO HIS SHOTS AS WELL.

    COVER DIFFICULTY TO SHOOTERS DIFFICULTY HIT TARGET

    LYING FLAT +1 0

    MOVING +1 +1

    BEHIND WALL +2 +1

    ONLY HEAD EXPOSED +3 +2

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    MULTIPLE SHOTS:AN ATTACKER WITH A FAST FIREARM MAY TRY TO TAKE MORE THAN ONE SHOT IN A TURN.THE

    ATTACKER CAN SPLIT HIS ATTACK DICE POOL BY HOW MANY SHOTS SHE WANTS TO FIRE AT A SIMILAR NUMBER OF

    TARGETS, UP TO THE WEAPONS RATE OF FIRE (MULTIPLE ATTACKS AGAINST THE SAME TARGET ARE COVERED UNDER

    MANEUVERS LIKE AUTOMATIC FIREAND THREE-ROUND BURST).EACH ATTACK IS THEN ROLLED SEPARATELY.

    RANGE: DISTANCE LIMITS ACCURACY. EACH WEAPON ON THE RANGED WEAPONS CHART HAS A CERTAIN LISTED

    RANGE AS PART OF ITS ENTRY.THIS RANGE GIVES THAT WEAPONSMEDIUM EFFECTIVE RANGE;WITHIN THIS RANGE,THE

    DIFFICULTY IS CONSIDERED TO BE 6. A GIVEN WEAPON CAN BE FIRED UP TO TWICE THAT LISTED RANGE, BUT AT

    DIFFICULTY 8 (POSSIBLY HIGHER AT THE STORYTELLERS CALL). WITHIN TWO YARDS OR LESS, HOWEVER, THE

    CHARACTERS ARE WITHIN POINT-BLANK RANGE AND THE DIFFICULTY DROPS TO 4.

    RELOADING: ASSUMING THAT YOUR CHARACTER HAS A SPARE CLIP HANDY , AN AUTOMATIC WEAPON CAN BE

    RELOADED DURING COMBAT BY TAKING A SINGLE ACTION TO DO SO.THAT GUN CAN STILL BE FIRED WITHIN THE SAME

    TURN THE PLAYER SIMPLY LOSES TWO DICE FROM HIS USUAL ATTACK DICE POOL. REVOLVERS CAN BE TRICKY TO

    RELOAD.ACHARACTER WITH A SPEEDLOADER CAN SLAP A NEW CLIPINTO HIS GUN,AS ABOVE.IF HE DOESNT HAVE A

    SPEEDLOADER READY, HE NEEDS TO TAKE A FULL TURN TO RELOAD THAT PISTOL MANUALLY .NO OTHER ACTIONS ARE

    POSSIBLE THAT TURN, NOT EVEN WHEN USE CELERITY THE GUN AND BULLETS CANT MOVE ANY FASTER. A

    CHARACTER WITH A FIREARMS RATING OF 1 OR BETTER CAN RELOAD WITHOUT MAKING A ROLL UNDER NORMAL

    CIRCUMSTANCES, ALTHOUGH CERTAIN COMPLICATIONS (BADLY HURT, IN A MOVING CAR, ETC.) MIGHT DEMAND A

    DEXTERITY + FIREARMS ROLL. RELOADING A CLIP OR SPEEDLOADER WITH FRESH BULLETS, HOWEVER, REQUIRES

    DEXTERITY + FIREARMS ROLL (DIFFICULTY 6) AND AN ENTIRE TURN. AGAIN, USE CELERITY CANNOT SPEED THIS

    RELOADING TIME.

    TARGETING:AIMING FOR A SPECIFIC LOCATION INCURS AN ADDED DIFFICULTY,BUT CAN BYPASS ARMOR OR COVER,OR

    CAN RESULT IN AN INCREASED DAMAGE EFFECT . THE STORYTELLER SHOULD CONSIDER SPECIAL RESULTS BEYOND A

    SIMPLE INCREASE IN DAMAGE,DEPENDING ON THE ATTACK AND THE TARGET.

    TARGET SIZE DIFFICULTY DAMAGE

    MEDIUM +1 NO MODIFIER (LIMB,BRIEFCASE)

    SMALL +2 +1(HAND,HEAD,CELLPHONE)

    PRECISE +3 +2(EYE,HEART,LOCK)

    THREE-ROUND BURST:MANY AUTOMATIC WEAPONS CAN FIRE OFF THREE-ROUND BURSTS.AS WITH FULL-AUTO FIRE,

    THESE BURSTS ADD EXTRA DICE TO YOUR ATTACK ROLL THREE NEW DICE FOR A THREE-ROUND BURST AT THE COSTOF A HIGHER DIFFICULTY (IN THIS CASE,+1 TO THE NORMAL DIFFICULTY). OBVIOUSLY, THIS EXPENDS THREE BULLETS

    EACH TIME A BURST IS FIRED.CHECK THE RANGED WEAPONS CHART TO SEE WHICH WEAPONS CAN FIRE THREE-ROUND

    BURSTS.

    THROWN WEAPONS: FROM TOMAHAWKS TO SHURIKEN, SPEARS TO STONES, BEER BOTTLES TO BOOMERANGS,

    THROWN WEAPONS HAVE AN ILLUSTRIOUS PLACE IN EVERY CULTURES FIGHTS. TO HURL SOMETHING PAINFUL AT AN

    OPPONENT,ROLL YOUR CHARACTERS DEXTERITY +ATHLETICS.THE DIFFICULTY IS TYPICALLY 6, ALTHOUGH ESPECIALLY

    CLOSE TARGETS MIGHT LOWER THAT DIFFICULTY BY ONE. DISTANT TARGETS OR AWKWARD OBJECTS (TABLES,

    MOTORCYCLES, WEAPONS THAT HAVE NOT BEEN DESIGNED TO BE THROWN) MAY RAISE THAT DIFFICULTY BY ONE OR

    TWO.THE DAMAGE,EXACT DIFFICULTY,CONCEAL ABILITY AND SO FORTH ASSOCIATED WITH DIFFERENT WEAPONS CANBE FOUND ON THE RANGED WEAPONS CHART, UNDER THROWN WEAPONS. THE RANGE OF A HURLED WEAPON

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    USUALLY DEPENDS ON THE STRENGTH OF THE THROWER, AND ON THE BULK AND AERODYNAMIC QUALITIES OF THE

    OBJECT. THE STORYTELLER SHOULD FEEL FREE TO ADJUST THE DIFFICULTIES AND RANGES ACCORDING TO

    CIRCUMSTANCES. NOT EVEN THE STRONGEST VAMPIRE CAN TOSS A BUICK VERY FAR, AFTER ALL, BUT A BASEBALL IS

    QUITE ANOTHER STORY!

    TWO WEAPONS: FIRING TWO WEAPONS IS CONSIDERED PERFORMING A MULTIPLE ACTION. ADDITIONALLY, THE

    ATTACKER SUFFERS +1DIFFICULTY FOR THE ATTACK WITH HER OFF-HAND (UNLESS SHES AMBIDEXTROUS).EACH ATTACK

    IS ROLLED AND RESOLVED SEPARATELY MULTIPLE ATTACKS MADE AGAINST THE SAME TARGET ARE COVERED BY

    MANEUVERS SUCH AS AUTOMATIC FIREAND THREE-ROUND BURST.

    Combat Circumstances

    VARIOUS CIRCUMSTANCES CAN CHANGE ELEMENTS OF COMBAT WEARING ARMOR,BEING KNOCKED OVER,FIGHTING

    BLIND AND SO FORTH. IN GAME TERMS, MOST CIRCUMSTANCES, WHETHER THEYRE LISTED HERE OR NOT, CAN BE

    HANDLED BY RAISING OR LOWERING EITHER DIFFICULTIES OR DICE POOLS (BUT RARELY BOTH). SOME OF THE MORE

    COMMON COMBAT-ORIENTED CIRCUMSTANCES INCLUDE:

    BLINDING: A CHARACTER WHOS BEEN BLINDED BY INJURY OR DARKNESS CANNOT DODGE , PARRY OR BLOCK

    INCOMING ATTACKS.ALL OTHER ACTIONS ADD TWO TO THEIR DIFFICULTY.

    KNOCKDOWN:ACHARACTER WHOS BEEN KNOCKED OFF HER FEET MUST TAKE AN ACTION TO SCRAMBLE BACK UP;IF

    SHE CANNOT DO SO,SHE MAY BE CONSIDERED TO BE PARTIALLY IMMOBILIZED.

    IMMOBILIZATION:IF A CHARACTER HAS BEEN HELD DOWN,PARALYZED,OR OTHERWISE RENDERED UNABLE TO MOVE,

    ANY CHARACTER WHO ATTACKS HIM REDUCES HER DIFFICULTY BY TWO IF THE TARGET IS STILL ABLE TO MOVE A LITTLE

    BIT,AND MAY HIT HIM AUTOMATICALLY IF HE CANNOT MOVE AT ALL .

    STAKE THROUGH HEART:A VAMPIRE CAN INDEED BE INCAPACITATED BY THE CLASSIC WOODEN STAKE OF LEGEND .

    HOWEVER,THE LEGENDS ERR ON ONE POINT:AKINDRED IMPALED THROUGH THE HEART WITH A WOODEN STAKE IS NOT

    DESTROYED,BUT MERELY PARALYZED UNTIL THE STAKE IS REMOVED .TO STAKE A VAMPIRE,AN ATTACKER MUST TARGET

    THE HEART (DIFFICULTY 9). IF THE ATTACK SUCCEEDS AND INFLICTS AT LEAST THREE HEALTH LEVELS OF DAMAGE , THE

    TARGET IS IMMOBILIZED.AN IMMOBILIZED VICTIM IS CONSCIOUS (AND MAY USE PERCEPTION POWERS,SUCH AS THOSE

    IN THE AUSPEX DISCIPLINE),BUT MAY NOT MOVE OR SPEND BLOOD POINTS.

    STUNNING:IF AFTER THE SOAK ROLL A CHARACTER SUFFERS HEALTH-LEVEL DAMAGE THAT EQUALS OR EXCEEDS

    HER STAMINA RATINGOR STAMINA +2(FOR VAMPIRES), SHES STUNNED UNTIL THE END OF THE FOLLOWING TURN.

    THE STUNNED CHARACTER CANT DO ANYTHING EXCEPT PERHAPS STUMBLE AROUND IN A DAZE, AND ATTACK ROLLS

    AGAINST HER DURING THAT TIME REDUCE THEIR DIFFICULTY BY TWO.