Copywrighted ©1999,2000,2001,2002 White Wolf all rights reserved. Ambush: Involving the surprised target to get a decisive first strike. The attacker rolls (Dexterity + Stealth) AFTER (if) rolling her combat initiative, and the opponent rolls (Perception + Alertness), if the attacker gets more successes - the victim is left surprised and the attacker may stage One Free Attack without counter-attack (then follow suit with another) and add any extra success over the resisted roll to her second attacking Dicepool. Ouch. Blind Fighting/Fire: Sometimes things really go bad and you are blinded by other darkness, dirt, weather, and so on. It incurs at a +2 Difficulty on every attack made, and ranged attacks just aren't accurate at all. Some disciplines partly or fully negate this. Flank and Rear attacks: Characters attacking targets from the flank gain an additional attack die. Characters attacking from the rear gain TWO additional attack dice. Multiple Actions: If you want to do multiple actions, i.e. load a gun while dangling from a fire escape and kicking at pursuers, then subtract dice from the first dice pool equal to the total number of actions taken. Each subsequent action loses an additional die (cumulative). If a character performs only defensive actions in a turn, use the appropriate block, dodge, and whatnot. The discipline of celerity allows vampires to take multiple actions without this penalty. Targeting: Sometimes the hunter is really the hunted, and a person has time to aim for a specific location... it adds difficulty, but it may bypass armor or cover, or can result in increased damaged effect. Medium (Limb, Briefcase) is at +1 difficulty. Small (hand, head, computer) is at +2 difficulty and you get +1 die in damage pool. Precise (eye, heart, lock) is at +3 difficulty and get +2 dice for damage pool. (be sure, if appropriate, to add dice according to "Ambush" rolls, flank or rear rolls, et cetera. How about Ambush, Rear, and Precise! Ouch!) Maneuver Complications Blinded: Two dice added to attack rolls made against a blinded target. Blind characters are at +2 difficulty. Dazed: If, in a single attack, the attacker rolls a number of damage successes greater than the target's stamina (for mortals) or stamina+2 (for vampires), the victim is dazed. The target must spend her next available turnshaking off the attack's effect. Only damage successes that penetrate the defender's soak. Immobilization: Add two dice to attack rolls made on an immobilized but still struggling target. Attacks hit automatically if the target is tied up, staked, or otherwise parylized. Knockdown: The victim falls down. After suffering a knockdown, the subject makes a Dext + Athletics roll. If successful, she may get back on her feet immediately. On a failed roll, the subject spends her next action climbing to her feet, if she chooses to rise. On a botch, she lands particularly hard or at a severe angle, taking automatic health levels of normal damage. Stake Through Heart: Vampires with a stake through their heart are parylized until 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 but may not move or spend blood points. |