Accuracy adds to Attack Dice.
Multiple Opponents: A character 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).
- Bite: A bite maneuver is a “combat” bite,
intended to cause damage rather than drain blood. Bite
damage is aggravated. To use a bite attack, the vampire
must first perform a successful clinch, hold, or tackle
maneuver (see below). 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 vampire’s bite
to be a “Kiss” attack. A Kiss 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 victim’s blood at the normal rate,
and the victim is typically helpless to resist
Traits: Dexterity + Brawl | Difficulty: Normal |
Accuracy: +1 | Damage: Strength + 1 |
- Claw: This attack is available to vampires with
claws, such as those from the Protean power of Feral
Claws. A claw attack inflicts #ptab2 damage (if Feral Claws) or lethal damage (if a Vicissitude-constructed weapon).
Traits: Dexterity + Brawl | Difficulty: Normal |
Accuracy: Normal | Damage: Strength + 1 |
- Clinch: On a successful attack roll, the attacker
goes into a clinch with the target. In the first turn, the
attacker may roll Strength damage. In each subsequent
turn, combatants act on their orders in the initiative.
A combatant can inflict Strength damage automatically
or attempt to escape the clinch. No other actions
are allowed until one combatant breaks free. To escape
a clinch, make a resisted Strength + Brawl roll against
the opponent. If the escaping character has more successes,
she breaks free; if not, the characters continue
to grapple in the next turn.
Traits: Strength + Brawl | Difficulty: Normal |
Accuracy: Normal | Damage: Strength |
- Disarm: To strike an opponent’s weapon, the attacker
must make an attack roll at +1 difficulty. If successful,
the attacker rolls damage normally. If successes
rolled exceed the opponent’s Strength rating, the opponent
takes no damage but is disarmed. A botch usually
means the attacker drops her own weapon or is
struck by her target’s weapon.
Traits: Dexterity + Melee | Difficulty: +1 |
Accuracy: Normal | Damage: N/A |
- Hold: This attack inflicts no damage, as the intent
is to immobilize rather than injure the subject. On a
successful roll, the attacker holds the target until the
subject’s next action. At that time, both combatants
roll resisted Strength + Brawl actions; the subject remains
immobilized (able to take no other action) until
she rolls more successes than the attacker does.
Traits: Strength + Brawl | Difficulty: Normal |
Accuracy: Normal | Damage: None |
- Kick: Kicks range from simple front kicks to aerial
spins. The base attack is at +1 difficulty and inflicts the
attacker’s Strength +1 in damage. These ratings may
be modified further at the Storyteller’s discretion, increasing
in damage and/or difficulty as the maneuver
increases in complexity.
Traits: Dexterity + Brawl | Difficulty: +1 |
Accuracy: Normal | Damage: Strength + 1 |
- Strike: The attacker lashes out with a fist. The
base attack is a standard action and inflicts the character’s
Strength in damage. The Storyteller may adjust
the difficulty and/or damage depending on the type of
punch: hook, jab, haymaker, karate strike.
Traits: Dexterity + Brawl | Difficulty: Normal |
Accuracy: Normal | Damage: Strength |
- Sweep: The attacker uses her own legs to knock
the legs out from under her opponent. The target takes
Strength damage and must roll Dexterity + Athletics (difficulty 8) or suffer a knockdown
The attacker can also use a staff, chain, or similar implement
to perform a sweep. The effect is the same, although
the target takes damage per the weapon type.
Traits: Dexterity + Brawl/Melee | Difficulty: +1 |
Accuracy: Normal | Damage: Strength /knockdown |
- Tackle: The attacker rushes her opponent, tackling
him to the ground. The attack roll is at +1 difficulty,
and the maneuver inflicts Strength +1 damage.
Additionally, both combatants must roll Dexterity
+ Athletics (difficulty 7) or suffer a knockdown. Even if the target’s
Athletics roll succeeds, he is unbalanced, suffering
+1 difficulty to his actions for the next turn.
Traits: Strength + Brawl | Difficulty: +1 |
Accuracy: Normal | Damage: Strength +1 |
- Weapon Strike: A slashing blow, thrust, or jab,
depending on the weapon used.
Weapon Length: It is difficult to get in range with
a punch or knife if someone else is wielding a sword or
staff. A character being fended off with a longer weapon
must close in one yard/meter before striking, losing
a die from her attack roll in the process.
Traits: Dexterity + Melee | Difficulty: +1 |
Accuracy: Normal | Damage: Weapon Type |