* (A) Maneuver causes Aggrivated damage
* (C) Maneuver carrier over to successive turns
* (K) Maneuver causes knockdown
* (R) Maneuver reduccesan opponents attack successes
Maneuver, Trait Accuracy, Difficulty, Damage
Brawl/Melee
Bite, Dex+Brawl, +1, Normal, Str+1 (A)
Block, Dex+Brawl, Special, Normal, (R)
Claw, Dex+Brawl, Normal, Normal, Str+1 (A)
Clinch, Dex+Brawl, Normal, Normal, Str (C)
Disarm, Dex+Melee, Normal, +1, Special
Dodge, Dex+Dodge, Special, Normal, (R)
Hold, Str+Brawl, Normal, Normal, (C)
Kick , Dex+Brawl, Normal, +1, Str+1
Parry, Dex+Melee, Special, Normal, (R)
Strike, Dex+Brawl, Normal, Normal, Str
Sweep, Dex+Brawl/Melee, Normal, +1, Str (K)
Tackle, Str+Brawl, Normal, +1, Str+1 (K)
Weapon Strike, Dex+Melee, Normal, Normal, As per Weapon
Firearms
Automatic Fire, Dex+Firearms, +10 +2, Weapon
Multiple Shots, Des+Firearms, Special, Normal, Weapon
Strafing, Dex+Firearms, +10, +2, Weapon
3 Round Burst, Dex+Firearms, +2, +1, Weapon
Two Weapons, Dex+Firearms, Special, +1/Off Hand, Weapon
* Aiming A character can spend time aiming at a target. This adds +1 Dice to the attack, plus 1 additional dice per turn aiming to a maximum of the characters Perception rating. If a Scope is used it adds +2 dice to the characters pool in the first turn of aiming.
* Reloading Takes one full turn or can be achieved as a part of a Multiple action.
* Range -2 Diff for short range within 2ft, +2 Diff for long range anything over the range listed for the weapon used.
* Multiple Shots/Actions The character can make a number of shots = the rate of the gun. Each shot/action reduces the first shit/actions dice pool by the total number of shots/actions taken. Each shot/action after that's dice pull is reduced by one communicative.
* Cover Light-laying prone +1 Diff to get shot, Good-behind a wall +2 Diff, Superior head only showing +3 Diff.
* Two Weapons As per Multiple Actions and +1 Diff for using off hand unless Ambidextrous.
* Blinded All actions taken against a blinded opponent receives +2 dice. All actions taken by the blinded character as made at +2 Diff.
* Dazed If a target takes an amount of damage as their Stamina rating (mortals) or Stamina +2 (Vampires) in one action they are considered Dazed. They must spend their next action shaking it off.
* Stake through the heart To paralyse a vampire, impale the heart with wood. Diff 9 Damage Str +2.
Feats Table
* These are just a few of the possible actions that can be performed. Doesn't Include Mental or Social Feats.
Maneuver, Action, Trait, Difficulty, Notes
Automatic Feats and Performing an Action
Healing, Multiple, Stamina+Survival, 8, Failure-loss of Blood point & no healing, Botch-loss of Blood and +1 damage taken.
Getting up, Multiple, Dex+Athletics, 4, Failure mean you cant take an action as well.
Readying Weapon, Multiple, Dex+Melee, 4, Failure-no weapon readied.
Physical Feats
Climbing, Extended, Dex+Athletics, Varying, Diff determined by surface. Move 10ft per succ. Using Ferrel Claws or Bone Crafting form Vicissitude -2 Diff.
Jumping, Single, Dex/Str+Athletics, 3, Each succ = 2ft Vertically or 4ft Horizontally
Shadowing, Resisted, Dex+Stealth/Drive, 6, If score 1 or more succ than target remain unseen. Crowd/Traffic/Weather can change Diff.
Spot Shadow, Resisted, Perception+Alertness, 6, If score 1 or more Follower is seen.
Sneaking, Resisted, Dex+Stealth, 6, Same as Shadowing.
Swimming, Single/Scene, Dex+Athletics, 6, Need at least 1 dot in Athletics.