Combat

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Basic Combat Rolls

For firing a gun: Dexterity+Firearms
For throwing a punch without claws: Dexterity+Brawl
For using hand-held weapon: Deterity+Melee
For attacks using claws, fangs, and body weight: Dexterity+Brawl (with a few exceptions) For dodging an incoming attack: Dexterity+Athletics
For blocking an incoming attack with the body: Dexterity+Brawl (cannot block firearms attacks)
For parrying an incoming attack with a melee weapon: Dexterity+Melee (cannot parry firearms attacks)


Combat Maneuvers

Bite

The most basic attack utilized by creatures with teeth, biting involves… well, biting. Garou and vampires inflict aggravated damage with their bites, while many other creatures deal out lethal damage. At the storyteller’s option, Glabro-form Garou may bite a target at difficulty 8, inflicting Strength –1 in lethal damage.

Usable By: Crinos, Hispo, Lupus
Roll: Dexterity + Brawl
Difficulty: 5
Damage: Strength + 1
Actions: 1


Claw

Inflicts aggravated damage on his opponent when in Crinos and Hispo form, bashing damage in Glabro or Lupus form.

Usable By: Crinos or Hispo/A, Glabro or Lupus/B
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, if her successes exceed her opponent’s Strength score, he drops that weapon. If she doesn’t score enough successes to disarm the opponent, she still inflicts her usual damage. If she botches that roll, she loses her own weapon instead.

A brave 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.

Usable By: Homid, Glabro, Crinos
Roll: Dexterity + Brawl
Difficulty: +1/8
Damage: Strength + 1
Actions: 1


Flank/Rear Attack

By attacking an opponent’s flank, the assailant reduces his difficulty by one; by attacking from the rear, he reduces it by two.

Usable By: All forms
Roll: Normal
Difficulty: -1/-2
Damage: Normal
Actions: 1


Grapple

Seizing an opponent, the attacker tries to either crush him (a clinch) or immobilize him (a hold). 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 Storyteller’s 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.

Usable By: Homid, Glabro, Crinos
Roll: Strength + Brawl
Difficulty: 6
Damage: Strength or none
Actions: 1


Kick

Kicks normally inflict bashing damage. A Crinos werewolf kicking a normal human, however, may inflict lethal damage from sheer mass and power.

Usable By: Homid, Glabro, Crinos
Roll: Dexterity + Brawl
Difficulty: 7
Damage: Strength + 1
Actions: 1


Punch

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.

Usable By: Homid, Glabro, Crinos
Roll: Dexterity + Brawl
Difficulty: 6
Damage: Strength
Actions: 1


Sweep

Using a leg (Brawl) or weapon (Melee), the attacker knocks her opponent’s legs out from under him. A successful sweep dumps the foe on the ground that turn; it won’t hurt him, but might set him up for further attacks. Crinos-form werewolves can use their long arms to sweep an enemy’s legs out, too. Likewise, a Hispo or Lupus Garou can trip a bipedal opponent by tangling up his legs. Either attack employs the same difficulty and effects.

Usable By: All forms
Roll: Dexterity + Brawl/Melee
Difficulty: 8
Damage: None
Actions: 1


Tackle

A tackle requires at least two yards of distance to achieve effective momentum. Each combatant must make a successful Dexterity + Athletics roll (difficulty 6 for the attacker, difficulty 6 + the attacker’s successes for the target) or else wind up sprawled on the ground afterward. A would-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 his Strength damage upon himself); or crashes into his target and bounces off (suffering the opponent’s 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.

Usable By: All forms
Roll: Dexterity + Brawl
Difficulty: 7
Damage: Strength
Actions: 1


Dirty Fighting

A character must have brawl 3 or a class in such tactics to know how to use these maneuvers.

Blinding

Raking the enemy’s 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 doesn’t normally inflict lasting damage. At the Storyteller’s 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.

Usable By: Homid, Glabro, Crinos
Roll: Dexterity + Subterfuge
Difficulty: 9
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 can’t 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.

Usable By: Homid, Glabro, Crinos
Roll: Dexterity + Brawl
Difficulty: 6
Damage: Strength + 2
Actions: 2


Curbstomp

Bracing his opponent’s face against a curb or other solid surface, the attacker then slams his foot down on the back of the enemy’s 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! Curbstomping requires a stunned or immobilized target, plus a turn to place his face into position.

Usable By: Homid, Glabro, Crinos
Roll: Strength + Brawl
Difficulty: 6
Damage: Strength + 2
Actions: 2


Low Blow

Just what it says. Wherever the attacker hits (septum, nuts, kidneys, etc.), it’s going to hurt. A lot. 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 he’s writhing or paralyzed with pain. Normally, this trauma involves bashing damage. A low blow struck with claws, teeth, blades, or crushing force, however, is lethal.

Usable By: All forms
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 target’s skull as well. Obviously, this maneuver requires a gun or similar instrument (crowbar, truncheon, candlestick, etc.), and it inflicts lethal damage. A character 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.

Usable By: Homid, Glabro
Roll: Dexterity + Melee
Difficulty: 7
Damage: Strength +2/L
Actions: 1


Damage Types/Soaking

Bashing

Bashing damage can be soaked by any character at difficulty 6.

Lethal

Lethal damage can be soaked by Garou and many other supernatural creatures at difficulty 6. Humans cannot normally soak lethal damage, although exceptionally tough ones may be able to try and soak it (Storyteller’s option) at difficulty 8.

Aggravated

Aggravated damage, other than that inflicted by silver, can be soaked by Garou at difficulty 6 in any form except their breed form. Silver damage cannot be soaked in any form except the breed form, and metis Garou can’t soak it at all. To homid and lupus Garou, silver stings exposed skin when those werewolves are in their breed forms, but inflicts damage only if it’s been fashioned into weapons… in which case blades or bullets are lethal and blunt-force weapons deal out bashing damage. NonGarou, of course, can’t soak aggravated damage at all unless they have some form of supernatural resistance to such injuries.


Status Effects

Blinding

A character who’s been blinded by injury or darkness cannot dodge, parry or block incoming attacks. All other actions add two to their difficulty. Given the keen senses of most werewolves, a Garou player could take an action to sense her character’s surroundings in order to reduce that penalty, or else use a Gift to compensate for blindness.

Knockdown

A character who’s 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.

Stun

If — after the soak roll — a character suffers health-level damage that equals or exceeds her Stamina rating, she’s stunned until the end of the following turn. The stunned character can’t do anything except perhaps stumble around in a daze, and attack rolls against her during that time reduce their difficulty by two.

Other

Any of the above can be adjusted at will by the Storytellers. Any other status effects that may occur are at will by the Storytellers.


Rage

Spending rage in combat can be done for the following reasons

Taking Extra Actions

For each point of Rage spent, the character can take one extra action that turn. The player must declare that she’s spending Rage for extra actions at the beginning of that turn. Once she decides to spend those Rage points, they’re officially spent, and cannot be used for anything else that turn. See "Extra Action Limitations" below.

Change Forms

At any point in the turn, a player can decide to spend a point of Rage, immediately shifting his werewolf into any one of the five Garou forms.

Ignore Stunning

Under normal circumstances, a character who takes a lot of damage is stunned, and cannot act for the remainder of that turn. A werewolf, however, can spend a Rage point that turn and keep moving normally.

Ignore Pain

In similar fashion, a werewolf player can spend a point of Rage to let her character ignore the dice penalty for one health level worth of damage. This option does not heal the damage, it lasts for only one turn, and it alleviates only one heath level’s penalty for each point of Rage spent this way. After that turn, the pain-penalties kick in again.

Extra Action Limitations

Rage Score

Within a single turn, a player can spend up to half his character’s permanent Rage score in Rage points (rounded up) when getting extra actions. A Garou with Rage 5, for example, can spend three Rage for three extra actions that turn. The player could spend more Rage in order to ignore stunning or pain, but cannot get more than three extra actions that turn.

Timing

Rage spent for extra actions must be declared at the beginning of the turn. Other Rage expenditures can be declared at any point within that turn.

Speed

In a single turn, a character can take only as many “normal” extra actions as she has dots in either her Dexterity or Wits, whichever is lower. A Dexterity 4/Wits 3 Garou, for instance, could take only three extra actions without incurring a penalty. If her player chooses to exceed that limit, she suffers a +3 penalty to all difficulties that turn. Essentially, the werewolf is trying to go too fast for her body (Dexterity) or mind (Wits) to process. If she happens to be in frenzy, however, her Rage actions are limited only by her Dexterity, as she’s pretty much “beyond her wits” to start with.

Special Maneuvers

These maneuvers are only known by those that are taught these specifically by someone who knows it already. A mentor, an Elder, a teacher of some type.

Evasive Action

This maneuver works like a dodge, although the evasive character cannot abort her previous declared action to use this tactic. Each success scored by the evader subtracts one success from the attacker’s roll. If she scores more successes than her attacker does, she can hit him in the next turn at –1 to her attack difficulty, assuming that she acts before he does.

Usable By: All forms
Roll: Wits+Athletics
Difficulty: 6
Damage: None
Actions: 1


Hamstring

Biting into his foe’s lower leg, the assailant tears out her tendons. This cripples two-legged enemies and hampers four-legged ones severely. In game terms, a successful hamstring attack knocks a bipedal target over and makes it hard for her to stand again (Dexterity + Athletics, difficulty 8), much less move (1/4 normal movement) until the injury heals. Multi-legged opponents halve their usual movement, and may be pulled down. unless they make a successful Dexterity + Athletics move to remain standing (difficulty 7). When dealt out by a werewolf’s fangs or claws, the damage inflicted by this attack is aggravated. Humanoid characters can try to hamstring an enemy with a blade or axe, using Dexterity + Melee (difficulty 9) and inflicting lethal damage.

Usable By: Crinos, Hispo, Lupus
Roll: Dexterity + Brawl
Difficulty: 8/9
Damage: Strength + Cripple
Actions: 1


Jaw Lock

This common lupine tactic can force a smart opponent to surrender without injuring her. The attacking werewolf grips his rival’s throat with his teeth, but does not bite her… yet. This attack can be performed only if the attacker is in a position to use his mass to his advantage. It’s usually done once the rival has been flipped over or knocked to the ground. The attacking wolf then wraps his jaws around the rival’s throat — a bite roll with an additional +1 to its difficulty. If the rival chooses to fight back, both players roll a resisted Strength + Athletics roll; if the attacker wins, he forces the other wolf to the ground and pins her; if the attacker loses, he fails to immobilize his target, but inflicts the usual bite damage. Many animals instinctively surrender at this point. If the defender chooses not to give up, her player can roll her Strength + Brawl on the next turn, in a resisted roll against the attacker’ Strength + Brawl. The defender’s difficulty is the attacker’s Brawl + 4, while the attacker’s difficulty is the defender’s Brawl +2. If she fails, she remains pinned; if she matches his successes, she pulls free but takes damage equal to the attacker’s successes in that turn. (She can try to soak this damage.) Should she score more successes than he did, she wins free — probably to teach her rival the error of his ways.

Usable By: Crinos, Hispo, Lupus
Roll: Dexterity + Brawl
Difficulty: 6
Damage: None/Special
Actions: 1


Leaping Rake

Sailing past her opponent, the attacker lashes out with claws or a weapon, hopefully dishing up some harm in the process. Assuming she succeeds, the assailant winds up out of her enemy’s attack range. In game terms, the player picks where she wants her character to land. The Storyteller figures out how many successes on a Dexterity + Athletics roll she’ll need in order to get there safely. (Difficulty is 3; distances can be found under Jumping in the Physical Feats section.) If the player scores enough successes to reach her goal, she may try to tag her target with an additional Dexterity + Brawl roll. If she fails the jump roll, she winds up within her enemy’s reach. A Homid- or Glabro-form werewolf could attempt this trick with a weapon, inflicting lethal or perhaps bashing damage with a successful Dexterity + Melee roll. It’s most effective, however, in Crinos form, when the werewolf’s claws cause aggravated injury with a war-wolf’s full strength behind it.

Usable By: Homid, Glabro, Crinos
Roll: Dexterity + Athletics/ Dexterity + Brawl
Difficulty: 8
Damage: Strength+1
Actions: 2


Taunt

A Ragabash favorite! The attacker mocks, threatens, and tempts his opponent, seeking to drive her to distraction or stupidity. For every two successes the assailant scores on a roll of Manipulation + Intimidation (for non-Garou) or Expression (for other werewolves), the target loses one die from her next action. A Garou may be taunted into frenzy. If the attacker scores one success or more, the defender must make a Rage roll; if an entire pack is taunting her (see below), the frenzy difficulty is reduced by one. This tactic may be used by entire pack (see Pack Tactics), in which case its effects add up as each taunting wolf takes a turn. Prey taunted this way may soon wind up unable to act at all. A target whose dice pool is reduced to nothing can’t do anything except dodge, scream, and probably die.

Usable By: All forms
Roll: Manipulation + Expression/ Intimidation
Difficulty: Opponent’s Wits + 4
Damage: None
Actions: 1


Wishbone

Grabbing a foe by an extremity or two, a werewolf can use her incredible strength to rip said enemy limb from limb. Even more effective when employed by a pack of wolves, this attack may be used for intimidation, torture, or grotesque theatricality. Each character involved in the wishbone attempt must successfully roll Dexterity + Brawl. The difficulty starts at 6, and drops by one for each Garou involved in the attack. Assuming success, the monsters can use their next action to give a nice hard yank. This damage is lethal if the werewolves are using brute strength, aggravated if they employ their teeth. Obviously, the Garou can choose not to pull; this tends to be a rather effective method of coercion. If the werewolves decide to make things last, they might pull slowly, inflicting bashing damage rather than lethal or aggravated injury. And if the werewolf’s not in the mood to play around, she might simply decide to tear things off. If any one Garou inflicts more than three health levels (after soaking) with this attack, the extremity in question is broken or… um, removed.

Usable By: Glabro, Crinos, Hispo, Lupus
Roll: Dexterity + Brawl
Difficulty: 6 / –1 for each additional werewolf involved
Damage: Strength (for each Garou involved)
Actions: 2