willpower

% of population

reaction

close attacks

traits

accuracy

difficulty

damage

1

10%

catatonic fear

bite (humanoid)

dex+brawl

0

+2

str+1 (a)

2

20%

panic

bite (monstrous)

dex+brawl

0

-1

str+1 (a)

3

18%

disbelief

block

dex+brawl

0

var

r

4

15%

berserk

clinch

dex+brawl

0

0

str (b) c

5

13%

terror

claw

dex+brawl

0

0

str+1 (a)

6

10%

conciliatory

disarm

dex+brawl

0

+1

special

7

7%

controlled fear

dodge

dex+dodge

0

var

r

8

5%

curiosity

hold

dex+brawl

0

0

none c

9

1.5%

bloodlust

jab pistol

dex+melee

0

-2

weapon+2 (l)

10

0.5%

no reaction/blasé

kick

dex+brawl

0

+1

str+1 (b)

bashing

parry

dex+melee

0

var

r

bruised to wounded

one hour each

strike

dex+brawl

0

0

str (b)

mauled

three hours

sweep

dex+brawl

0

+1

str (b) k

crippled

six hours

tackle

dex+brawl

0

+1

str+1 (b) k

incapacitated

12 hours

weapon strike

dex+melee

0

var

var

lethal/aggravated

complications

bruised

one day

aborting actions

You may abort at any time to a defensive maneuver, other abortions add 1 to the Difficulty of the action

hurt

three days

injured

one week

ambush

Resisted Dex+Stealth vs Per+Alertness. Successes over add to dice in the free attack you get.

wounded

one month

mauled

two months

blind fighting

+2 difficulty, +1 for partial obscurity

crippled

three months

flank and rear attacks

+1 accuracy for flank, +2 for rear.

incapacitated

five months

movement

may make a half-run move and still act unpenalized.

armor

soak

Dex Pen

targeting

Medium: +1 Diff, +0 Dam. Small: +2 Diff, +1 Dam. Precise: +3 Diff, +2 Dam. Head shots make B, L.

reinforced clothing

1

0

armor t-shirt

2

1

close

-1 accuracy, allows attack against longer reach.

kevlar vest

3

1

multiple opponents

Fighting multiple opponents gives +1 Difficulty for every opponent over the first, max +4.

flak jacket

4

2

full riot gear

5

3

aiming

Each round adds 1 Accuracy, to max of Per. Scope adds further 2.

injury penalties

movement

bruised

0, full move

walk = 7 yds

autofire

must have at least 1/2 clip. +10 acc, +2 diff

hurt

-1, full move

jog = 12+dex

cover

Light: +1 Diff them, +0 Diff you. Good: +2 them, +1 you. Superior: +3 them, +2 you.

injured

-1, 1/2 max run

run = 20+(3dex)

wounded

-2, no run

remember: Injury penalties subtract from Initiative.

multiple shots

up to rate or fire of weapon. split actions normally.

mauled

-2, 3 yds/ turn

range

double listed range for +2 diff. 2 yrds for -2 diff.

crippled

-5, 1 yd/ turn

reloading

takes an action, may be done in a split.

incap.

nil, no move

strafing

As Autofire, but successes are divided evenly among targets, leftovers as desired.

remember: if more Health Levels than Stamina are taken in one round, one's next action is lost to Stun. This can be overcome with Rage.

short burst

accuracy +2, difficulty +1, uses 3 shots.

two weapons

split action, +1 diff for off-hand.

Falls

Damage
Feet save diff dam If it causes Pattern damage (i.e., is mystical or massively dissociative,) then it is Agg. If it causes minor dissociation and is not mystical, it's Leth. Otherwise, it's Bashing.
10 dex+ath 7 2 (b)
20 dex+ath 8 5 (b) Metaphysical Problems:
30 dex+ath 9 10 (b) only werebeasts cannot spend willpower to annul wound penalties. they can spend rage, but it is not as useful.
Mages and Hunters are mortal, but have no Humanity.
40+ None Nil 10 (L)