Combat Modifiers

==Maneuvers Table==
*(A) Maneuver causes Aggravated damage
*(C) Maneuver carrier over to successive turns
*(K) Maneuver causes knockdown
*(R) Maneuver reduces an 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 paralyze 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.
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