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COMBAT

1. Initiative = 1d10 + Dexterity + Wits Health Penalties 2. Spend Blood {Healing, Physical Augmentation, Activating Discipline} 3. Standard Actions : a) Attack Actions 2/round b) Use Discipline c) Move Actions d) Use Skills 4. Secondary Actions : a) Attack Actions Current Dexterity Rating b) Declare Block c) Declare Dodge d) Declare Parry e) Continue Skill Use but do nothing else 5. Celerity rounds by Initiative order Attack Actions (Always before Discipline use) : Unarmed Attack Melee Attack Ranged Attack Thrown Attack Bear Hug Bite Claw Grapple Kick Punch Sweep Tackle Disarm Double Knife Strike Paired Weapon Strike Shield Bash Stake Weapon Bash Move Actions : Prone Standing {Dexterity + Athletics DC 4} Move up to 7m/round {Can be broken between Standard & Secondary Actions} Jog up to 12 + Dexterity m/round as a Standard Action Draw Weapon {Dexterity + Melee DC 4} Load Weapon {Dexterity + Archery DC 4} Simple move action

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