Combat System Charts

Order of Battle


Attack


Defense


Damage


Magick and Violence


Spirit Combat


Health Chart

Health Levels Dice Pool Penalty* Movement Penalty
Bruised ±0 Minor pain and swelling; ze’s banged up but otherwise fine.
Hurt -1 Cuts, bruises, aches, perhaps bleeding but no major impairment.
Injured -1 Minor, painful injuries limit the character to half zir normal movement.
Wounded -2 Notable injuries handicap zir; the character can’t run but may still walk.
Mauled -2 Significant internal and external damage; character can hobble around (3 yards/turn) but not move normally.
Crippled -5 Catastrophic injuries; character can only crawl (1 yard/turn).
Incapacitated N/A Character is unconscious from pain and trauma; no movement possible.
Dead N/A Another soul greets the Great Mystery.

*Does not affect Avatar, soak, or Arete rolls.


Healing Damage

Health Level Recovery Time*
Bashing Damage
Bruised to Wounded 1 hour
Mauled 3 hours
Crippled 6 hours
Incapacitated 12 hours
Lethal and Aggravated Damage
Bruised 1 day
Hurt 3 days
Injured 1 week
Wounded 1 month
Mauled 2 months
Crippled 3 months
Incapacitated 5 months

*Recovery times cumulative; see Recovery Time.


Targeting Locations

Target Size Difficulty Damage Modifier
Medium (arm, briefcase) +1 +1 die
Small (head, hand, gun) +2 +2 dice
Precise (eye, heart, kneecap) +3 +2 dice

Cover and Concealment

Cover Difficulty to Hit Target Shooter's Difficulty
Lying Flat +1 ±0
Moving +1 +1
Behind Wall +2 +1
Only Head Exposed +3 +2

Character Is...


Armor and Shields

Armor Type Rating Dexerity Penalty
Tough Hide 1-3 ±0
Cybernetic Armor 1-4 ±0
Reinforced Clothing 1-2 ±0
Enhanced Clothing 1-5 ±0
Biker Jacket 1 -1
Leather Duster 2 -2
Cosplay Mail 2 -1
Chainmail 4 -2
Steel Breastplate 3 -2
Full Plate 5 -2
Kevlar Vest 3 -1
Flak Vest 4 -2
Riot Suit 4 -2
Military Armor 5 -2
Alanson Hardsuit 7 -2
Shields
Armor Type Rating Dexerity Penalty
Trash Can Lid 3/+1 ±0
Wooden Shield 2/+2 -1
Metal Shield 4/+2 -2
Riot Shield 5/+2 -1
Notes:

General Hand-to-Hand Maneuvers

Maneuver Traits Difficulty Damage/Effect
Bite Dexterity + Brawl 5 [Strength + 1 to + 3] / Bashing or Lethal
Claw Dexterity + Brawl 6 [Strength + 1 to + 3] / Bashing or Lethal
Disarm Dexterity + Melee or Brawl +1/8 Special#1
Flank/Rear Attack Dexterity + (Ability) -1/-2 As attack
Grapple Strength + Brawl 6 Strength or None
Kick Dexterity + Brawl 7 [Strength + 1] / Bashing
Punch Dexterity + Brawl 6 Strength / Bashing
Reading Opponent Perception + (Ability) 6 Special#2
Sweep Dexterity + Brawl 8 Special#3
Tackle Dexterity + Brawl 7 Strength + Special#4 / Bashing
Notes:

Dirty Fighting Maneuvers (min. 3 dots in Brawl)

Maneuver Traits Difficulty Damage/Effect
Blinding Dexterity + Subterfuge 9 Special#1
Bodyslam Dexterity + Brawl 6 [Strength + 2] / Bashing or Lethal
Curbstomp Strength + Brawl 6 [Strength + 2] / Lethal
Haymaker Dexterity + Brawl 7 [Strength + 2] / Bashing + Knockdown
Headbutt Dexterity + Brawl 6 [Strength + 1] / Bashing
Jab Pistol Dexterity + Brawl 6 [Firearm + 2] / Lethal
Low Blow Dexterity + Brawl 7 Strength + Stun / Bashing or Lethal
Pistol Whip Dexterity + Melee 7 [Strength + 2] / Lethal
Notes:

Ranged Combat Maneuvers

Maneuver Traits Difficulty Damage/Effect
Aiming Dexterity + Firearms N/A +2 dice to hit per turn spent aiming
Full-Auto Dexterity + Firearms 2 +10 Dice
Point Blank Dexterity + Firearms 4 Weapon
Strafing Dexterity + Firearms 2 Special#1
3-Round Burst Dexterity + Firearms 1 +3 dice to hit; damage as weapon
Thrown Weapon Dexterity + Athletics 6 Weapon
Two Weapons Dexterity + Firearms Special#2 Weapon
Notes:

Martial Arts Maneuvers

Maneuver Traits Difficulty Damage/Effect
Counter Throw Dexterity + Martial Arts 6 Special#1
Death Strike Dexterity + Martial Arts 5 [Strength + 2] / Lethal
Deflecting Block Dexterity + Martial Arts 6 Attacker’s Strength / Bashing#2
Disarm Dexterity + Martial Arts 7 #3
Dragon Tail Sweep Dexterity + Martial Arts 8 Opponent’s Strength / Bashing
Elbow/Knee Strike Dexterity + Martial Arts 5 [Strength + 1] / Bashing
Flying Kick Dexterity + Martial Arts 7 [Strength + 2] / Bashing
Hard/Soft Strike Dexterity + Martial Arts 5/6 [Strength + 1] / Bashing
Joint Lock Dexterity + Martial Arts 5 Grapple + successes / Lethal
Nerve Strike Dexterity + Martial Arts 7 [Strength + 3] / Bashing#4
Snake Step Dexterity + Martial Arts 6/5 Dodge + 3 dice
Snap Kick Dexterity + Martial Arts 5 [Strength + 1] / Bashing
Spinning Kick Dexterity + Martial Arts 6 [Strength + 3] / Bashing
Throw Dexterity + Martial Arts 7/6 Strength + Movement / Bashing#5
Thunder Kick Dexterity + Martial Arts 7 [Strength + 3] + Successes / Bashing
Vital Strike Dexterity + Martial Arts 7 Strength / Lethal
Withering Grasp Dexterity + Martial Arts 7 Strength / Bashing + Disarm
Notes:

See also Minimum Ability and soft or hard style listing for each maneuver, under full descriptions.


Do Special Techniques (min. 2 dots in Do; 4 techniques max.)

Maneuver Traits Difficulty Damage/Effect
Arrow Cutting Dexterity + Do 7/9 Deflect/Weapon
Hurricane Throw Dexterity + Do 8 [Strength + 3] + Successes
Iron Shirt N/A 6 +1 die to soak per dot in Do
Kiaijutsu Special 7/NA/8 Special#1
Plum Blossom Dexterity + Do 6 Leaps; see full entry
Soft Fist Dexterity + Do 7 Attacker’s Strength + Weapon + Successes
10,000 Weapons Dexterity + Do N/A +1 die per dot in Do / Bashing, Weapon / Lethal or [Weapon + 1] / Lethal
Typhoon Kick Dexterity + Do 8 [Strength + 5] + Successes
Weapon Art as per Attack N/A Special — see full entry.
Notes:

Do practitioners of all levels may also perform General Hand-to-Hand and Martial Arts maneuvers, choosing between Bashing and Lethal damage; may not perform Dirty Fighting maneuvers at all.


Stunt Maneuvers

Maneuver Traits Difficulty Damage/Effect
All for One... Dexterity + Alertness 8 Shared initiative (1 turn/success)
Alone in Crowd Manipulation + Intimidation 8 Cleared showdown space
Hero Landing Charisma + Athletics or Acrobatics 8 Safe, impressive descent
Jackie Chan Dexterity + Expression 8 1 level Bashing damage per success + stun + attack denial vs. all characters within 10’#1
Knockout Blow Dexterity + Brawl or Do or Martial Arts 8 5+ successes knocks out target (1 turn/success)
Parkour Master Dexterity + Athletics or Acrobatics 7 Travel across difficult terrain
Pulling the Wool Dexterity + Subterfuge/Strength + Alertness 7/5 Wardrobe malfunction
Surfing the Wave Stamina + Athletics 9 Travel 20’/success away from explosion#2
Notes:

Weapon Maneuvers

Maneuver Traits#1 Difficulty Damage/Effect
Bash Dexterity + Brawl [Weapon + 1] [Weapon - 1] / Bashing
Bind Dexterity + (Ability) 6/8
Curtain of Blood Dexterity + (Ability) 8 Target 1/2 dice until vision clearned (min. 2 successes)
Feint #2 6 [Weapon + 2]
Fleche/Charge Dexterity + (Ability) 7 [Weapon + 1]
Great Blow Dexterity + (Ability) [Weapon + 2] [Weapon + 3]#3
Jab Dexterity + (Ability) [Weapon + 1] [Weapon - 2]#4
Lash Dexterity + (Ability) 8 Weapon/damages targeted object
Lightning Parry Dexterity + (Ability) 6+ Deflects 1 incoming attack/success#5
Riposte Dexterity + (Ability) [Weapon - 2] Weapon#6
Shiv#7 Dexterity + Melee 7/9 Bypasses Armor + additional damage per turn
Slash Dexterity + (Ability) [Weapon + 1] [Weapon + 2]
Spinning Bloodbath Dexterity + (Ability) 6 Eliminates 1 mook/success#5
Stabbing Frenzy Dexterity + Brawl or Melee 4 [Weapon + 3]#8
Stillness Strike Wits + Awareness 6 Special#9
Thrust Dexterity + (Ability) [Weapon + 1] [Weapon + 2]#10
Notes:

Melee Weapons

Axes

Weapon Difficulty Damage/Type Conceal
Axe 7 [Strength + 3] / Lethal None
Great Axe#1 7 [Strength + 6] / Lethal None
Hatchet 6 [Strength + 1] / Lethal Jacket
Polearm 7#2 [Strength + 3] / Lethal None
Tomahawk 6 [Strength + 2] / Lethal Jacket

Blades

Weapon Difficulty Damage/Type Conceal
Great Sword#1 5 [Strength + 6] / Lethal None
Hook Sword(s) (Used as pair)#2 7#3, #4 [Strength + 3] / Lethal Trenchcoat
Katana 6 [Strength + 3]#5 / Lethal Trenchcoat
Knife 4 [Strength + 1] / Lethal Pocket
Sai 5#3, #4 [Strength + 1] / Lethal Jacket
Short Sword 5 [Strength + 2] / Lethal Jacket
Stiletto 4 [Strength + 1] / Lethal#6 Pocket
Sword 6 [Strength + 2] / Lethal Trenchcoat

Clubbing Weapons

Weapon Difficulty Damage/Type Conceal
Baseball Bat 5 [Strength + 2] / Bashing Trenchcoat
Crowbar 6 [Strength + 1] / Lethal Jacket
Huge Spiked Club#1 7 [Strength + 4] / Bashing None
Iron Staff#1 7 [Strength + 3] / Lethal None
Mace 6 [Strength + 2] / Lethal None
Nunchaku 7#3, #7 [Strength + 2] / Bashing Trenchcoat
Riot Baton 5 [Strength + 1] / Bashing Trenchcoat
Spiked Club 6 [Strength + 2] / Lethal Trenchcoat
Staff 6 [Strength + 1] / Bashing None

Fist-Extension Weapons

Weapon Difficulty Damage/Type Conceal
Brass Knuckles 6 Strength / Lethal Pocket
Hand Claws (large) 6 [Strength + 2] / Lethal Pocket
Hand Claws (small) 6 [Strength + 1] / Lethal Pocket
Katar 6#3 [Strength + 1] / Lethal#6 Jacket
Sap 4 [Strength + 1] / Lethal Pocket
Spiked Gauntlet 6 [Strength + 1] / Lethal Jacket
War Fan 5#3, #7 [Strength + 2] / Lethal Jacket
Wind and Fire Wheel 6#4 [Strength + 3] / Lethal None

Improvised Weapons

Weapon Difficulty Damage/Type Conceal
Broken Bottle#8 6 [Strength + 1] / Lethal Pocket
Chainsaw 8 [Strength + 7] / Lethal#9 None
Chair 7 [Strength + 2] / Bashing None
Table#1 8 [Strength + 3] / Bashing None

Whips and Chains#10

Weapon Difficulty Damage/Type Conceal
Barbed Cat 6 Strength / Lethal Jacket
Bullwhip 7 [Strength + 1] / Lethal Jacket
Chain 5 Strength / Bashing Jacket
Chain Whip 6 [Strength + 1] / Lethal Jacket
Flogger 6 [Strength + 1] / Bashing Jacket
Kusarigama#2 7#4 [Strength + 3] / Bashing Trenchcoat
Manriki-Gusari#2 7#4 [Strength + 2] / Lethal Trenchcoat
Whip 6 Strength / Lethal Jacket
Notes

Thrown Weapons

Weapon Difficulty Damage/Type Conceal
Knife 6 Strength / Lethal Pocket
Shuriken 7 3 / Lethal Pocket
Spear 6 [Strength + 1] / Lethal None
Stone 5 Strength / Bashing Varies
Stone, Large 5 [Strength + 3] / Bashing None
Tomahawk 6 [Strength + 1] / Lethal Jacket

Ranged Weapons

Conventional Weapons

Weapon Damage Range Rate Clip Conceal
Assault Rifle 7 150 3#1 42+1 None
Revolver, Heavy 6 35 2 6 Jacket
Revolver, Light 4 12 3 6 Pocket
Rifle 8 200 1 5+1 None
Semi-Automatic Pistol, Heavy 5 30 3 7+1 Jacket
Semi-Automatic Pistol, Light 4 20 4 17+1 Pocket
Shotgun 8 20 1 5+1 Trenchcoat
Shotgun, Assault 8 50 3#1 32+1 None
Shotgun, Sawed Off 8 10 2 2 Jacket
Shotgun, Semi-Automatic 25 3 3 6+1 Trenchcoat
SMG, Large 4 50 3#1 30+1 Trenchcoat
SMG, Small 4 25 3#1 30+1 Jacket

Technocracy Sidearms#2

Weapon Damage Range Rate Clip Conceal
Biggs Mjollner Mk. IV#3 10 100 1 10 Trenchcoat
Biggs X-5 Model A Protector 5 40 4#1 12+1 Jacket
Biggs X-5 Model R Protector#4 5 40 4 12 Jacket
Bolan Mk. 13 Weapons System (as noted below)#1,#5
Castle-Graves WW-3 8 200 3#1 5+1 None
HIT Mark Chain-Gun 8 150 3#1 200 None

Bows#6

Weapon Damage Range Rate Clip Conceal
Crossbow 10 100 1 10 Trenchcoat
Crossbow, Commando 3 20 1 1 Jacket#7
Crossbow, Heavy 6 100 1 1 None
Hunting Bow 5 100 1 1 None
Longbow 5 120 1 1 None
Shortbow 4 60 1 1 None

Military Weapons#8

Weapon Damage Range Rate Clip Conceal
.30 Caliber Machine Gun 12 800 5#1 100 None
.50 Caliber Machine Gun#9 16 1000 1#1 1 None
30mm Cannon#10 15 1200 8#1 100 None
Flamethrower 3 levels/turn, fire#11 60 5 5 None
M-19 Grenade Launcher#9 8#11 600 1 1 None
M-79 Grenade Launcher 6#11 400 1 1 None
Rocket Launcher 12-16#11 500+ 1 1 None

Other

Weapon Damage Range Rate Clip Conceal
Pacification Spray 5#12 3 1 5 Pocket
Taser 5#12 3 1 1 Pocket
Tear Gas 5#12 3 1 5 Pocket
Notes

Special Ammunition Types

Type Damage Effects
Ectoplasmic Disruptors 5 / Aggravated Blasts spirit entities and vampires with Aggravated damage explosion; normal damage to physical beings.
Explosive Shells 6 / Lethal Mini-grenades; 6 dice on target, minus 1 die/yard from impact to max. of -6 dice; usable only in shotguns and Technocratic firearms.
Flechettes 7 / Lethal Tiny darts; modern body armor reduced by -2 to protection from this ammo, but old-style thick armor counts as double for this ammo only; only from shotguns and Technocratic firearms.
Incendiary Rounds 4 / Aggravated Phosphorus — ignites in air when fired; inflict 2 dice Aggravated damage for 1 turn after they hit; ignite flammable objects.
Rubber Bullets Bashing Damage as normal bullets for the gun, but Bashing, not Lethal.
Taser Bullets 5 / Bashing Electrical charge inflicts 5 levels Bashing for 2 turns; Technocratic special ammo.
Tear Gas Rounds Bashing Fills 2 meter radius with tear gas — see Toxins; shotguns and Technocratic firearms only.
Teflon Bullets Lethal Damage as per normal bullets for the gun, but reduce armor protection value by -1.

Special Gun Sights

Type Difficulty Reduction Notes
Computer Targeting -3 1 turn to aim.
Laser Sight -1 1 turn to aim.
Night Vision Scope -1 Dark only; also lets shooter see in darkness.
Sniper Scope -2 2 turns to aim.

Environmental Hazards

Fire Damage

Health Levels / Turn Size of Fire
1 Torch; part of body burned
2 Bonfire; half of body seared
3 Inferno; body engulfed
Soak Difficulties Heat of Fire
3 Candle (first degree burns)
5 Campfire (second degree burns)
7 Bunsen burner (third degree burns)
8 Electrical fire
9 Chemical fire
10 Molten lava or metal

Electrocution

Health Levels / Turn Electrical Source
2 Minor; wall socket
3 Major; protective fence
6 Severe; junction box
8 Fatal; subway rail

Explosives

Type Blast Area Blast Power Burn
Toxic Gas Grenade#1 4 N/A No
Concussion Grenade 3 8#2 No
Fragmentation Grenade 3 12 No
Molotov Cocktail 2 8#3 Yes
IED 3-5 8-15#4 Depends
Suicide Bomb 4-6 10-15#5 Depends
Gasoline 4 2#3 Yes
Gas Tank (car) 5 12#3 Yes
Car Bomb 5 20#4 Depends
Truck Bomb 20 30#4 Depends
Blasting Powder#6 1 1 Yes
Dynamite 3-5 6/stick Yes
Nitroglycerin#7 4 3 No
Plastique#8 1-6 1-20 No
Napalm 10-50 Special#9 Yes
Small Rocket 3-6 10-15 No
Artillery Shell 10 20-30 No
Nuke 1-30 miles Seriously?#3 Yes
Notes

Dodging the Blast

Difficulty Size of Explosion
6 Small detonation (grenade, Molotov cocktail)
8 Large explosion (gas tanks, small bombs, IEDs)
9/T3 Huge explosion (artillery rounds, tanker trucks, truck bombs)

T = Threshold; the number given is the minimum number of successes needed to dodge the blast


Toxins

Toxin Rating Difficulty Disease Poison or Drug
1 6 Cold (Bashing) Alcohol (Bashing), THC (Bashing)
2 7 Chicken Pox (Bashing); Food Poisoning (Bashing); MRSA (Lethal) Methamphetamine (Bashing); Methanol (Lethal)
3 7 Influenza (Bashing); Cancer, Early (Lethal); Pneumonia (Lethal) Ptomaine (Bashing); Tainted Water (Bashing); Tear Gas (cloud, Bashing); Belladonna (Lethal)
4 8 HIV (Lethal); Leprosy (Lethal); Cancer, Advanced (Lethal) Salmonella (Bashing); Ammonia (Lethal); Fouled Water (Bashing)
5 8 Severe Flu (Bashing/Lethal); Cholera (Bashing); Cancer, Extensive (Lethal) Bleach (Lethal); Industrial Waste (Lethal)
6 9 Bubonic Plague (Lethal); Anthrax (Lethal) Strong Acids (Lethal)
7 9/T3 Ebola (Lethal) Sarin (Lethal); Cyanide (Lethal); Acidic Sludge (Lethal)

Note: Clouds of toxins inflict damage per turn spent within the cloud without gas protection gear and cannot be dodged; to avoid the effects, a character needs protective gear or Life 2 magick. Many toxic chemicals work on skin contact and cannot be avoided by holding one’s breath. Clouds also drift with wind and may be dispersed or spread with Forces 2 or higher Effects.


Holding Breath

Stamina Holding Breath
1 30 seconds
2 1 minute
3 2 minutes
4 4 minutes
5 8 minutes
6 15 minutes
7 20 minutes
8 30 minutes
9 45 minutes
10 1 hour

Objects

Sample Objects and Surfaces


Barriers
Object/Surface Durability Structure Damage
Window 1-3 1-3 1#1
Plexiglas 3-5 5 2
Screen Door 2 2 N/A
Flimsy Door 1 5 1
Thick Door 2-4 5-7 2
Metal Door 3-5 6-8 4
Vault Door 10 10-18 8
Drywall 3 2-4 1#2
Wooden Wall 3-5 6-8 2#2
Brick Wall 6-8 6-8 3#2
Stone Wall 6-9 8-9 3#2
Steel Wall 7-10 8-15 4#2
Chain Link Fence 2 6 1#2
Wooden Fence 2-4 3-6 2#2
Metal Fence 3-4 7-10 3#2
Furniture
Object/Surface Durability Structure Damage
Chair 3-4 4-6 1-2
Coffin 2 7 2
Computer 1-3 2-4 1-2
Couch 3 7 3
Lamp 1-2 2-3 1
Shelving Unit 3-4 6-7 2
Table/Desk 2-4 4-6 2-3
TV 2 2 2
Street Objects
Object/Surface Durability Structure Damage
Mailbox 2-3 2-6 1-2
Manhole Cover 4 6 3
Metal Bars 4-8 6-7 2
Street Light 5 8-9 3
Tree#3 5-10 10+ 3-5
Notes