Defense

A character can choose to take one of three defensive actions as well. She may also choose to abort a previously declared action in order to do so. These actions are dodging, blocking and parrying.
  • Dodging is simply the act of getting out of the way before an attack lands, and the roll is Dexterity + Dodge. The difficulty depends on how much cover is available and how much space the character has to cross to get to it, as well as the nature of the attack being dodged. A character in Lupus form dodging a kick needs only to jump back a few feet, so the difficulty is only 5. However, a Garou in Crinos form trying to dodge a shotgun blast from 15 feet away with no cover should probably just grit her teeth and get ready to get shot — her difficulty should be 9 or even 10. Successes on the dodge roll subtract successes from the attacker’s roll to hit the character. So, in order to avoid being hit entirely, the dodging character needs more successes than the attacking character.
  • Blocking involves using one’s own body to stop an incoming attack. A character cannot block a firearms attack (well, he can, but it isn’t very smart), but a character may attempt to block any hand-to-hand or melee attack. The roll is Dexterity + Brawl and the difficulty is determined by the nature of the attack being blocked. (A fist is easier to block than a sword.) Otherwise, the system is identical to dodging.
  • Parrying is the use of a weapon to block an incoming attack. The system is the same as blocking, except that the roll is Dexterity + Melee.

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Defense

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