Werewolf the Apocalypse
- Armor: Some foes possess a protective covering, be it a flak jacket or a slimy carapace. Armor adds dice to a character’s soak roll. Some artificial armor also restrictsbody movement, as is reflected in an increase to Dexterity difficulties. Some armor types are given on the Armor chart. Armor dice (and only the armor dice) can be used to soak lethal damage. Those dice might also be usable to soak damage that might otherwise be unsoakable, at the Storyteller’s discretion. It would make sense that a kevlar vest could be used to soak a silver weapon, but a flak jacket is no protection from radiation.
- Blind: Blind characters cannot dodge, parry or block attacks, and they take a +2 difficulty penalty on all actions. Some Gifts compensate for sight, but the Storyteller has the final say over what effects these Gifts have in combat.
- Changing Actions: Normally, once a player has declared an action, she may not change it. If she has a good reason to do so (a packmate kills her character’s intended target, for example) she may change her action, but she adds one to the difficulty. Aborting to a defensive action does not change the difficulty of said action.
- Immobilization: A character who is partially immobilized and is unable to dodge is not in a good position. All attacks on such a character receive a -2 difficulty bonus if she is still able to struggle, and they succeed automatically if she cannot move at all.
- Knockdown: Some attacks are meant to knock an opponent off her feet. If this happens, the character must get back to her feet. If she has no actions left with which to do so, her opponent may treat her as being partially immobilized.
- Stun: As mentioned previously, a character loses her next turn when she receives more health levels of damage in one turn than her Stamina rating. She may take no action other than stumbling around a bit, and any attacks against her receive a -2 difficulty bonus.