General modifiers

A place for collecting notes on general modifier types.


The target of an attack made with an awkward weapon gains a bonus to dodge equal to the weapon’s awkward value.

If this bonus raises the target’s potential dice pool above zero it may enable them to attempt to dodge attacks they would otherwise be unable to.


This penalty applies to all physical actions made while carrying a weapon, not including attacks with that weapon itself.

Prone Penalties

Everyone falls down now and again.

While prone a character can’t perform many maneuvers or else takes large penalties, (story teller’s discretion).

Specifically a prone character takes -2 to dodge melee attacks (including grapple) of a character who is standing or squatting over them.

Character’s shooting at a prone opponent take a -2 penalty per range increment, as long as they are more than 5m away.

Range Penalties

Ranged weapons have increments indicated in their stats.

Within the first increment there is no penalty to ranged attacks.

Between first and second increment attacks are at -2

Between second and third increment attacks are at -4

The third increment is usually the maximum effective range for rapid shooting in combat.

If aiming etc may be able to attempt a shot at ranges beyond third increment, but story teller’s discretion as to penalties, etc. Wind, weather, movement all become more of a nightmare for example.

Similarly stray shots can cause accidental damage at more than third increment of range but it is unlikely (unless you shooting with backdrop being a stadium or highway or something).


Reach is a modifier imposed by weapons and maneuvers in combat. Default when unstated is 0.

If the attacker has more reach than the defender the excess reach becomes a penalty to the defender’s dodge attempts.

If the defender has more reach than the attacker the excess reach becomes a bonus to the defender’s dodge attempts.

eg – if a werewolf in manwolf form (reach 1) fights an unarmed human (no reach). When the werewolf attacks the human takes -1 to dodge attempts. When the human attacks the werewolf gets +1 to its dodge attempts.

eg – if a werewolf in manwolf form (reach 1) fights a human with a spear (reach 2). When the werewolf attacks the human gets +1 to its dodge attempts. When the human attacks the werewolf gets -1 to its dodge attempts.

That’s how it goes.


Risky is a trait usually applied by maneuvers.

When an action performs a Risky action, 1s eat successes – even if the character is trained in the skill being used.

Movement Allowance

Equals [strength + Dexterity].

Refreshes at the beginning of a character’s turn.

Movement maneuvers typically consume move allowance at one point per meter moved. A character can’t make a move maneuver if they’re out of movement allowance for the round.

Stagger Penalty

This is a penalty taken from being hit in the head, the balls, or otherwise sensitive locations.

It penalizes most actions.

This penalty goes down on its own by one point at the start of the character’s turn.

Healing effects can remove stagger penalty. Healing enough to remove one wound of bashing damage can instead be applied to remove four points of stagger.

A character may also use the take stock awareness maneuver to reduce this penalty by 2.

Successive Action Penalty

Successive action penalty is set to 0 after a character takes its main action in a turn.

It builds up as characters take certain Maneuvers especially dodges.

It penalizes all other actions.

If successive action penalty would reduce the dice pool for an action to 0 that action may not be attempted, even if the action does not require a roll (may have to guesstimate which roll would cover action type).

General modifiers

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