Active Defense Modifiers
Active Defense Modifiers
When performing a dodge, block, or parry, figure your active defense roll by:
- Taking your calculated Dodge, Block, or Parry score. (The Combat Reflexes and Enhanced Defenses advantages increase these values above their base.)
- Applying the relevant conditional modifiers below. All modifiers are cumulative.
A roll of this number, or less, means you avoid the attack.
Defender's Equipment
Parrying with dagger or knife: -1 to Parry
Parrying with kusari or whip: -2 to Parry
Parrying with quarterstaff: +2 to Parry
Shield or cloak: +DB of shield (see Shield Table), except vs. firearms
Unarmed parry vs. weapon: -3 to Parry (+0 vs. thrust, or w. Judo or Karate)
Defender's Maneuver
All-Out Attack: no defense possible!
All-Out Defense (Increased Defense): +2 to one of Dodge, Block, or Parry
Move and Attack: dodge or block only; you cannot parry
Defender's Posture
Crawling or lying down: -3
Kneeling or sitting: -2
Defender's Situation
Above attacker: +1 if 3' difference, +2 if 4', or +3 if 5'
Affliction (coughing, retching, etc.): see Afflictions
Bad footing: -1 or more (GM's option)
Below attacker: -1 if 3' difference, -2 if 4', or -3 if 5'
Can't see attacker: -4, and a block or parry requires a Hearing-2 roll
Close combat: only reach "C" weapons can parry
Distraction (e.g., clothes on fire): -1 or more (GM's option)
Encumbered: penalty equal to encumbrance level to Dodge, or to Judo, Karate, or any fencing Parry
Mounted: penalty equal to difference between 12 and Riding skill (no penalty for Riding at
12+)
Stunned: -4
Nature of Attack
Attack from behind: no defense possible (defense at -2 w. Peripheral Vision)
Attack from side or "runaround" attack: -2 (no penalty w. Peripheral Vision)
Attacker used laser sight: +1 to Dodge if dot is visible
Deceptive Attack: -1 per -2 the attacker took to his attack
Dual-Weapon Attack: -1 if both attacks strike the same target
Flail: -4 to Parry/-2 to Block (-2/-1 vs. nunchaku); fencing weapons can't parry at all
Successful feint: penalty equal to attacker's margin of victory
Thrown weapon: -1 to Parry, or -2 to Parry if small (1 lb. or less)
Other Actions by Defender
Acrobatic Dodge: +2 to Dodge if Acrobatics roll succeeds, -2 if it fails
Dodge and Drop: +3 to Dodge vs. ranged attack
Feverish Defense: +2 (costs 1 FP)
Multiple parries: -4 to Parry per parry after the first, cumulative (halved for fencing weapons, and for Trained By A Master or Weapon Master)
Off-hand parry: -2 to Parry (no penalty w. Ambidexterity)
Retreat: +3 to Dodge, or to Boxing, Judo, Karate, or any fencing Parry; +1 otherwise