AMBIDEXTERITY- Characters wishing to use a second firearm in combat may do so with a +2 modifier to the second attack roll. smartlink bonuses apply as normal.
Disarm-Characters may attempt to disarm an opponent by making a successful unarmed test with a +2 modifier.
Dodge- Characters may make a dodge roll to avoid attacks or lessen damage using the following guidelines:
Full dodge- A character who has a delayed complex action may attempt to fully dodge an attack by rolling his quickness, plus available combat and karma pool up to his quickness rating, with a target number of four, plus any ranged modifiers, where appropriate. Any successes should be subtracted from the attackers "to hit" roll. Any damage thereafter should be calculated normally. A dodging character who generates more successes than his attacker completely "dodges" the attack, and suffers no damage.
Partial dodge- A character who has a delayed simple action may attempt to make a partial dodge using the same system as above, but at half his normal quickness rating.
MODIFIED REACH- Any 2 short armed combat weapons used together such as agiels, daggers, kamas, and sais combine for a +1 reach. A single short weapon receives no benefit.
Opposed tests- Any tests where two characters are using their skills or attributes against each other, will have a base target number of four. This does not apply to any magic or magical-based attacks.
Quickdraw- In order to balance out the effectiveness of physical attacks made with a melee weapon, versus using an unarmed attack, a character may now "quickdraw" any small melee weapon such as a knife or a sai, and attack in the same action. Larger melee weapons, such as swords and whips, for example, would have to be "readied" and would not be usable in the same action unless the character were a physical adept possessing the "quickdraw" ability.
Special/FINISHING Moves- Characters may execute a "special move" by using the following system: First, the player declares the character’s special move, then rolls to attack normally, but also makes a separate athletics test with a target number of six. If the attack is successful, every two successes rolled on the athletics test add one to the power of the attack. Special moves count as a free action, and may only be used once per character during a combat phase.
STAKING- A stake through the heart will not kill a vampire. However, it can render a vampire incapacitated. In order to successfully stake a vampire, the attacking character must inflict at least a deadly wound, using some sort of wooden stake (Pointed stick, broken chair leg, etc.), with a target number modifier of +4 (called shot). A vampire who has been staked enters an incapacitated state called "Torpor", and may not awaken until the stake is removed.
Subduing- Characters may attempt to subdue an opponent by making a normal unarmed test.
ties- Ties are simply that- ties. If a Jedi and a Sith happen to each score the same number of successes during a lightsaber battle, then their sabers might lock up, buzzing tightly together as the two opponents stare each other down and possibly trade clever insults.
WHIP ENTANGLING- Characters using a standard whip may attempt to entangle an opponent instead of inflicting damage. Once entangled, the victim may roll their strength rating against a target number of the attacker's strength rating in order to try and break free. This requires a complex action and the entangled character must score a number of successes equal to the attacker's net successes in the original attack roll. The total number of successes needed may be accumulated over multiple turns, if necessary.