Difference between revisions of "Actions and Maneuvers"

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(Unarmed Maneuvers)
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=== Shield Cover ===
 
=== Shield Cover ===
Depending on the size of the shield the cover can be either 50/90% (or both).  The barrier value of the shield is equal to 2x Deflection + Absorb.  Shield cover can be maintained while moving but any actions suffer an additional -2 (in addition to cover penalties).  The shield cannot be used for any other actions while maintaining cover (cannot both get shield cover bonuses AND use it to block or bash).
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Depending on the size of the shield the cover can be either 50/90% (or both).  The barrier value of the shield is equal to Deflection + Absorb.  Shield cover can be maintained while moving but any actions suffer an additional -2 (in addition to cover penalties).  The shield cannot be used for any other actions while maintaining cover (cannot both get shield cover bonuses AND use it to block or bash), nor does it count towards the character's armor when used in this fashion.
  
 
=== Stop Charge ===
 
=== Stop Charge ===
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=== Engage/Disengage ===
 
=== Engage/Disengage ===
Closes the gap, giving smaller weapons an advantage and larger or ranged weapons a disadvantage.  Engage maneuvers can be countered by Disengage maneuvers and vice versa.  Every 2 successes can change the range of melee combat either direction (melee combat starts at the maximum range of Long).  Refer to the Engage/Disengage rules in the [[Dramatic Encounters]] section for further details.
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Closes the gap, giving smaller weapons an advantage and larger or ranged weapons a disadvantage.  Engage maneuvers can be countered by Disengage maneuvers and vice versa.  Every 2 successes can change the range of melee combat either direction (melee combat starts at the maximum range of Long).  Refer to the Engage/Disengage rules in the [[Dramatic Scenes]] section for further details.
  
 
=== Shield Bash ===
 
=== Shield Bash ===
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| Nerve Strike || Unarmed: 6, Physick: 3 || Action || Focus(Unarmed): -3 || 8 || 5x1 @5 || Disabling strike.
 
| Nerve Strike || Unarmed: 6, Physick: 3 || Action || Focus(Unarmed): -3 || 8 || 5x1 @5 || Disabling strike.
 
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|-
| Power Strike || Unarmed: 6 || Action || Prowess(Unarmed): -2 || 8 || 3x1/3x3 @6 || The most powerful strike, built to destroy.
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| Power Strike || Unarmed: 6 || Action || Prowess(Unarmed): -2 || 8 || 2x1/4x3 @6 || The most powerful strike, built to destroy.
 
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|}
  
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=== Grapple ===
 
=== Grapple ===
This maneuver requires the attacker to have both hands free.  Attempting to grapple with only one hand free suffers a -3.  When successfully completed this maneuver locks the two combatants in a standing grapple.  A grapple maneuver can be performed as a reaction to an initiated Slip or Sweep maneuver.  Refer to the grapple rules in the [[Dramatic Encounters]] section for further details.
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This maneuver requires the attacker to have both hands free.  Attempting to grapple with only one hand free suffers a -3.  When successfully completed this maneuver locks the two combatants in a standing grapple.  A grapple maneuver can be performed as a reaction to an initiated Slip or Sweep maneuver.  Refer to the grapple rules in the [[Dramatic Scenes]] section for further details.
  
 
=== Knee Strike ===
 
=== Knee Strike ===
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=== Power Strike ===
 
=== Power Strike ===
The most powerful strike.
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The most powerful strike.  Since it is telegraphed all defenses are +1 against it.

Latest revision as of 13:22, 17 August 2014

Contents

Overview

At the core of the dramatic action system in Fatewalker are Actions and Maneuvers. They have no distinct meaning (action are maneuvers are actions) but it's fun to say Actions AND Maneuvers. Pretty much anything done within the confines of Ticks is considered an Action and this section hopes to enumerate all of the various kinds of Actions.


Common Actions

Common actions include observation, dealing with objects in the environment or even using skills.

Common Actions (require Tick priority)

Action Tick Cost Description
Begin Movement 2 Either begin Walking, Running, Crawling, Climbing, or Swimming.
Sprint 3+ Cover the most ground possible, but precludes other actions.
Go Prone/Stand up 2/3 Down/Up.
Jump/Leap 3/4 Leap requires prior running (and room)
Other Acrobatics 4-14 Rule of thumb is: common sense time to complete Action in ticks + 2
Take Cover 3/4 (50/90%) - Requires cover, otherwise just go prone.
Look/Search/Observe 5/9/2-16 The various types of combat observation beyond the default situational awareness players enjoy (covered in Dramatic Scenes)
Pickup object 2/3/4(+1) Hand or Chest Level/Above Head/Below knees (requires 2 hands)
Drop/Toss/Place Object 1/2/3 Dropping leaves object/weapon at feet. Tossing drops it somewhere else. Placing it leaves it on or in something within arm's reach.
Ready/Draw Weapon 2-6 Time depends on the size of the weapon.
Use non-Action Skill 7-20+ Rule of thumb is: common sense time for Action in ticks + 2
Hold Action 2 Cost is minimum time spent “Held”, cannot initiate a preemptive action until at least 2 ticks has transpired.


Special Common Actions (don't require tick priority)

Action Tick Cost Description
Stop Movement 0 Character is still in previous position (crawling = prone, swimming = treading, Running/Walking = Standing)
Change Movement 0 Character can change from Walking to Running or vice versa
Continue Movement 0 Declares that the character will continue at their current pace for another 6 ticks.

Begin Movement

It cost 2 ticks to begin moving from a stationary state. This does not include standing up/going prone. If the character is standing and wishes to crawl they must first go prone. If the character is prone and wishes to do anything BUT crawl they must first stand up. If they wish to climb they must be within a meter of their intended climbing surface. Terrain penalties can apply based on the surface the character is climbing/crawling/walking/running/swimming across.

Speeds of Movement

  • Walking: (Speed) meters / 6 ticks
  • Running: (2xSpeed) meters / 6 ticks
  • Crawling/Swimming: (Speed / 3) meters / 6 ticks (round up)
  • Climbing: (Speed / 5) meters / 6 ticks (use fractions)

Sprint

Sprinting requires a Prowess(Agility) roll. Add successes from this roll to base speed and double it to determine the meters / 6 ticks of the rate of movement. Sprinting is separate from the other forms of movement in that the character cannot initiate other actions while sprinting, it's an exclusive action just like most normal actions.

Go Prone/Stand up

Sometimes lowering one's profile is the only form of cover available.

Jump/Leap

To perform a jump the character must roll Prowess (Strength), and terrain modifiers can apply. Every success adds 1 to the base speed (before encumbrance penalties) for the jump just like sprinting. Running leaps require at least 5m of running distance and suffer a -3 penalty to the roll for each meter short. The ticks required to cover the run-up distance is not factored into this action.

  • Vertical jump height is equal to Speed * 10cm.
  • Horizontal jump distance is equal to (Speed/3) meters
  • Running lap distance is equal to (Speed/2) + 1 meters.

Other Acrobatics

Player characters are creative monsters.

Take Cover

Cover must be within 2 meters of the character otherwise they need to move there first.

Quick Look

Most observation rolls should be done by the GM in secret (assuming a traditional chaotic evil GM). Quick Look (or listen/feel/taste/smell) can be done to any single thing they are aware of. Before they roll the player must ask a yes/no question to the GM regarding this thing. The roll is Awareness(Search), 2-3 successes is a maybe, 4+ yields a definite yes or no. Failure simply yields no information although dramatic failure should yield wrong information.

Detailed Search

The character makes a focused effort to ascertain information about any single thing they are aware of. The character must specify what they want to know/find and then they roll Focus(Search). Each success beyond 1 gives them an extra piece of information with 5 successes generally answering all of their questions. Additional successes may give them more information than they were looking for. Dramatic failures are the Gm's opportunity for true evil.

Observe in Detail

The character takes an appreciable amount of time to simply pay attention to what is going on around them. They are not looking for anything specific, but rather trying to see what they can see. The roll is Awareness(Observe). Each success beyond 1 generally yields 1 piece of interesting information about what is going on around them. 5 successes will usually provide the character with all obvious and relevant information around them. Additional successes will reveal hidden information.

Pickup Object

This action shouldn't require a roll unless the object is particularly difficult to get a hold of or heavy. In either exceptional case it should take longer than the listed time.

Drop/Toss/Place Object

This should also be a fairly academic affair not requiring a roll unless the player is attempting to be precise.

Ready/Draw Weapon

This action assumes the weapon is either in a sheathe/sling or at the character’s feet. If the weapon is roughly at hand level the action takes 1 tick less. If the weapon is stowed away securely or hidden in an inconvenient spot it can take an extra 1-10 ticks to ready.

  • Extra Small: 2
  • Small: 3
  • Medium: 4
  • Large: 5
  • Extra Large: 6

Use non-Action Skill

Whenever a player wishes to execute a non-combat skill in combat time the GM must first decide how long it takes to perform the base skill. Most non-combat actions will suffer a minor penalty (-1) simply due to the chaos of combat but this is up to the GM’s alignment/menstrual cycle.

Hold Action

A character must have been "held" for at least 2 ticks before they can preempt any actions. Until that point they can always break the hold to initiate any normal action. Held actions are covered in detail in Dramatic Scenes. The one caveat to held actions is the character cannot be moving.

Change/Stop/Continue Movement

These actions all have to deal with the fact that every 6 ticks characters in motion must decide if they will stay that way. All three of these movement actions occur simultaneously for all characters at the beginning of every tick. If it matters declarations can be made in private but it should not matter outside of a chase.


Overview of Combat Maneuvers

The term "Combat Maneuvers" refers to all of the following actions in this section. What separates combat maneuvers from the Common actions above is that maneuvers require a base level of skill to effectively use. The skill and the level required are listed in the tables below. If a character does not possess the requisite level of skill they can of course attempt the maneuver but it will be at a penalty equal to the difference between their skill level and the requisite level. If a skill requires two skills, take the higher penalty.


Evasions

These Evasive actions are the standard means of avoiding as much damage as possible. Evasions tend to be significantly more expensive than other forms of defensive action, but also offer the best chance of getting out of danger unscathed.

Maneuver Requisite Skill Type Roll Tick Cost Effects
Dodge Agility: 1 Reaction Prowess (Agility): +3 8 Cancels successes on Melee/Fight attacks
Evade AoE Agility: 2 Reaction Prowess(Agility) 7/8 Puts distance between the character and the point of impact.
Sidestep Observe: 2, Agility: 3 Reaction Prowess(Agility) 5 Faster, less effective dodge.
Evasive Running Agility: 3, Stamina: 3 Initiated Prowess(Agility) 6 An evasive form of running.
Leaping Dodge Agility: 4 Reaction Prowess(Agility): +1 8 Literally leap out of the way and cover distance with the dodge.
Redirect Unarmed: 4, Observe: 3, Agility: 3 Reaction Prowess(Unarmed) 7 Forces the attacker to not only miss but change position.
Footwork Agility: 4 Initiated Awareness(Agility): -1 2 A special type of combat movement that doesn't cover distance but assists defensive unarmed/armed maneuvers
Friendly Fire Agility: 5, Observe: 4 Reaction Special Special Combine with another dodge to have an attack hit a different target.
Dodge Missile Agility: 6 Reaction Awareness(Agility): -Special 5 The premier cruise missile defense mechanism of the 50th century.

Dodge

Each success cancels one attack success. Defender wins in a tie. The most basic evasive maneuver, the defender attempts to avoid the attack at all costs. Usually more effective than a parry and does not require a weapon but also typically slower.

Evade AoE

Every success increases distance between the point of impact and the character by one meter. Can automatically gain +2 meters by going prone as part of the action (the action takes one more tick). Useful only for dodging grenades and other explosives, AoE attacks from projectile weapons cannot usually be dodged.

Sidestep

A faster version of the normal dodge, trading efficacy for speed. This dodge is fast enough that it can be used against thrown weapons with a -3 penalty.

Evasive Running

Evasive Running is a special type of running movement (similar to sprinting) where the character is less concerned about anything other than covering distance and evading attacks. Unlike normal running, Evasive Running is an initiated action and therefore the character cannot perform other actions at the same time. The speed of Evasive Running is (2 x Base Speed) - 1. The character makes the roll (running penalties will not apply to the roll, but terrain and all other normal penalties can). Instead of the normal running target penalty ranged attacks against the character instead suffer (Successes -1) as a penalty and melee attacks suffer half this. Evasive Running happens in 6 tick increments after which the character has to make another roll.

Leaping Dodge

An acrobatic/cinematic dodge, the character leaps out of the way of an attack and changes their location at the same time. This maneuver is resolved as both a leap roll (the character can perform any of the leaps), and the dodge roll. The dodge roll resolves as normal however if they get hit then they may fall as a result and need to make a Prowess(Agility): -(Total Damage Taken) roll. They only need 1 success to avoid landing prone.

Redirect

If the player successfully avoids the attack then they get to force the attacker to change position (usually moving past the defender) by 1 meter per net success (if the attacker scores 2 successes and the dodger scores 4, they can move the attacker 2 meters). The redirect dodge is particularly effective against Engage, Charge, Grapple, and Takedown attacks, yielding a +3 bonus against them.

Footwork

A defensive type of movement (cannot be used with any other movement) requiring an area that’s approximately 3x3 meters. Successes can be added (once per success) to any parry or evade maneuvers made during the Footwork duration. Cannot add more than 2 dice to any individual maneuver. The Footwork maneuver lasts for 20 ticks after which it must be refreshed (doesn't cost 2 ticks to continue to perform it, but a new roll must be made to accrue new defensive bonus dice)

Friendly Fire

Friendly fire can be used to modify either a dodge, sidestep, or leaping dodge to cause a hostile target to hit something/one else near the defender. The dodge roll functions as normal except with a -1 penalty to the roll and +1 tick. 0 net successes results in a normal dodge. however if the defender scores 1 or more then they get to roll Prowess(Observe): + (Net Successes) as the new attack roll against the new target using the attacker's weapon's stats for damage (plus any of the attacker's trait bonuses such as Brute). Penalties should apply to this new attack roll based on how far out of the way the new target is (it could very well be impossible) and the new target does get to react to the attack, however it will be at a -(Net successes) penalty due to the unexpected attack vector.

Dodge Missile

An improved sidestep purely for dodging projectiles. Can dodge bullets. No penalty for thrown weapons, -2 for arrows, -4 for bullets/bolts, -6 for Lasers/Photons and pillars of fire from the sky, -8 for Tachyons.


Ranged Actions

These actions apply to slug-guns and their various post-modern counterparts. All Ranged maneuvers are Initiated Actions.

Maneuver Requisite Skill Roll Tick Cost Effects
Basic Aim Ranged: 0, Observe: 1 None 6 Improves chances of hitting.
Shoot Ranged: 1 Prowess(Ranged) Weapon Caw-Caw, Bang! Fuck, you're dead!
Reload Ranged: 1 Focus(Agility) Special Replacing magazines, belts, boxes, shells, cells, whatever.
Aim Ranged: 2, Observe: 1 None 4 Don't shoot until you see daylight on both sides.
Called Shot Ranged: 2, Observe: 2 Prowess(Ranged): Special Weapon +2 Target a specific location/thing smaller than center-mass.
Quick-draw Ranged: 3, Agility: 3 Prowess(Agility) Special High noon!
Short Burst (3 rounds) Ranged: 2 Prowess(Ranged) 2x Weapon recoil "Short, controlled bursts"
Long Burst (6 rounds) Ranged: 3 Prowess(Ranged) 3x Weapon recoil "You want some?"
Full Auto (20 rounds) Ranged: 4 Prowess(Ranged) 4x Weapon recoil "Sarge is dead man, let's get the fuck out of here!"
Quick Reload Ranged: 4, Agility: 3 Focus(Agility): -1 Special Faster than basic reload.
Marksman Shot Ranged: 5 +1 +2 Aim and shoot in one fluid motion.
Twin Pistols Ranged: 5, Agility: 4 Prowess(Ranged): -1 Weapon + Weapon -4 Making John Woo proud since 1974
Vitals Shot Ranged: 6, Observe: 4 Prowess(Ranged): Special Weapon +1 A superior called shot for very specific parts of the human body.

Basic Aim

Adds a +1 to any subsequent shoot action. The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming). Only 1 basic aim action per shot. Can be combined with other ranged attack types (called shots, burst fire, etc..) but not aims.

Shoot

No explanation necessary, but you will get one anyhow. A firing pin is a lightweight part, which serves to transfer energy from a spring-loaded hammer to the primer, while a striker is usually heavier, and is directly connected to the spring providing the energy to impact the primer. Striker mechanisms are generally simpler, since they combine the functions of hammer and firing pin in one

Reload

Low skilled shooters can intentionally increase the reload time, adding a +1 modifier to the roll for every two extra ticks taken.

  • 0 Successes: The magazine/round is dropped at the character’s feet.
  • 1 success increases reload time by 5 ticks.
  • 2 successes increases reload time by 3 ticks.
  • 3 successes increases reload time by 1 tick.
  • 4+ uses the base reload time.

Aim

Adds a +1 to any subsequent shoot action. The shoot action must immediately follow the aim or else the penalty is lost (for instance if the character opts to dodge an attack that comes in while they are aiming). The maximum aim bonus is equal to Observe skill. Can be combined with other ranged attack types (called shots, burst fire, etc..), just not other aims.

Called Shot

A called shot is used to attack specific parts of a body or target. The penalty on the attack is based on the size of the target. -2 for Limbs or small objects, -4 for heart (Damage +3), -5 for face (Damage +3), or tiny objects. A called shot can be combined with bursts or aims but not full auto fire.

Quick Draw

A Quick-Draw action requires the character to be in either light or unencumbered.

  • 0 Successes: The weapon is dropped/thrown (margin of failure) meters away.
  • 1 Success: Increases draw time by 2 ticks.
  • 2 Successes: Normal draw time.
  • 3-4 Successes: Draw time - 1.
  • 5+ Successes: Draw time -2.

Short Burst

3 rounds.

  • Short Burst (Searching): +1 to hit.
  • Short Burst (MDK): -1 to hit, +1 Damage.

Long Burst

6 rounds. Max aim bonus of +2.

  • Long Burst (Searching): +2 to hit.
  • Long Burst (MDK): -2 to hit, +3 Damage.

Full Auto

20 rounds. Max aim bonus of +1.

  • Full Auto (Searching): +4 to hit.
  • Full Auto (MDK): -3 to hit, +6 Damage.
  • Full Auto (Cover): Free preemptive shot at -2 for next 12 ticks on anyone acting in cover area.

Quick Reload

Allows a highly trained shooter to reload their weapon faster than normal. Can only be performed with magazine/cell based weapons or revolvers using a faster-loader.

  • 0 Successes: The magazine/round is dropped at the character’s feet.
  • 1 Success: Increases reload time by 3 ticks.
  • 2 Successes: Normal reload time.
  • 3-4 Successes: Decrease reload time by 1 tick.
  • 5+ Successes: Decrease reload time by 2 ticks.

Marksman Shot

This is a very fast and accurate Aim and Shoot action. Considered a single action (cannot be interrupted like normal aim). Cannot be combined with other actions except short bursts.

Twin Pistols

This maneuver allows the shooter to fire two pistols with the same action. The shots are resolved separately but it counts as one action. Offhand penalties still apply to the offhand shot. An additional -1 penalty will apply to both actions if they are at different targets. Cannot be combined with Aims or Bursts.

Vitals Shot

A highly accurate center-mass (-2) or head (-4) vitals shot (Damage +3). Combines with Short Bursts and/or Aims.


Melee Maneuvers

Melee maneuver require a weapon to be in hand. This includes maneuver for thrown weapons as well.


Maneuver Requisite Skill Type Roll Tick Cost Effects
Attack None Action Prowess(Weaponry) - The basic armed attack .
Throw None Action Prowess(Weaponry) - The basic thrown attack.
Parry Weaponry: 1, Observe: 2 Reaction Prowess(Weaponry) -2 The basic armed defense.
Shield Block Weaponry: 1, per shield Reaction Prowess(Weaponry): +Special - Armed defense with a handheld shield.
Hack Weaponry: 1, Strength: 2 Action Prowess(Weaponry): -1 +1 Force > Finesse??
Called Shot Weaponry: 2, Observe: 2 Action Special +2 Anything other than "hitting them" can be a called shot.
Charge Weaponry: 2 Action Prowess(Weaponry): -1 Special Ramming Speed!
Quick Parry Weaponry: 2, Observe: 2 Reaction Prowess(Weaponry): -2 -4 Faster, less effective parry.
Shield Cover Weaponry: 2 Action - 2/3 Taking cover behind your shield.
Stop Charge Weaponry: 2 Counterattack Prowess(Weaponry): -2 - Set that spear and hold on for a ride.
Thrust Weaponry: 2 Action Prowess(Weaponry): -1 -1 A quick, direct strike, favoring speed over trauma.
Backstab Weaponry: 3, Observe: 2 Action Focus(Weaponry): -1 +2 A specialized, indefensible called shot requiring stealth.
Careful Throw Weaponry: 3, Observe: 2 Action Prowess(Weaponry): +1 +2 A highly accurate, skillful throw.
Engage/Disengage Weaponry: 3, Agility: 2 Action/Reaction Awareness(Weaponry) 5 Gap closing/making.
Shield Bash Weaponry: 3, per shield Action Prowess(Weaponry) Special An attack with the shield.
Cobra Strike Weaponry: 4, Agility: 3 Action Prowess(Weaponry): -1 Ready + Weapon: -2 Used to draw and throw a weapon instantly.
Gut Weaponry: 4, Unarmed: 2 Action Prowess(Weaponry): Special - A nasty, point blank attack that benefits from being close.
Lunge Weaponry: 4, Agility: 3 Action Prowess(Weaponry): -2 +1 Covers large distance quickly to deliver force at an unexpected distance.
Power Parry Weaponry: 4, Observe: 3 Reaction Prowess(Weaponry): +2 - The strongest parry.
Step Inside Weaponry: 4, Agility: 3 Counter attack Awareness(Weaponry): -1 6 Dodge AND engage in one smooth move.
Spin Slash Weaponry: 5, Strength: 3 Action Prowess(Weaponry): -2 +2 The strongest melee attack, also the most reckless.
Disarm Weaponry: 5, Observe: 3 Action Prowess(Weaponry): -2 +2 Ironically works better on weapons than arms.
Engage and Gut Weaponry: 5, Unarmed: 3 Action -1 (to both) Engage + Gut: -2 A gut with a built-in engage.
Parry/Riposte Weaponry: 5, Observe: 3 Counter Attack -2 (to both) Parry + Strike: -2 Parry and Strike in one perfect motion.
Parry Projectile Weaponry: 6, Observe: 4 Reaction Prowess(Weaponry): Special -4 A fast parry for arrows and lasers.

Attack

The basic armed attack

Throw

The other basic armed attack.

Parry

The basic armed defense. A parry is resolved as an Attack maneuver with the weapon in hand. Damage done on the parry maneuver cancels damage done on the attack being parried.

Shield Block

The basic defense using a hand-held shield. Add the shield's Deflection + Absorb as bonus to the maneuver. Use the shield's block value and block speed to resolve the parry.

Hack

When might must make right, Hack is the attack. Hack adds +1 damage to the attack.

Called Shot

A called shot is used to attack specific parts of a body or target. The penalty on the attack is based on the size of the target. -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.

Charge

The charge is a sort of clumsy attack where the attacker rushes the defender and puts extra velocity behind the strike. It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run. The attack adds +1 damage for every 2 ticks spent running prior to the maneuver (up to +3). The attack suffers running penalties as well as the built in penalty.

Quick Parry

A quick parry functions exactly as a parry.

Shield Cover

Depending on the size of the shield the cover can be either 50/90% (or both). The barrier value of the shield is equal to Deflection + Absorb. Shield cover can be maintained while moving but any actions suffer an additional -2 (in addition to cover penalties). The shield cannot be used for any other actions while maintaining cover (cannot both get shield cover bonuses AND use it to block or bash), nor does it count towards the character's armor when used in this fashion.

Stop Charge

A stop charge is a counterattack designed to skewer a charging enemy. Certain weapons (spear-like-things) have strong bonuses to this maneuver. As with all counter attacks in a tie both parties take damage. On success this maneuver will add bonus damage to the attack equivalent to whatever the charge attack's bonus was.

Thrust

A quick, harder to defend attack that sacrifices accuracy for speed. Evasions against the Thrust get -1.

Backstab

The target must be completely unaware that the attacker is behind them. Counts as a vitals strike (Damage +1, Damage TN: +1)

Careful Throw

The equivalent of an "aimed" throw.

Engage/Disengage

Closes the gap, giving smaller weapons an advantage and larger or ranged weapons a disadvantage. Engage maneuvers can be countered by Disengage maneuvers and vice versa. Every 2 successes can change the range of melee combat either direction (melee combat starts at the maximum range of Long). Refer to the Engage/Disengage rules in the Dramatic Scenes section for further details.

Shield Bash

The shield can be used offensively. It suffers offhand penalties, but otherwise use the shield's stats for the maneuver. Shield bashes cannot be parried (though they can be shield blocked).

Cobra Strike

This is a single draw and strike maneuver with a thrown weapon. Cannot make the attack faster than the base weapon speed (but can reduce the ready weapon cost to 0).

Gut

A favored maneuver of knife fighters who successfully close within a combatant’s defenses. This strike is devastating and extremely hard to defend. Requires a Small or Extra Small weapon. The attack receives +1 for Engage: 2, +2 for Engage: 3 or Grapple: 1, and + for Grapple: 2.

Lunge

The lunge is used to cover large amounts of melee distance very quickly. It compromises accuracy in exchange for distance. This attack covers up to Speed/2 meters + Weapon Length as part of the attack.

Power Parry

The most effective parry, at the expense of speed.

Step Inside

This counterattack is actually a type of dodge/parry masking an Engage maneuver. When successful this maneuver will result in every 2 net successes added to the current Engage level while also avoiding all damage from the attack. Counts as a dodge for maneuver penalties (but not bonuses). This is a very popular maneuver for unarmed combatants to get within grapple/disarm distance.

Spin Slash

The most powerful melee attack maneuver, but extremely inaccurate. +4 damage, but all defensive maneuvers or counterattacks get +1.

Disarm

I have no fucking idea.

Engage and Gut

Resolve the Engage first, then the gut. Target can react to both maneuvers if they choose. Cannot be used as a counterattack to a disengage maneuver.

Parry/Riposte

A highly trained combatant has honed their reflexes to point of not just parrying the incoming attack but responding in kind with the same fluid motion. Resolve the actions separately, however if the block fails the attack is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).

Parry Projectile

For those crouching tiger, hidden dragon moments: -2 for thrown weapons, -4 for arrows/bolts, -5 for bullets/lasers (presuming a light saber in hand).

Unarmed Maneuvers

Unarmed maneuvers cover everything from basic brawling to boxing to kung fu to wrestling. Unarmed maneuvers can both be used while armed and/or against other armed opponents however there can be penalties depending on the maneuver. Unarmed combat excels once the distance has been closed. This section includes, attacks, defenses, and counterattacks.

Note: Damage is in the format of Damage @TN. Unless otherwise stated unarmed damage is Stun damage.

Maneuver Requisite Skill Type Roll Tick Cost Damage Effects
Strike None Action Prowess(Unarmed) 6 5x1 @5 The basic unarmed attack
Kick Unarmed: 1, Agility: 2 Action Prowess(Unarmed) 7 4x1/1x3 @5 A slower, more powerful basic unarmed attack
Block Unarmed: 1, Observe: 2 Reaction Prowess(Unarmed) 5 5x1 @5 The basic unarmed defense.
Charge Unarmed: 1 Action Prowess(Unarmed): -1 8 + Run Special Ramming Speed!
Called Shot Unarmed: 2, Observe: 2 Action Special +2 Special Anything other than "hitting them" can be a called shot.
Elbow Strike Unarmed: 2 Action Prowess(Unarmed): -2 5 5x1 @5 A faster, harder to defend punch most useful when grappling.
Grapple Unarmed: 2, Strength: 2 Action/Reaction Prowess(Unarmed) 8 - The basic grapple attack, counter to a slip.
Knee Strike Unarmed: 2, Agility: 2 Action Prowess(Unarmed): -2 6 4x1/1x3 @5 A faster, harder to defend kick most useful when grappling.
Quick Block Unarmed: 2, Observe: 2 Reaction Prowess(Unarmed): -2 3 5x1 @5 Faster, less effective block.
Slip Unarmed: 2, Agility: 2 Action/Reaction Prowess(Unarmed) 6 - The counter to all grapple maneuvers (grapple, takedown, hold, throw).
Defensive Throw Unarmed: 3, Strength: 2 Counterattack Prowess(Unarmed): -Special 8 - Counterattack against charges or leaping maneuvers.
Headbutt Unarmed: 3, Stamina: 2 Action Prowess(Unarmed): -2 5 5x1 @6 A fast, brutal assault of the mind.
Leg Check Unarmed: 3, Agility: 2 Reaction Prowess(Unarmed): -1 3 4x1/1x3 @5 Fastest way to block a knee strike, kick, or martial kick.
Sweep Unarmed: 3, Agility: 3 Action Focus(Unarmed) 8 - How to get up once taken down.
Takedown Unarmed: 3, Strength: 3 Action Prowess(Unarmed) 10 Special May result in slightly homoerotic positions.
Throw Unarmed: 3, Strength: 4 Action Prowess(Strength) 11 Special Nobody tosses a Dwarf!
Trip Kick Unarmed: 3, Agility: 1 Action Prowess(Unarmed) 8 Special Specialized kick meant to down an opponent.
Catch Strike Unarmed: 4, Agility: 2 Counterattack Prowess(Unarmed): -Special 7 - A block that turns into a grapple.
Hold Unarmed: 4, Observe: 3 Action/Reaction Focus(Unarmed) 8 Special Leg/Arm/Neck lock of some kind. May involve someone's "rear", being "naked", and applying a "choke".
Martial Block Unarmed: 4, Stamina: 3 Reaction Prowess(Unarmed): +1 5 5x1 @5 A strictly superior block for professional martial artists.
Martial Kick Unarmed: 4, Agility: 3 Action Prowess(Unarmed): +1 7 4x1/1x3 @5 A strictly superior kick for professional martial artists.
Martial Strike Unarmed: 4 Action Prowess(Unarmed): +1 6 5x1 @5 A strictly superior strike for professional martial artists.
Sprawl Unarmed: 4, Agility: 2 Reaction Prowess(Agility): +2 6 - A specialized counter against Takedowns and Throws.
Block/Strike Unarmed: 5, Observe: 3 Counterattack -2 (to both) Block + Strike: -3 5x1 @5 Block and strike in one perfect motion.
Choke Hold Unarmed: 5, Observe: 3 Action Focus(Unarmed) 10 Special Anaconda, Triangle, Rear Naked, etc ...
Disarm Unarmed: 5, Observe: 3 Action Prowess(Unarmed): -1 8 - Ironically works better on weapons than arms.
Leap Kick Unarmed: 5, Agility: 4 Action Prowess(Agility): -2 11 2x1/4x3 @6 A flashy kick.
Lightning Strike Unarmed: 5, Agility: 3 Action Prowess(Unarmed): -2 4 5x1 @5 The fastest unarmed attack.
Spinning Kick Unarmed: 5, Agility: 3 Action Prowess(Unarmed): -2 9 2x1/4x3 @6 A slower, more violent kick with devastating power. Also looks awesome.
Unbalance Unarmed: 5, Observe: 3 Reaction Prowess(Unarmed): -1 6 - A block that can unbalance the attacker.
Block Projectile Unarmed: 6, Observe: 4 Reaction Prowess(Unarmed): -2 5 5x1 @5 How to block arrows.
Nerve Strike Unarmed: 6, Physick: 3 Action Focus(Unarmed): -3 8 5x1 @5 Disabling strike.
Power Strike Unarmed: 6 Action Prowess(Unarmed): -2 8 2x1/4x3 @6 The most powerful strike, built to destroy.

Strike

The basic unarmed attack

Kick

The other basic unarmed attack. Slower than a punch but hits harder. Also considered a large weapon for purposes of melee combat range.

Block

The basic unarmed defense. Can be attempted against all strikes and kicks. Functions as an attack and damage from the block cancels damage from the attack. Metal bracers/guards add +1 damage. Attempting to block weapons adds a -2 to the maneuver.

Charge

The charge is a sort of clumsy attack where the attacker drives their body weight into the target. It’s a fairly easy maneuver to dodge (all evasions get +2 against a charge) and requires room to run. The base damage is 4x1 with each run tick action adding +1 damage (up to +4). Both the attacker and defender can be knocked prone as a result of the charge. The attacker must simply pass (1 success) a Prowess(Agility) roll, however regardless of if they keep their footing, the maneuver costs 5-successes extra ticks to execute as they recover their balance. The defender must pass the same roll, but with a penalty equal to the total boxes of normal wounds taken from the charge (in addition to any wound penalties) to avoid being knocked prone. Similarly the defender is also delayed 5-successes ticks, regardless of whether they go prone or not. Finally the defender suffers additional damage should they fall equal to margin of failure (this is a separate instance of damage equal to (Margin of Failure)x1.

Called Shot

A called shot is used to attack specific parts of a body or target. The penalty on the attack is based on the size of the target. -1 for Limbs or small objects, -3 for Vitals/Face (Damage +1, TN: +1) or tiny objects. A called shot can be combined with most other attacks.

Elbow Strike

Grapple and Takedown bonuses/penalties apply to this maneuver.

Grapple

This maneuver requires the attacker to have both hands free. Attempting to grapple with only one hand free suffers a -3. When successfully completed this maneuver locks the two combatants in a standing grapple. A grapple maneuver can be performed as a reaction to an initiated Slip or Sweep maneuver. Refer to the grapple rules in the Dramatic Scenes section for further details.

Knee Strike

Grapple and Takedown bonuses/penalties apply to this maneuver.

Quick Block

Trades efficacy for speed but otherwise functions as a standard block.

Slip

The maneuver requires both hands free. Attempting to Slip with only 1 hand free suffers a -3 penalty. It can be performed as a reaction to a grapple or hold maneuver or can be used as an initiated maneuver to reduce the current Grapple level. Net successes on the maneuver reduce the grapple level. Slip is used to counter to all grapple maneuvers (grapple, takedown, hold, and throw).

Defensive Throw

This is used as an unarmed counter to charge or leaping maneuvers. The penalty is -2 as a counter to unarmed attacks, -3 for armed. As with a normal throw the target is thrown (Net successes / 2) meters and the target takes falling damage equal to (Net Successes -2)x1 @5. If the maneuver resulted in 3 or more net successes the target is also prone.

Headbutt

Grapple and Takedown bonuses/penalties apply to this maneuver. The attacker takes half of the damage done. Attempting a headbutt with a helmet on incurs an additional -1 penalty on the attack but adds a bonus +1-3 damage (depends on the helmet) that will not also apply to the attacker. Alternatively headbutting someone wearing a helmet will cause the attacker to take an additional 1-3 damage. Armor for purposes of reducing damage only applies (to either side) if helmets are worn. Cannot be blocked (can be evaded).

Leg Check

Can be used to block most types of kicks (anything but a leaping or spinning kick).

Sweep

The sweep maneuver is used by the bottom after a successful takedown to attempt to regain their feet. The top can opt to counter the sweep with a reactive grapple maneuver. Net successes counter the current Takedown score (potentially standing both combatants up)

Takedown

The takedown is a special type of grapple that when successful results in the attacker prone on top of the defender. Grapple bonuses are applied to the takedown, making it much easier to perform if any degree of grapple has been previously attained. It takes 3 net successes to succeed on the takedown. Damage is equal to (net successes)x1 @5. The resuling takedown level is equal to net successes -3.

Throw

The throw maneuver is by no means efficient but for a strong enough combatant it serves the purpose of serving as a crude takedown. The target is thrown (Net Successes /2) meters and the damage roll is equal to (Net successes)x1 @5. On 3 or more successes the target also lands prone. +2 to any defense/evasion against a throw.

Trip Kick

The trip kick is one of the more difficult maneuvers to properly execute however success plants an opponent in the extremely vulnerable position of being immediately adjacent and prone. The attack and damage is executed as normal, however the target must pass a Prowess(Agility): - (Normal damage taken) to avoid falling. If they fall they are prone and take additional damage (separate) instance equal to (margin of failure)x1 @5.

Catch Strike

The penalty is 0 for a kick, -2 for a punch. This is a counter to a punch or kick that results in a grapple. Success on this maneuver results in a grapple of level equal to (Net Successes -1). Failure (0 successes on the maneuver) results in the full strike damage + Margin of failure.

Hold

This maneuver includes all sorts of arm and leg locks that are designed to either seriously injure or incapacitate the recipient. Hold attacks are defended with the Slip maneuver. To perform a hold requires that either combatant have a grapple or takedown (regardless of position/level). If performed by the dominant grappler yields the grapple position. If the hold fails then the defender escapes and the two combatants are now adjacent (either prone or standing). Likewise a failed/blocked hold by the bottom position fighter will worsen their effective grapple/takedown level by the net successes of the defender. The base damage of the Hold Maneuver is 3x1 and Armor deflection is halved.

A successful Hold maneuver results in a third type of grapple position (the hold), with a value equal to (net successes) /2, round up, on the attack. Further successful hold maneuvers will increase this value by (net successes) /2, round up. This value is reduced by successful slip maneuvers performed when defending the hold, or when the target has tick priority and attempts a slip (the character performing the hold can counter the slip with a Hold reaction). A person who is in a hold attempting any maneuver besides a Slip suffers -3 penalty.

Successive hold maneuvers (action or reaction) receive a bonus equal to the current Hold value (this can/will result in traumatic amounts of damage).

Martial Kick

A strictly superior basic kick.

Martial Strike

A strictly superior basic strike.

Martial Block

A strictly superior basic defense.

Sprawl

This maneuver requires the attacker to have both hands free. Attempting to sprawl with only one hand free suffers a -3 penalty. The sprawl is a specialized defense specifically designed to stop the Takedown attack.

Block/Strike

A highly trained combatant has honed their reflexes to point of not just blocking the incoming attack but responding in kind with the same fluid motion. Resolve the actions separately, however if the block fails the strike is at a penalty equal to the attacker's net successes (wound penalties will not apply, however).

Choke Hold

Resolves exactly as a Hold, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue. If they run out of Will they immediately pass out.

Disarm

The disarm maneuver requires a grapple/takedown/hold. The maneuver gets a bonus/penalty based on the size of the weapon (XS: -3, S: -1, L: +1, XL: +3). The target can defend the maneuver with a standard Parry or Evasion however neither is particularly effective within the confines of a grapple.

Leap Kick

The ultimate in acrobatic fight attacks, the leap kick allows the attacker to both cover distance and strike at the same time. The attacker can cover their Speed / 3 meters with this attack. If they are performing a running leap then every 2 ticks spent running will add +1 damage and they can cover Speed / 2 meters, however the maneuver suffers another -1 attack penalty for a running leap kick. No other attacker movement penalties apply to this attack.

Lightning Strike

This attack comes in so fast that it’s hard to defend. Defensive maneuvers of any kind suffer a -1 against this strike.

Spinning Kick

The spinning kick is a slower but more powerful version of the standard martial kick. It’s also very Chuck Norris.

Unbalance

This specialized block has the potential to unbalance the target, costing them precious time while they right themselves. In addition to stopping it, Net successes increase the tick cost of the attack.

Block Projectile

The master can effectively block thrown projectiles or even arrows. If they wish to attempt to block arrows there is an additional -2 penalty.

Nerve Strike

Resolves exactly as a martial strike, however for every 2 full points of damage that makes it through armor, the target also suffers 1 point of fatigue. If they run out of Will they become immediately incapacitated.

Power Strike

The most powerful strike. Since it is telegraphed all defenses are +1 against it.