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| Combat: A Comprehensive Guide to Beating Arse | |
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| Tweet Topic Started: Sep 20 2009, 03:51 PM (3,221 Views) | |
| `TakeCare | Nov 10 2009, 01:28 AM Post #16 |
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-sigh-
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This is something I won't expect someone to do. But I have to say: Thank you. I find this you guide, so far, VERY useful. I'm sure to take down good notes. |
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Short Blogs | Character Database | YouTube "lurk lurk lurk lurk type type type type post post post post post" ~TakeCare | |
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| Lord Talancir D'Landior | Nov 29 2009, 09:18 PM Post #17 |
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~ RP Knight ~
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Grabs Grabs are maneuvers in which the fighter obtains a hold on his opponent and then uses that hold to injure or inconvenience him in some way. Grabs range from brute-force bear hugs to sophisticated joint-locks that can be performed with only one hand. With some grabs, the fighter gets a hold of his opponent, does something to hurt him, then releases him. Other grabs, known as Sustained Holds, can be maintained for a period of time. One important advantage to grab maneuvers is that they cannot be blocked - Blocks do not decrease the damage from them. Note that the Grabs listed below are commonly known across many fighting styles. If you want specific maneuvers or descriptions, you may have to do the research yourself. Backbreaker Maneuver Type: Brawl Additional Advantage: Knockdown Accuracy Rating: 40% Damage Type: Stun (alternative: Standard) Damage Rating: 3/10 In this maneuver, the fighter grabs his opponent, turns his body over, raises him high into the air and smashes him into the ground (or as an alternative added effect, onto the fighter's raised knee). If the fighter smashes his victim onto his knee rather than the ground, the damage is aggravated; this variation of the maneuver can cause serious spinal injuries and can paralyze for life. Bear Hug Maneuver Type: Brawl Additional Advantage: Sustained Hold Accuracy Rating: 40% Damage Type: Stun Damage Rating: 2/10 Tired of faster, more agile opponents dancint rings around you? Grab that irritatingly quick little pipsqueak and crush him to your chest until his bones crack! The Bear Hug is an old standby for many wrestlers, and a few other styles have adopted it as well. Choke Hold Maneuver Type: Brawl Additional Advantage: Sustained Hold Accuracy Rating: 50% Damage Type: Stun Damage Rating: See below Restriction: Armor (neck) The fighter grabs his opponent around the neck (usually from behind) and applies pressure to the victim's neck, knocking him unconscious. Damage from this maneuver may not be soaked, unless the victim is wearing armor that protects the neck. The victim is incapacitated by loss of consciousness; if the hold is maintained he will begin to die, as is usual for Stun-damage maneuvers. There are two common variations of the Choke Hold; the blood choke and the air choke. The air choke is more commonly known, and the most excruciating, as pressure is applied directly onto the windpipe and the larynx. It also lasts longer, as the victim can still attempt to act for however long until they pass out from lack of oxygen. Note that this variation does not work on characters who do not need to breathe (for example, vampires), although it will prevent them from speaking. The victim auomatically loses one Health level for every turn after the first in which the hold is maintained (he loses no Health Levels at all in the first turn, but is unable to speak or shout). The blood choke is the most effective, as pressure is directly applied to the carotid artery and jugular vein, though the victim's windpipe might also be slightly constricted. Because blood is being denied circulation to the victim's brain, unconsciousness occurs within a few moments. In game terms, The first turn deals one Health Level, but each successive turn adds an additional Health Level lost. Disengage Maneuver Type: Brawl, Athletics Additional Advantage: Abort Maneuver (vs Sustained Hold) Accuracy Rating: 50% Damage Type: None Damage Rating: None Restriction: None The fighter uses his flexibiliity and quickness to extricate himself from an opponent's grasp. The fighter measures his dexterity and strength against the opponent's strength and stamina, and if successful, the fighter breaks free and moves to a safe distance (if possible). If unsuccessful, the next time the fighter attempts to disengage, the opponent is handicapped by one stamina point, and the fighter is handicapped by one strength point. Dislocate Limb Maneuver Type: Brawl, Athletics Additional Advantage: None Accuracy Rating: 50% Damage Type: Stun Damage Rating: 2/10 Restriction: None This difficult maneuver allows the fighter to dislocate one of his opponent's limbs - typically an arm. The most common method of performing this maneuver is to grab the opponent's arm tightly and then kick the opponent in the pit of his arm while simultaneously pulling on the arm. The result is an incredibly painful dislocation that immobilizes the limb. The turn after a fighter's limb has been dislocted, he cannot make attacks with that limb. He may still make attacks with other limbs, though at -10% accuracy. Alternately, the opponent may pop his limb back into place in the next turn. This requires the expenditure of 1 point of willpower (if you're using that system); otherwise, the turn is consumed with the task of popping his limb back into place, and he cannot attack using that limb in the following turn. Fighting Hold Maneuver Type: Brawl Additional Advantage: Sustained Hold, Combination (multiple turns) Accuracy Rating: 40% Damage Type: Stun Damage Rating: 3/10 Restriction: None The fighter grabs the victim and then attacks him repeatedly until he falls unconscious. The maneuver is designed so that the fighter keeps at one limb - arm, leg, or head - free to attack the victim. While the fighter is holding the victim he cannot use any other attack ability until he lets go; the ability to keep hitting the victim is reflected in this maneuver's high Damage modifier. Grappling Defense Maneuver Type: Brawl Additional Advantage: none Accuracy Rating: N/A Damage Type: N/A Damage Rating: N/A Restriction: None Most styles that teach grab maneuvers also teach their students how to resist and escape from those same maneuvers. This maneuver allows the victim of a grab to better resist the damage from a grab, and improves the chances of escaping from a grab. A fighter employing Grappling Defense may add his Stamina to his Brawl (or Stamina to Dexterity if Brawl is not used) to determing his ability to soak damage from a grab maneuver (if any). Additionally, Grappling Defense makes it easier for a character to break free of Sustained Holds: it adds a +2 multiplier to his strength for that purpose. Improved Pin Maneuver Type: Brawl, Athletics, Pin Cost: 1 Willpower on the first turn only (forefeit the ability to defend if system is not used) Additional Advantage: None Accuracy Rating: 50% Damage Type: Stun Damage Rating: 2/10 (first turn)/ +1 (subsequent turns) Restriction: None A refinement of the Pin maneuver, the fighter may use an Improved Pin on any one target adjacent to her, regardless of whether the target is knocked down or Dazed, using the modifiers above. She may also move slowly while maintaining the hold. In all other ways, it acts exactly like a Pin. Joint Break Maneuver Type: Brawl, Joint Lock Cost: 1 Willpower (-10% accuracy handicap if Willpower system is not used) Additional Advantage: None Accuracy Rating: 60% Damage Type: Standard Damage Rating: 3/10 Restriction: None The fighter grabs one of his opponent's limbs (typically an arm) and bends it violently in a direction it was not meant to bend, breaking it at the joint. If the victim takes any damage from this mneuver, his limb is broken until it heals (either naturally, which can take months, or through magick or regeneration). This maneuver does Kill damage only (though, at the Storyteller's descretion, the victim may pass out from the pain). Joint Lock Maneuver Type: Brawl Additional Advantage: Sustained Hold Accuracy Rating: 60% Damage Type: Stun Damage Rating: 1/10 (first turn only) Restriction: None The fighter grabs one of his opponent's limbs and twists it in ways it was not meant to be twisted. This forces the opponent to his knees in excruciating pain. The victim is considered to be crouching while in a Joint Lock. The victim cannot use the locked limb while the hold is maintained, but if he spends a point of Willpower (20% handicap on damage soak capability if Willpower system is not used), he may use another limb to attack the fighter locking him, or any other target in reach. Knee Basher Maneuver Type: Brawl Additional Advantage: Sustained Hold, Knockdown (if defender is freed) Accuracy Rating: 40% Damage Type: Stun Damage Rating: 3/10 Restriction: None The fighter grabs the victim's head, pulls it down and smashes it repeatedly with her knee. As long as the fighter maintains her grip, she may knee the victim in the face every turn that the hold is maintained. Even when (if) the victim is lucky enough to escape, he is knocked down and is unable to attack in the turn after he frees himself. Neckbreaker Maneuver Type: Brawl, Joint Break Cost: 2 Willpower (forefeit the ability to defend, -10% accuracy handicap for this maneuver if Willpower system is not used) Additional Advantage: Sustained Hold, Combination (multiple turns) Accuracy Rating: 50% Damage Type: Standard Damage Rating: 4/10 Restriction: Experts only This lethal maneuver is taught onlt to the most advanced students. The fighter grabs his opponent's head and twists it in certain ways, breaking his opponent's neck. If the opponent suffers any damage from this maneuver, his neck is broken. Normally, this means death. The best that can be hoped for is paralysis from the neck down. When soaking damage from this maneuver, the victim may add his strength to his stamina. Pin Maneuver Type: Brawl Cost: 1 Willpower on the first turn only (-10% accuracy handicap if Willpower system is not used) Additional Advantage: Sustained Hold, Combination (multiple turns) Accuracy Rating: 50% Damage Type: Stun Damage Rating: 3/10 (first turn) / 1/10 (subsequent turns) Restriction: None A Pin may only be used on an opponent who has been knocked down or Dazed. If successful, the opponent is held in a painful, immobilizing hold until he manages to break free - a difficult task. The fighter may choose whether he wants to inflict damage with this maneuver on each turn after the first; in some cases it may be preferable to simply hold onto the opponent. |
![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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HollyYoshi
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Nov 30 2009, 07:54 AM Post #18 |
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I object to your claims
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Again, very nice work. I am impressed with this. |
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| Lord Talancir D'Landior | Jan 19 2010, 01:47 PM Post #19 |
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~ RP Knight ~
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Throws Throws are maneuvers in which the fighter propels his opponent to the ground, either gently or violently. Either way, the victim of a successful throw always suffers a Knockdown. In some ways, most throws are a 'subclass' of Grab Maneuvers, because they involve obtaining a hold on the opponent. The primary difference between them is that grabs do not normally involve knocking an opponent to the ground, and throws always do. Throw Maneuver Type: Brawl Additional Advantage: Knockdown Accuracy Rating: 50% Damage Type: Standard Damage Rating: 2/10 Requisite Moves: None Almost all fighting styles teach maneuvers in which the fighter grabs his opponent and throws him to the ground. Some throws involve fairly little contact between the two fighters, but they all require at least some contact. Typically, the hips, shoulders and/or arms are used to unbalance the opponent and leverage him to the ground. The opponent's momentum (from his attack or movement) is usually turned against him, making the throw even easier for the attacker. Masters can throw opponents many feet using this maneuver. If the move is successful, the fighter may choose which direction his opponent is thrown. An opponent can be thrown a number of meters equal to the fighter's Strength rating. Opponents who are moving with a lot of momentum (for example, running quickly) when they are thrown may travel up to an extra 2 meters. If there is something where the opponents land that is inherently harmful (such as a pool of lava or a bed of iron spikes), he will take damage from that as well. A fighter may throw an opponent into another opponent, causing them both to suffer damage. The damage to the first opponent is based on the Throw maneuver; the damage to the second opponent is based on the thrown characters Stamina or Strength rating, whichever is higher - big guys hurt you more than small guys when they land on you! Aerial Throw Maneuver Type: Brawl Additional Advantage: Knockdown, Aerial Maneuver, Abort Maneuver (Aerial Maneuver) Accuracy Rating: 40% Damage Type: Standard Damage Rating: 4/10 Requisite Moves: Jump, Throw To use the Aerial Throw, the fighter must interrupt an opponent executing an Aerial Maneuver. If the target suffers any damage, his Aerial Maneuver is interrupted and he suffers a Knockdown; the fighter and his victim end up in close proximity (the fighter is able to get to his feet quickly and suffers no penalties; his opponent suffers the usual Knockdown penalties). If he suffers no damage, the fighter may continue his attack. Back Roll Throw Maneuver Type: Brawl Additional Advantage: Knockdown Accuracy Rating: 50% Damage Type: Standard Damage Rating: 3/10 Requisite Moves: Jump, Throw The fighter grabs her opponent (often by the lapel of a jacket, a vest or some other article of clothing) and then rolls backward onto the ground, meanwhile planting a foot on the opponent's chest or stomach to help heft him up and flip him over! The opponent ends up somewhere behind the fighter. The fighter then rolls quickly to her feet. Choke Throw Maneuver Type: Brawl Additional Advantage: Aerial Maneuver, Knockdown, Abort Maneuver (Aerial Maneuver), Sustained Hold Accuracy Rating: 40% Damage Type: Standard Damage Rating: 2/10 (1/10 each consecutive turn) Requisite Moves: Jump, Throw A fighter using the Choke Throw can interrupt an opponent performing an Aerial Maneuver or attack a standing opponent. If the victim takes any damage, he suffers a Knockdown. This maneuver is a Sustained Hold, allowing the fighter to keep choking her opponent until he is knocked out or escapes. The victim cannot get to his feet until he breaks free from the hold. Flying Tackle Maneuver Type: Brawl/Athletics Additional Advantage: Aerial Maneuver, Knockdown Accuracy Rating: 50% Damage Type: Standard Damage Rating: 2/10 Requisite Moves: Jump This maneuver is an all-out dive toward an opponent; at the end of the dive, the fighter grabs onto her opponent and uses her weight to knock him to the ground. The fighter gains no special advantage when getting back onto her feet. |
![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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HollyYoshi
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Jan 19 2010, 03:06 PM Post #20 |
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I object to your claims
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Once again, very nice. Kudos for this tutorial. |
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| Lord Talancir D'Landior | Mar 2 2010, 01:09 PM Post #21 |
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~ RP Knight ~
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Martial Arts Maneuvers These quasi-mystic maneuvers are known primarily by the wise sages and veteran practitioners of the Eastern Martial Arts. Widely known but rarely seen, these maneuvers lend weight to the strangeness and mystery of the Eastern lands. They stand apart from brawl or dodge maneuvers, as they require the mastery of ch'i. Obviously, a certain amount of discretion should be advised to those wishing to use these maneuvers. No mere youngling or novice should be attempting these maneuvers, as many of these feats require many, many years of patient training and inner contemplation. These are also not for the hotheaded rogues. Dim Mak Maneuver Type: Brawl/Athletics/Martial Arts Additional Advantage: None Accuracy Rating: 25% Damage Type: Aggravated Damage Rating: 4/10, plus penalty to a physical stat attribute Requisite Moves: None Dim Mak is the ancient Chinese art of the death touch. Masters of Dim Mak possess secret knowledge of how ch'i (literally, 'breath') flows through the human body. Ch'i flow is said to vary, depending on the time of day, the season, one's state of health and other esoteric factors. A master of Dim Mak uses this knowledge to pinpoint the vulnerable locations on his opponent's body. By properly striking these locations, even with a mere finger thrust or touch, the master can disrupt the body's ch'i flow, causing the target to suffer intense pain and death. Legends say that the greatest masters can 'delay' Dim Mak damage, so that they touch a victim and he does not suffer any injury for minutes, hours, days or even months. Sometimes the master delays the damage based on how many steps the victim takes after being struck - he does not suffer damage until he has taken nine, 100, 1,000 or however many steps. Certain Dim Mak strikes can be used to paralyze the limbs, inflict the victim with various diseases or, as the legends say, kill with a single soft blow. The effects of Dim Mak can vary widely, and the Storyteller (or players) should feel free to alter what is described below for dramatic purposes. Whenever a Dim Mak strike is successful, damage is dealt normally, and the attacker also inflicts two other effects. First, he may delay the damage for any number of turns, and the damage will be applied to the target at the time specified. Second, the attacker can temporarily reduce one of the victim's Physical Attributes by one point per successful Dim Mak strike. The player who made the Dim Mak attack chooses which attribute is penalized. The Attributes cannot be lowered below one point by Dim Mak, however as the penalties increase, the affected player's ability to to defend himself, attack, and perform other abilities are reduced. The victim can regain these lost attribute points in two ways. the first is to spend one day and two Willpower points per lost point. If you are not using the Willpower system, an additional two days of rest per attribute point is needed. The second and better way is to locate a master of Ch'i Kung healing who can restore the lost points at no cost to the victim, by using a combination of 'laying on of hands' and acupuncture technique to correct the disruptions in the victim's ch'i. Ch'i Kung masters are rare. Anyone who knows Dim Mak by definition knows Ch'i Kung, however. The healer must take a measure of his Stamina rating and his own prowess in the martial art. This second method takes approximately one day per lost attribute point. Delayed Dim Mak damage may be healed by a Ch'i Kung master before the character actually suffers the damage; delayed damage may not be 'healed' by rest or the expenditure of Willpower - the character has to wait until he suffers the damage before he can heal it away. The quest to find a Ch'i Kung master to heal the character (especially if the character knows that the damage has been delayed!) can create an interesting story; maybe the master will require the character to undertake a quest of some sort as 'payment' for healing him. Kongjin Maneuver Type: Brawl/Athletics/Martial Arts Additional Advantage: Abort Maneuver (all) Accuracy Rating: 60% Damage Type: Standard Damage Rating: 2/10 Requisite Moves: None Kongjin, meaning 'empty force,' is the ch'i master's ability to strike from a distance, without even having to touch his opponent! It is also known as the 'well fist' or 'one finger' from mainstream training method used to learn it: the student stands before an iron bell (or similarly heavy object) suspended from a well or in a hallway, and thrusts at it with one finger from a distance until he is able to project his ch'i sufficiently to move said object. This maneuver may be used with any punch or kick maneuver, and cannot be blocked. San He Maneuver Type: Dodge/Athletics/Martial Arts Additional Advantage: Abort Maneuver Accuracy Rating: N/A Damage Type: None Damage Rating: 0/10 Requisite Moves: Dodge Some fighting styles teach practitioners the ability to 'root' themselves to the ground using their internal ch'i energy. The energy is spread out across the surface of the body and then 'anchored' to the ground, creating a rigid stance. The name for this maneuver, san he, comes from Kung Fu, but other styles use this discipline under different names. Whatever it is called, when the fighter assumes this stance, his body becomes like a single, solid piece of iron - unmovable and resistant to all attacks. This move allows a fighter to add together his Martial Arts, Dodge, and Stamina ratings, and combine them to his armor rating for the purposes of soaking damage. In addition, the fighter cannot be knocked down except by a grab or throw, and he cannot be knocked back. The San He stance roots the fighter to the ground, and no fighting maneuver can knock the character back. Against truly massive moving objects like cars, the player must take a measure of his Strength and Dodge ratings in order to stand his ground. The bigger the object, the greater the effort that must be exerted to keep from being moved. Obviously, truly impressive impacts (for instance, if the San he practitioner was standing on the tracks staring down the 3:15 train) are technically impossible to resist. |
![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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| Lord Talancir D'Landior | Mar 10 2010, 06:08 PM Post #22 |
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~ RP Knight ~
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Dodge Maneuvers Dodge maneuvers involve avoiding or stopping damage. They include Blocks, which are used to block or deflect an incoming attack, and Evasions, which a fighter uses to remove himself from harm's way. Blocks Blocks prevent a fighter from becoming damaged by allowing her to block, stop, or deflect an incoming attack. They improve a fighter's ability to soak damage. A character using a Block adds her Dodge (Evasion) rating to her Stamina rating when soaking damage. Deflecting Punch Maneuver Type: Block Additional Advantage: Abort Maneuver (vs Punch Maneuver), Combination (block and counterattack) Accuracy Rating: 50% Damage Type: Standard Damage Rating: 1/10 (counterattack) Requisite moves: Dodge, Punch Defense Several fighting styles, including Wing Chun Kung Fu and some varieties of Karate, have developed quick counterpunches that actually deflect an opponent's punch at the same time the fighter himself is attacking! When the fighter sees his opponent punching, he counters with his own punch, deflecting his opponent's punch with his arm as his own fist continues on to strike his opponent. The fighter must interrupt his opponent's Punch maneuver (the blocking part of this maneuver only works against punches). The opponent determines damage for his punch even though he was interrupted; the fighter may get the opportunity to soak the damage from the opponent, though this is dependent on the overall durability of the fighter. If the opponent uses an attack other than a punch, the fighter does not get any bonuses for blocking (although he can still land his counterpunch). Once the opponent has dealt damage, the fighter immediately gets to land his counterpunch unless he was Dazed, knocked back, or knocked down by his opponent's attack. Kick Defense Maneuver Type: Block Additional Advantage: Abort Maneuver (vs Kick Maneuver) Accuracy Rating: 70% (20% vs Punch maneuver) Damage Type: Standard Damage Rating: None Requisite moves: Dodge Kick Defense incorporates many movements and maneuvers that helps the fighter defend against an opponent's foot and knee attacks. It operates as a block; however, because the fighter's concentration is on her opponent's feet, she is more susceptible to punches. Maka Wara Maneuver Type: Block Additional Advantage: Abort Maneuver (vs Punch, Kick, and Aerial Maneuver) Accuracy Rating: 50% Damage Type: Standard Damage Rating: Proportionate to damage rating of opponent's attack Requisite moves: Dodge Both Japanese and Chinese martial arts systems incorporate training methods for turning a fighter's body surfaces and bones as hard as iron. Called maka wara in Japanese, this training involves the fighter striking his hands, forearms, legs and so on against progressively harder surfaces: padded wood, bare wood, brick, stone and finally metal. The repeated blows cause the fighter's body to harden over time until they become like rods of iron. This training is facilitated by a secret herbal formula called dit da jow in Chinese. The herbal remedy helps heal the bruises that form on the fighter's body, allowing him to train again the next day. No one likes to kick or punch a rod of iron, but that is essentially what one must do to overcome a Maka Wara master. The maneuver does not deal damage against weapons, and Grab or Throw maneuvers, because the opponent is not directly striking the fighter. Missile Deflection Maneuver Type: Block Additional Advantage: Abort Maneuver (vs Ranged) Accuracy Rating: +10% per level of dexterity rating, 1-10 scale Damage Type: N/A Damage Rating: N/A Requisite moves: Dodge, Weapon Block Fighters who have studied the intimate details of evasion and deflection are able to snatch arrows out of the air and catch thrown knives between clapped hands. Often the fighter will return the missile weapon to its sender in one fluid catch-and-throw motion. To use this maneuver, the defender readies himself to intercept any objects thrown or projected at him. If any missile attacks are directed at him, he has a chance to catch them and even return them toward their sender or throw them in any other direction. The defender takes a measure of his Dexterity rating to catch a missile successfully. In normal circumstances, bullets may not be thrown at or deflected to the attacker or any other target, unless the Storyteller allows it in a heroic, Crowning Moment of Awesome high drama. In order to deflect gunfire, the defender must be holding some piece or metal or other material capable of withstanding the bullets and bouncing them away. If the missile is reflected at the attacker or another person, the new victim suffers the same damage that the missile would have done to the defender who deflected it. Using the maneuver, the defender can attempt to reflect any number of missile targeted at him during the same turn. Yes, any number. Punch Defense Maneuver Type: Block Additional Advantage: Abort Maneuver (vs Punch Maneuver) Accuracy Rating: 70% (20% vs Kick Maneuver) Damage Type: N/A Damage Rating: N/A Requisite moves: Dodge Similar to Kick Defense, this maneuver incorporates a variety of ducking, bobbing and deflecting movements that defend a fighter against punches but leave him open to other types of attacks. Weapon Block Maneuver Type: Block Additional Advantage: Abort Maneuver (vs melee weapons) Accuracy Rating: 50% Damage Type: N/A Damage Rating: N/A Requisite moves: Dodge This maneuver allows the character to block weapon attacks without being hurt by the weapon. |
![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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| Lord Talancir D'Landior | Mar 12 2010, 01:35 PM Post #23 |
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~ RP Knight ~
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Evasion Maneuvers Evasion maneuvers involve sidestepping or avoiding an attack. Like Blocks, they improve a fighter's ability to soak damage. A character using an Evasion Maneuver takes a measure of his Dodge and Dexterity ratings to soak damage. Evasions can be used in tandem with weapons-based styles of fighting, to simulate the duelist's ability to dodge his opponent's attacks. Displacement Maneuver Type: Dodge Additional Advantage: Abort Maneuver Accuracy Rating: 40% (+5% per level of Dexterity higher than the opponent) Damage Type: N/A Damage Rating: N/A Requisite Moves: Evasion This maneuver consists of a quick sidestep (allowing the fighter to avoid his opponent's blow), followed by a rapid strike (if the opponent is still in range). This system is completely effective only if the fighter is quicker than his opponent, and is the first move made for the fighter's allowable actions on his turn. After interrupting, the move carries the fighter to the left or right of his opponent. Once the opponent's move is completed, the 'displaced' fighter may then move back in and counterattack. This move could be used to evade projectiles, however this is only possible if the fighter's Dexterity is higher than his opponent. Evasion Maneuver Type: Dodge/Athletics Additional Advantage: Abort Maneuver Accuracy Rating: 50% Damage Type: N/A Damage Rating: N/A Requisite Moves: Dodge In this common dodging technique, the fighter simply sidesteps away from the attack. |
![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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| Lord Talancir D'Landior | Mar 16 2010, 05:25 PM Post #24 |
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~ RP Knight ~
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Tooth and Claw Maneuvers Tooth and Claw Maneuvers are used by beings with claws, fangs, and similar natural weaponry. Typically, beings under one meter in height deal damage equal to their Strength rating; beings over one meter deal damage equal to their Strength rating +1; the maneuvers listed below add to that total. Damage from teeth are always half of the character's Strength rating. For both categories, the damage is always Standard (kill) damage. Note: Some practitioners of martial arts disciplines such as Shotokan "Tiger Style" Karate may learn the claw maneuvers as part of their fighting style. Bite Maneuver Type: Brawl Additional Advantage: None Accuracy Rating: 60% Damage Type: Standard Damage Rating: 1/10 Requisite Moves: None (character must possess fangs) Nothing special; the fighter savagely bites her victim. This is a basic maneuver available for characters possessing fangs. Claw Rake Maneuver Type: Brawl Additional Advantage: None Accuracy Rating: 40% Damage Type: Standard Damage Rating: -1/10 Requisite Moves: None (character must possess claws) A quick, simple claw attack - it is less damaging than most claw attacks, but much faster. It is essentially a jab. Claw Slash Maneuver Type: Brawl Additional Advantage: None Accuracy Rating: 60% Damage Type: Standard Damage Rating: 2/10 Requisite Moves: None (character must possess claws) A more powerful version of the Claw Rake, this basic attack maneuver is used by clawed beings who have specially practiced the use of claws in combat. Hamstring Maneuver Type: Brawl Additional Advantage: Crouching Maneuver Accuracy Rating: 40% Damage Type: Standard Damage Rating: 2/10 (-1 damage per level of armor quality) Requisite Moves: None (character must possess fangs) The fighter drops low to the ground, bites into the tendons of her opponent's leg and rips them out, crippling him. If the opponent takes any damage from this maneuver, one of his legs becomes useless. If bipedal, the opponent may move at one fourth of his normal movement rate (at best); if quadrupedal, he may move at one half of his normal movement rate (at best). Unless he has access to extraordinary healing methods (e.g. magick, regeneration), this move will cripple the leg for life. Note that the more armor is being worn over the site of the attack, the more damage will be soaked. Chainmail will generally negate this maneuver. Jaw Lock Maneuver Type: Brawl Additional Advantage: Sustained Hold Accuracy Rating: 50% Damage Type: Standard Damage Rating: See below Requisite Moves: None (character must possess fangs) The fighter locks his powerful jaws onto his opponent, not to harm but to immobilize. This attack may only be performed when the fighter can attack his opponent from above or behind, such that he can use his mass to best advantage. It does no actual damage, but if the fighter's damage rating exceeds his opponent's Strength rating, the opponent is forced to the ground and immobilized. As long as the fighter is holding his opponent down, both are considered to be crouching. Escaping takes a measure of Strength and Athletics. The Grappling Defense maneuver assists the opponent in getting free. If successful, the opponent breaks free; if only partially successful, the opponent gets free but gets dealt Kill damage equal to the fighter's strength rating. If he fails, he gets dealt damage without getting free. Leaping Rake Maneuver Type: Brawl / Athletics Additional Advantage: Aerial Maneuver Accuracy Rating: 60% Damage Type: Standard Damage Rating: 2/10 Requisite Moves: Jump (characters must possess claws) The fighter leaps past her opponent, raking him with her claws as she flies by. Note that this maneuver only works if the fighter has is close enough to leap past her opponent. If she can only leap as far as her opponent, she cannot use this maneuver. Neck Bite Maneuver Type: Brawl Additional Advantage: Sustained Hold Accuracy Rating: 60% Damage Type: Standard Damage Rating: 2/10 Requisite Moves: None (character must possess fangs) The fighter leaps onto her opponent, grabs hold of him and bites down hard on his neck. The fighter may continue to inflict damage on the target ( by biting or gnawing at him) each turn she maintains the hold. The damage is based on the attacker's fangs, not on her brawl rating. Pounce Maneuver Type: Athletics Additional Advantage: Aerial Maneuver, Knockdown Accuracy Rating: 60% Damage Type: Standard Damage Rating: 3/10 Requisite Moves: Jump The fighter drops into a crouch and then explodes into a mighty leap at his prey. The ferocity of the maneuver often takes opponents by surprise, though experienced warriors may be tipped off by the low growl coming from the fighter just before the jump. If any damage is scored from this maneuver, the opponent suffers a knockdown and the fighter ends up on top of his opponent at the end of the pounce. Ripping Bite Maneuver Type: Brawl Additional Advantage: None Accuracy Rating: 50% Damage Type: Standard Damage Rating: 2/10 Requisite Moves: None The fighter bites down savagely on a limb that she wishes to weaken, then tries to tear the muscles and ligaments from their connective tissue. |
![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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| Lord Talancir D'Landior | May 5 2010, 12:48 PM Post #25 |
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~ RP Knight ~
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Weapon Maneuvers Characters use weapons by utilizing their skill in Melee. A character's proficiency in melee (reflecting their knowledge and level of training) is usually combined with one of his other attributes, such as Dexterity, to demonstrate the effectiveness of a character's attack, parry and other combat maneuvers. The Damage Rating for each skill may seem low, but combined with the damage rating of the weapon, makes for a sizable hit. Most normal Hand-to-Hand combat maneuvers cannot be used with weapons, and need to use Weapon Maneuvers instead. The difficulty to dodge an attack from a hand-to-hand weapon depends on the type of weapon used, and varies according to the reach of the weapon. Weapon damage is always standard damage (even with blunt weapons). Note that not all Weapon Maneuvers can be performed with every weapon. In addition to the listed requisites for these maneuvers, a character must of course know the appropriate Weapon Technique. If "Any" is listed in the requisites, then any weapon can be used for the maneuver. Weapons and Unarmed Combat Using a weapon may preclude using some Combat maneuvers, as follows:
The following is a list of the most common types of Melee Maneuvers. There are some rather sophisticated maneuvers out there that are not covered completely under each Maneuver, but that will take research and comparison to find these out. Bash Maneuver Type: Melee Additional Advantage: Knockback (w/ shield) Accuracy Rating: 50% Damage Type: Standard Damage Rating: 1/10 (plus weapon rating) Requisites: Axes & Picks, Clubs, Fist-Loads, Staff, Shield A quick, powerful, smashing maneuver, usually performed 'sidearm' with an ax, club, staff or shield, and as a rapid punch with a fist-load. Dazing Blow Maneuver Type: Melee Additional Advantage: Knockout Accuracy Rating: 50% Damage Type: Standard Damage Rating: 0/10 (plus weapon rating) Requisites: Any (see below) As described above, weapons always do Kill damage. however, if a character knows how to use a weapon well, he can simply knock someone out with it - in other words, do only Stun Damage. With a blunt weapon, he hits less forcefully; with an edged weapon, he uses the 'flat' of the blade. This skill would need some careful discretion. For example, while it's possible to knock someone out by hitting them with the flat of pommel of a sword, hitting them with the flat of a switchblade knife is much less effective. Hitting them with the bottom of the knife's handle would be more appropriate. Disarm Maneuver Type: Melee Additional Advantage: None Accuracy Rating: 50% Damage Type: Standard Damage Rating: N/A Requisites: Blades, Blunt Weapons, Flexible Weapons, Staff The fighter skillfully strikes her opponent's weapon, hand or arm. The intent is not to cause damage, but to knock the weapon out of her opponent's grasp. Alternately, she may use an entangling weapon such as a chain to wrap around her foe's weapon and pull it away. The maneuver's success depends on a measure of the fighter's Strength and Melee attributes, against the target's Strength rating. Depending on how much more points the attacker has against his target if the maneuver connects, the weapon goes flying out of the target's hands one meter per point, in a direction specified by the attacker. If the attack is partially successful, the target does not lose his weapon. If the attack fails, she drops her own weapon; it will take her a turn to pick it up. Fleche Maneuver Type: Melee Additional Advantage: None Accuracy Rating: 60% Damage Type: Standard Damage Rating: 2/10 (plus weapon rating) Requisites: Axes & Picks, Blades, Blunt Weapons, Fist-Loads, Staff, Shield This Maneuver takes its name from Fencing (it is most often used with swords); it is also known as a charge. The fighter moves forward quickly, using the momentum of his attack to increase the damage he does. Great Blow Maneuver Type: Melee Additional Advantage: None Accuracy Rating: 40% Damage Type: Standard Damage Rating: 3/10 (plus weapon rating) Requisites: Any The fighter puts everything he has into the blow; exposing himself to injury in the hopes of doing worse damage to his opponent. Jab Maneuver Type: Melee Additional Advantage: None Accuracy Rating: 60% Damage Type: Standard Damage Rating: -1/10 (plus weapon rating) Requisites: Blades, Polearms, Staff this is a quick, light strike with a weapon, used more to test an opponent's skill and defenses than to injure him. Parry Maneuver Type: Melee Additional Advantage: Block, Combination (with Riposte) Accuracy Rating: 50% Damage Type: Standard Damage Rating: N/A Requisites: Any (except Fist-Loads) The fighter uses his weapon to block an opponent's weapon or hand-to-hand attack. It works exactly like the Block maneuver, except that it is performed with a weapon (thus Melee instead of Dodge is added to Stamina for the purposes of soaking damage). If a weapon is used to parry a hand-to-hand attack, the opponent does not take damage from the weapon. At the discretion of the Storyteller, certain weapons may not be used to perform this maneuver. In some cases, this is because of the difference in size between weapons - a knife cannot generally parry a two-handed sword or battle axe. In other cases, it is simply not possible to use the weapon to parry (this might be the case with garottes, for example). Riposte Maneuver Type: Melee Additional Advantage: Combination (Block) Accuracy Rating: 60% Damage Type: Standard Damage Rating: 0/10 (plus weapon rating) Requisites: Any except Fist-Loads A fighter may only use a riposte right after he has made a Parry - it is designed to take advantage of his opponent's temporary inability to react (the opponent has put his energy into his attack, and is overextended, so as not to be able to dodge the Riposte). Slash Maneuver Type: Melee Additional Advantage: None Accuracy Rating: 50% Damage Type: Standard Damage Rating: 2/10 (plus weapon rating) Requisites: Axes & Picks, Blades A powerful blow with an axe, sword, or similar weapon. Smash Maneuver Type: Melee Additional Advantage: None Accuracy Rating: 60% Damage Type: Standard Damage Rating: 2/10 (plus weapon rating) Requisites: Axes & Picks, Clubs, Fist-Loads, Staff A strong, powerful maneuver, usually performed by swinging downward with the weapon. Sweep Maneuver Type: Melee Additional Advantage: Knockdown Accuracy Rating: 60% Damage Type: Standard Damage Rating: 0/10 (plus weapon rating) Requisites: Staff, Polearm, Flexible Weapons The character uses his weapon to knock the legs out from under his opponent. With a staff or a polearm, the legs of the opponent is knocked sideways, and with flexible weapons, the opponent's legs are lanked out from under him. If flexible weapons are used, the weapon may become entangled, and will take a turn to free from the opponent's legs. In addition to any damage taken, the opponent suffers a Knockdown. Thrust Maneuver Type: Melee Additional Advantage: None Accuracy Rating: 60% Damage Type: Standard Damage Rating: 1/10 (plus weapon rating) Requisites: Blades, Staff This maneuver is a cross between a Jab and a Slash - it combines the former's speed with the latter's power. Edited by Talancir D'Landior, May 5 2010, 12:49 PM.
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![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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| Lord Talancir D'Landior | May 28 2010, 10:38 PM Post #26 |
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~ RP Knight ~
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Hit Locations In many situations, the area struck on an opponent's body is determined by the maneuver being used; a foot sweep or low kick is going to connect on the legs, a choke hold automatically targets the neck, disarm maneuvers strike the hands, and a joint lock/break maneuver only effects the limbs. However, there are a large variety of general-damage maneuvers whose effects can differ depending on what part of the body they target. In those situations, Storytellers (or honest roleplayers) may wish to keep the following system in mind. On average, most combat styles split up the body into quadrants, or even quintrets. Split vertically down the middle of the body from head to foot, and horizontally at the level of the belly button, the quadrants divide the body into sections that easily augment strategic maneuvers and attacks, and properly puts things into perspective. A final partition would be placed center mass on the body, extending from just above the heart, to the mid-hip area. Depending on the sophistication of the roleplayer, this can divide the body into fifths, or even eighths. Hitting different parts of the body could also modify the accuracy and the damage rating of the attack. This modification is optional, but adds another level of realism to combat. Location: Head/Neck
Weapons and Firearms The following is a list of Weapons Techniques. A character who possesses knowledge of a technique is expected to be conversant with the weapons that fall under the technique they belong to.
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![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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