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combat_systems [2014/02/28 07:23] storyteller [General Maneuvers] |
combat_systems [2014/02/28 07:34] storyteller [Close Combat Maneuvers] |
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<WRAP center round box 60%> | <WRAP center round box 60%> | ||
- | |**Target Size**|**Difficulty**|**Damage**| | + | |**Target Size**| **Difficulty** | **Damage** | |
|Medium //(limb, briefcase)//| +1 | No modifier | | |Medium //(limb, briefcase)//| +1 | No modifier | | ||
|Small //(hand, head, phone)//| +2 | +1 | | |Small //(hand, head, phone)//| +2 | +1 | | ||
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• **Bite:** A bite maneuver is a “combat” bite, intended to cause damage. Bite damage is lethal. To use a bite attack, the character must first perform a successful clinch, hold, or tackle maneuver (see below). On the turn following the successful attack, the player may declare the bite attempt and make a roll using the modifiers below. | • **Bite:** A bite maneuver is a “combat” bite, intended to cause damage. Bite damage is lethal. To use a bite attack, the character must first perform a successful clinch, hold, or tackle maneuver (see below). On the turn following the successful attack, the player may declare the bite attempt and make a roll using the modifiers below. | ||
- | Traits: [[physical_attributes|Dexterity]] + [[Brawl]] | + | |Traits: [[physical_attributes|Dexterity]] + [[Brawl]]|Difficulty: Normal|Accuracy: +1|Damage: [[physical_attributes|Strength]] +1| |
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- | Difficulty: Normal | + | |
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- | Accuracy: +1 | + | |
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- | Damage: [[physical_attributes|Strength]] +1 | + | |
• **Clinch:** On a successful attack roll, the attacker goes into a clinch with the target. In the first turn, the attacker may roll [[physical_attributes|Strength]] damage. In each subsequent turn, combatants act on their orders in the initiative. A combatant can inflict [[physical_attributes|Strength]] damage automatically or attempt to escape the clinch. No other actions are allowed until one combatant breaks free. To escape a clinch, make a resisted [[physical_attributes|Strength]] + [[Brawl]] roll against the opponent. If the escaping character has more successes, she breaks free; if not, the characters continue to grapple in the next turn. | • **Clinch:** On a successful attack roll, the attacker goes into a clinch with the target. In the first turn, the attacker may roll [[physical_attributes|Strength]] damage. In each subsequent turn, combatants act on their orders in the initiative. A combatant can inflict [[physical_attributes|Strength]] damage automatically or attempt to escape the clinch. No other actions are allowed until one combatant breaks free. To escape a clinch, make a resisted [[physical_attributes|Strength]] + [[Brawl]] roll against the opponent. If the escaping character has more successes, she breaks free; if not, the characters continue to grapple in the next turn. | ||
- | Traits: [[physical_attributes|Strength]] + [[Brawl]] | + | |Traits: [[physical_attributes|Strength]] + [[Brawl]]|Difficulty: Normal|Accuracy: Normal|Damage: [[physical_attributes|Strength]]| |
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- | Difficulty: Normal | + | |
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- | Accuracy: Normal | + | |
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- | Damage: [[physical_attributes|Strength]] | + | |
• **Disarm:** To strike an opponent’s weapon, the attacker must make an attack roll at +1 difficulty. If successful, the attacker rolls damage normally. If successes rolled exceed the opponent’s [[physical_attributes|Strength]] rating, the opponent takes no damage but is disarmed. A botch usually means the attacker drops her own weapon or is struck by her target’s weapon. | • **Disarm:** To strike an opponent’s weapon, the attacker must make an attack roll at +1 difficulty. If successful, the attacker rolls damage normally. If successes rolled exceed the opponent’s [[physical_attributes|Strength]] rating, the opponent takes no damage but is disarmed. A botch usually means the attacker drops her own weapon or is struck by her target’s weapon. | ||
- | Traits: [[physical_attributes|Dexterity]] + [[Melee]] | + | |Traits: [[physical_attributes|Dexterity]] + [[Melee]]|Difficulty: +1|Accuracy: Normal|Damage: Special| |
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- | Difficulty: +1 | + | |
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- | Accuracy: Normal | + | |
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- | Damage: Special | + | |
• **Hold:** This attack inflicts no damage, as the intent is to immobilize rather than injure the subject. On a successful roll, the attacker holds the target until the subject’s next action. At that time, both combatants roll resisted [[physical_attributes|Strength]] + [[Brawl]] actions; the subject remains immobilized (able to take no other action) until she rolls more successes than the attacker does. | • **Hold:** This attack inflicts no damage, as the intent is to immobilize rather than injure the subject. On a successful roll, the attacker holds the target until the subject’s next action. At that time, both combatants roll resisted [[physical_attributes|Strength]] + [[Brawl]] actions; the subject remains immobilized (able to take no other action) until she rolls more successes than the attacker does. | ||
- | Traits: [[physical_attributes|Strength]] + [[Brawl]] | + | |Traits: [[physical_attributes|Strength]] + [[Brawl]]|Difficulty: Normal|Accuracy: Normal|Damage: None| |
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- | Difficulty: Normal | + | |
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- | Accuracy: Normal | + | |
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- | Damage: None | + | |
• **Kick:** Kicks range from simple front kicks to aerial spins. The base attack is at +1 difficulty and inflicts the attacker’s [[physical_attributes|Strength]] +1 in damage. These ratings may be modified further at the Storyteller’s discretion, increasing in damage and/or difficulty as the maneuver increases in complexity. | • **Kick:** Kicks range from simple front kicks to aerial spins. The base attack is at +1 difficulty and inflicts the attacker’s [[physical_attributes|Strength]] +1 in damage. These ratings may be modified further at the Storyteller’s discretion, increasing in damage and/or difficulty as the maneuver increases in complexity. | ||
- | Ability: [[physical_attributes|Dexterity]] + [[Brawl]] | + | |Ability: [[physical_attributes|Dexterity]] + [[Brawl]]|Difficulty: +1|Accuracy: Normal|Damage: [[physical_attributes|Strength]] +1| |
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- | Difficulty: +1 | + | |
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- | Accuracy: Normal | + | |
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- | Damage: Strength +1 | + | |
• **Multiple Opponents:** A character who battles multiple opponents in close combat suffers attack and defense difficulties of +1, cumulative, for each opponent after the first (to a maximum of +4). | • **Multiple Opponents:** A character who battles multiple opponents in close combat suffers attack and defense difficulties of +1, cumulative, for each opponent after the first (to a maximum of +4). | ||
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• **Strike:** The attacker lashes out with a fist. The base attack is a standard action and inflicts the character’s [[physical_attributes|Strength]] in damage. The Storyteller may adjust the difficulty and/or damage depending on the type of punch: hook, jab, haymaker, karate strike. | • **Strike:** The attacker lashes out with a fist. The base attack is a standard action and inflicts the character’s [[physical_attributes|Strength]] in damage. The Storyteller may adjust the difficulty and/or damage depending on the type of punch: hook, jab, haymaker, karate strike. | ||
- | Traits: [[physical_attributes|Dexterity]] + [[Brawl]] | + | |Traits: [[physical_attributes|Dexterity]] + [[Brawl]]|Difficulty: Normal|Accuracy: Normal|Damage: [[physical_attributes|Strength]]| |
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- | Difficulty: Normal | + | |
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- | Accuracy: Normal | + | |
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- | Damage: [[physical_attributes|Strength]] | + | |
• **Sweep:** The attacker uses her own legs to knock the legs out from under her opponent. The target takes [[physical_attributes|Strength]] damage and must roll [[physical_attributes|Dexterity]] + [[Athletics]] (difficulty 8) or suffer a knockdown (see “Maneuver Complications,”). | • **Sweep:** The attacker uses her own legs to knock the legs out from under her opponent. The target takes [[physical_attributes|Strength]] damage and must roll [[physical_attributes|Dexterity]] + [[Athletics]] (difficulty 8) or suffer a knockdown (see “Maneuver Complications,”). | ||
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The attacker can also use a staff, chain, or similar implement to perform a sweep. The effect is the same, although the target takes damage per the weapon type. | The attacker can also use a staff, chain, or similar implement to perform a sweep. The effect is the same, although the target takes damage per the weapon type. | ||
- | Traits: [[physical_attributes|Dexterity]] + [[Brawl]]/[[Melee]] | + | |Traits: [[physical_attributes|Dexterity]] + [[Brawl]]/[[Melee]] |Difficulty: +1|Accuracy: Normal|Damage: [[physical_attributes|Strength]]; knockdown| |
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- | Difficulty: +1 | + | |
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- | Accuracy: Normal | + | |
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- | Damage: [[physical_attributes|Strength]]; knockdown | + | |
• **Tackle:** The attacker rushes her opponent, tackling him to the ground. The attack roll is at +1 difficulty, and the maneuver inflicts [[physical_attributes|Strength]] +1 damage. Additionally, both combatants must roll [[physical_attributes|Dexterity]] + [[Athletics]] (difficulty 7) or suffer a knockdown (see “Maneuver Complications”). Even if the target’s [[Athletics]] roll succeeds, he is unbalanced, suffering +1 difficulty to his actions for the next turn. | • **Tackle:** The attacker rushes her opponent, tackling him to the ground. The attack roll is at +1 difficulty, and the maneuver inflicts [[physical_attributes|Strength]] +1 damage. Additionally, both combatants must roll [[physical_attributes|Dexterity]] + [[Athletics]] (difficulty 7) or suffer a knockdown (see “Maneuver Complications”). Even if the target’s [[Athletics]] roll succeeds, he is unbalanced, suffering +1 difficulty to his actions for the next turn. | ||
- | Traits: [[physical_attributes|Strength]] + [[Brawl]] | + | |Traits: [[physical_attributes|Strength]] + [[Brawl]]|Difficulty: +1|Accuracy: Normal|Damage: [[physical_attributes|Strength]] +1| |
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- | Difficulty: +1 | + | |
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- | Accuracy: Normal | + | |
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- | Damage: [[physical_attributes|Strength]] +1 | + | |
• **Weapon Length:** It is difficult to get in range with a punch or knife if someone else is wielding a sword or staff. A character being fended off with a longer weapon must close in one yard/meter before striking, losing a die from her attack roll in the process. | • **Weapon Length:** It is difficult to get in range with a punch or knife if someone else is wielding a sword or staff. A character being fended off with a longer weapon must close in one yard/meter before striking, losing a die from her attack roll in the process. | ||
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• **Weapon Strike:** A slashing blow, thrust, or jab, depending on the weapon used. See the [[Melee Weapons Chart]] for particulars. | • **Weapon Strike:** A slashing blow, thrust, or jab, depending on the weapon used. See the [[Melee Weapons Chart]] for particulars. | ||
- | Traits: [[physical_attributes|Dexterity]] + [[Melee]] | + | |Traits: [[physical_attributes|Dexterity]] + [[Melee]]|Difficulty: Normal|Accuracy: Normal|Damage: Weapon type| |
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- | Difficulty: Normal | + | |
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- | Accuracy: Normal | + | |
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- | Damage: Weapon type | + | |
==== Ranged Combat Maneuvers ==== | ==== Ranged Combat Maneuvers ==== |