System:Combat Maneuvers

From DevilshireWiki

Jump to: navigation, search


Sure, you can punch and kick people. But there are so many other moves you can do!


Aiming

This delays your attack action until the end of the turn, but is a 'free' roll--it does not take up an action. Roll Perception + the appropriate combat skill. Add the success levels of the aiming roll to the actual attack roll. Note you can only aim on one action per round.

Brain Shot

The idea is to put your weapon or missile inside the other gal's head. Roll the appropriate combat maneuver (Dexterity/Getting Medieval or Gun Fu) with a –4 penalty. Damage Multiplier is x2 for Bash, x3 for Slicing, and x4 for Bullets.

Catch Weapon

Make a Dexterity/Kung Fu/–5 roll. If you get more successes than the shooter/thrower you catch the weapon. Otherwise it does an additional +5 base damage to you.

Decapitation

Take sword. Slice sword through neck. Cut off head. Roll Dexterity/Getting Medieval/–5. The damage multiplier becomes x5 if successful. If the target is reduced to –10 life points she must make a survival test. Failure means her head comes off.

Disarm

To take away someone's weapon, roll Dexterity/Kung Fu/–3 or Dexterity/Getting Medieval/–2 against the target's Dexterity + Getting Medieval. Success means you knock the weapon out of her hand. Three or more successes means you've taken the weapon from her.

Dodge

This is all about getting out of the way. Roll Dexterity/Acrobatics, Dexterity/Kung Fu, or Dexterity/Getting Medieval (whichever is appropriate). If dodging a distance attack take a –2 penalty to the roll. Bullets are dodged at a -6, unless there is cover available in which case they are dodged at a -4.

Double Jump Kick

You leap up in the air and do the splits, putting each foot into someone's face. This works like a regular jump kick but with a –4 penalty instead of a –3. Roll Dexterity/Acrobatics. If you fail this roll, the whole plan goes out the window and you lose the action you would've used for the kick. If you succeed, you then roll Dexterity/Acrobatics/-4. Base damage is 3 x (STR – 1). Add to that a bonus equal to the number of successes you got on your Dexterity/Acrobatics roll. You can also hit two targets at once as long as they are close together, but if you successfully Double Jump Kick you cannot perform any other actions during the round.

Feint

With a feint you fake an attack in order to trick the opponent into blocking or dodging something that isn't there. This leaves them open for the real attack. To make a feint roll Intelligence/Kung Fu or Getting Medieval vs. the target's Perception/Kung Fu or Getting Medieval. If you win, add your successes to your next attack roll against that target.

Grapple

Grab your opponent and hold on. To initiate a grapple roll Dexterity/Kung Fu/2 vs. your opponent's dodge. If you succeed decide if you're grabbing the limbs, body, or neck. When grappled the target is at a –2 to all actions involving the grappled limb or, if body grappled, a –1 to all actions (excepting Headbutt). A neck grapple allows for special maneuvers listed below. The victim can try to break free with a Strength (doubled) roll against the original grapple roll. This costs an action for them, but nothing for the grappler.

Break Neck

You must initiate a successful grapple before you can attempt this maneuver. To break a neck, roll Strength/Kung Fu vs. the defender's Strength/Constitution. If you succeed, base damage is (STR x 4) Bash. If this reduces the target to –10 life points she must make a Survival test with an added penalty of the success levels of your initial Strength/Kung Fu roll. The target dies if she fails. Vampires also make the Survival test but without the added penalty. Failure means the vampire's head is ripped off.

Choke

You must initiate a successful grapple before you can attempt this maneuver. To choke, roll Strength/Kung Fu vs. the defender's Strength/Constitution. If you succeed, base damage is (STR – 1) Bash. Also, your target is choking. She is at a –2 to all actions until she frees herself. If she is still choking after 12 turns she must make a consciousness test each round with a cumulative –1 penalty per round.

Head Butt

You must succeed with a grapple before you can attempt this maneuver or be grappled. Roll Dexterity/Kung Fu. If you succeed you do base (STR x2) damage. If you miss, however, you take the damage instead. Because this is such a close quarters move, a person who is grappled takes no negatives to this roll. Also note that it can't be done if your neck is being grappled.

Toss

Pick up your enemy and throw them away from you. You need a minimum of a 4 in Strength to perform this maneuver. To perform this maneuver you must first initiate a grapple. Then make a Strength (doubled) – 4 roll against the victim's Strength (not doubled) roll. Base damage is Strength, bash. The target is also thrown one yard per success on the Strength (doubled) roll and is knocked down.

Wall Smash

You grab your opponent and swing her, smashing her into a wall. Hence the name of the maneuver. To perform this maneuver first succeed in a grapple. Then roll your Strength/Acrobatics against the target's Strength/Acrobatics. If you win the target hits the wall and takes (Strength x 3) base damage, bash. If the wall has spikes she also takes damage from that.

Wrestling Hold

With this maneuver you grab your opponent from behind and immobilize one or both arms. First make a grapple maneuver and succeed. Then roll Strength/Kung Fu/–2. The defender resists with Strength or Dexterity/Kung Fu. If you win your target is at –1 per your wrestling hold roll's success levels for any action until she breaks free or is let go.

Groin Shot

Roll your appropriate combat maneuver (kicking, punching, baseball Batting…) with a –3 penalty. If you succeed the target takes normal damage and must make a Willpower (doubled) roll. Men make the roll with a penalty equal to twice the success levels of your attack. Women make it with a –1 penalty. If the target fails the Willpower (doubled) check he or she goes down whimpering. Each round after he can make another Willpower (doubled) check with a cumulative +1 bonus per round to get over it.

Jump Kick

Run, leap, impact. The jump kick looks wicked. You need two rolls for this: The first is a Dexterity/Acrobatics roll. If you fail at this roll you fail at the jump part of the jump kick and the whole mission gets scrubbed. Then roll Dexterity/Kung Fu/–3. Base damage is 3 x (STR – 1). Add to that a bonus equal to the number of successes you got on your Dexterity/Acrobatics roll. If you jump kick you can't perform any other attack actions during the round.

Kick

A regular old kick is Dexterity/Kung Fu/–1. Football and soccer players can roll Dexterity/Sports/–1 and ballet dancers can roll Dexterity/Art/–1. Base damage is 2 x (Strength + 1) Bash.

Knockout

Knockouts must be bash based attacks (punches, kicks, clubs, saps, etc.). Roll Dexterity/Kung Fu/–2 or Dexterity/Getting Medieval/–2. Damage is halved but the target has to succeed at a Constitution (doubled) roll with a penalty equal to the successes of your attack. If she fails, she's out cold.

Parry

Can be used in place of Dodge, this is using your weapon or body to block shots or knock them away instead of just moving aside. Make a Dexterity/Kung Fu or Dexterity/Getting Medieval roll. Thrown weapons can be parried at a –2 penalty. Arrows and crossbow bolts are parried at a –6 penalty. You can't parry bullets. Don't try. If you are using a sword or other weapon to parry an unprotected fist, the attacker will take the base damage from the weapon if the parry is successful.

Punch

Fist meet face. Roll Dexterity/Kung Fu. Base damage is Strength x 2.

Slam-Tackle

Bullrush 'em. Knock 'em down. Roll Strength/Sports. If your sport specialty isn't one that involves some sort of physical assault then make the roll at a -2. Football players get more practice at this than baseball players do. The target can dodge but not parry. Damage is Strength x2 bash. If your target doesn't make a Strength (not doubled) check she goes down hard. You can choose to grapple a successfully tackled target's legs or torso at the end of the attack. You can't perform any other attack in the same round you slam-tackle.

Spin Kick

A classic move. Pivot on one foot and kick while turning. Dexterity/Kung Fu/–2. Base damage is 2 x (Strength + 2) bash.

Sweep Kick

This one's about knocking the other guy down. Roll Dexterity/Kung Fu/–1. The base damage is Strength x2 bash. If you succeed, the defender must also resist with a Strength/Acrobatics check against your attack roll or fall down and be considered prone.

Takedown

Tackling knocks someone down. Sweep kicks throw people off balance. This maneuver is all about throws and wrestling flips and trips. Roll Strength/Kung Fu vs a normal dodge or parry. If the target loses she goes down to the mat, is considered prone and takes a Strength x2 base damage, bash.

Target Limb

Leg breakers break legs. Sometimes you want to go for the hurt instead of the kill. To target a limb for breakage, make the appropriate attack at a –2 penalty. If you do over half the target's life points in damage, the limb is crippled. Damage beyond the half-way mark is lost.

Through the Heart

Take stake A. Insert into heart B. This works well on humans and on vampires. Roll Dexterity/Getting Medieval/–3. Damage to non-vamps gets a x4 multiplier while against vampires the multiplier is x5. If the vamp is reduced to 0 life points or fewer she's dust. If not, apply the regular x2 damage modifier instead. You didn't hit the heart right.

Thrown Weapon

Throwing a weapon uses a Dexterity/Getting Medieval/–1 roll. Damage is determined by the weapon.

Wall Flip

Run up to the wall, then run up the wall, kick off, flip and land behind someone. Make a Dexterity/Kung Fu/–3 roll or a Dexterity/Acrobatics/-3 roll. If you succeed you get +3 to your defense rolls for the rest of the round. If you fall you suffer Strength x2 (your strength), bash damage and fall down like a moron. Which is hilarious.

Personal tools