Manobras
Essas são as manobras qu epodem ser usadas em combate. Cada uma tem um efeito e um modificador associado a ela. Esse modificador é aplicado na soma do seu atributo com a habilidade.
Exemplo: K'lote [Dex 3, Melee (bat'leth) 3] tenta disarmar um assaltante nausicaano. O mdificador para a manobra Disarm é -2. Isso quer dizer que K'lote rola 1d10 + 4 (Dex 3 + Melee 3 = 6 - 2 = 4).
Seria interessante vocês escolherem as mais usadas pelos seus personagens e listá-las na ficha com o valor apropriado (atributo + habilidade - modificador).
Aiming: Sometimes it pays to take careful aim—if the character misses the unarmored spot on the demon’s head, it’s mostly likely going to get a whole lot uglier for all that’s noble and good. Aiming delays the shot action until near the end of a Turn. The player adds Perception and the appropriate skill (Gun Fu for guns, Melee for archaic ranged weapons) to the roll, or just uses the Brains Score. The shot action (which occurs that same Turn) gets a bonus equal to the Success Levels of the Aiming roll.
Bow Shot: The Robin Hood maneuver. A character can fire a bow as fast as he can draw and shoot; multiple shots use the multiple actions penalties . A Bow Shot uses a Dexterity and Melee - 2 roll, or Combat Score - 2, and its base damage is (4 x Strength) points (Slash/stab type; to a base damage maximum of 20—Success Levels and modifiers can bring the total higher). Pistol range modifiers are applicable.
Brain Shot: Your basic unsightly “gray matter scrambling” move. This covers gunshots to the head, killing blows to the old cranium, and similar murderous acts. Simple punches to the face do not count—it’s fairly easy to punch people in the face and that type of attack is not forceful enough to get a damage bonus. Attacking the brain specifically uses the appropriate Combat Maneuver with a -4 penalty, or the Combat Score - 4. Bash damage is doubled for a Brain Shot, Slash/stab damage tripled, and Bullet damage quadrupled—nothing says “you’re history” like large scale brain trauma.
Break Neck: Before this maneuver may be attempted, the character must succeed at a Grapple . After that, the attacker rolls and adds Strength and Brawling, or just uses the Muscle Score. The defender rolls and adds Strength and Constitution. If the attacker’s roll is higher, the base damage is (4 x Strength) points (Bash type). If the total damage reduces the defender to -10 Life Points, he must pass a Survival Test with an added penalty equal to the Success Levels of the Break Neck attack (in addition to any normal Survival Test modifiers; this is due to the very sensitive nature of the neck area for us normal human types). If he fails, you get that telltale crunching sound with fatal results. If the defender is a vampire and the successful attack reduces it to -10 Life Points, he has to pass a Survival Test (but no special modifiers are applied; undead aren’t so sensitive—in any sense of the word). On a failure, his head is twisted off and he is dusted—gruesome but pretty impressive.
Catch Weapon: Don’t try it at home—it’s only for trained professionals. This maneuver uses a Dexterity and Brawling - 5 roll, or the Combat Score - 5. If the catcher’s roll is not greater or equal to the shooter’s (if an archaic weapon, we’re not talking bullets here) or thrower’s roll, the weapon attack does an additional +5 base damage (nothing like jumping into the flight path of an object built for harm). On the other hand, if the catcher’s roll works, everyone around goes “woah!” and maybe “hey, you ain’t human!” That’s bad.
Choke: Before this maneuver may be attempted, the character must succeed at a Grapple . After that, the attacker rolls and adds his Strength and Brawling, or just uses his Muscle Score. The defender rolls and adds his Strength and Constitution (or again uses the Muscle Score). If the attack result is higher, the base damage is (Strength - 1) points (Bash type). Furthermore, the defender cannot breathe (see Asphyxiation, p. [?]). He is at -2 to all actions—being choked to death can be quite distracting.
Decapitation: Your basic samurai killing slash—it needs a sword, axe, or similar large scale cutting implement. Decapitation uses a Dexterity and Melee - 5 roll, or the Combat Score - 5, but damage is multiplied by five (after Success Level bonuses are added and armor effects subtracted; damage type is not applied; weapon damage is listed on p. [?]). If the damage is enough to reduce the victim to -10 Life Points or less, a Survival Test is in order. If that fails, the head comes off, and the rating of the show goes up to TV-M. Flashy way to dust vampires .
Disarm: Great for those times when a character needs to borrow someone’s knife and its current owner isn’t in the mood to share, or only wants to let him have it pointy-end first. Disarm uses a Resisted Action with a Dexterity and Melee - 2, or Dexterity and Brawling - 3 roll, or the Combat Score - 2 against the target’s Parry action.
Dodge: This is where the hero ducks, somersaults or leaps out of the way of an attack. Dodging hand-to-hand attacks can be done once per Turn without penalty; dodging missile attacks (bullets, ninja stars, harpoons) suffers a -2 penalty on top of any other modifiers. Dodge adds Dexterity and the highest appropriate skill (Acrobatics, Melee, or Brawling) to the roll, or just uses the Combat Score.
Double Jump Kick: The hero jumps high in the air and kicks with both legs (either at the same time or in quick succession), nailing two enemies at once. This works like a Jump Kick with a -4 instead of a -3 penalty on the roll, but two opponents can be targeted at once. Each target defends normally against the attack. This move is reserved for those with Dexterity 4 or better. The clumsy need not apply.
Feint: The art of faking out the adversary and smacking him from an unexpected direction. A Feint counts as a Resisted Action. It uses an Intelligence and Brawling or Melee roll, or the Brains Score, and is resisted by the target’s roll adding Perception and either of those skills, or just the Brains Score. If the attacker wins, he can add the Success Levels of the Feint roll to her next attack action roll against the same opponent.
Grapple: Sometimes a character wants to grab someone and shake ‘em until his teeth rattle in their head. He has to grapple them first, though. Grabbing people is fairly easy; use a Dexterity and Brawling + 2 roll, or the Combat Score + 2. The victim resists with a Dodge action. Vampires and other goon types often try to grab their victims either to capture them or set them up for some necking action. The attacker has to decide what part of the body to grab: limbs, the whole body, or the neck. When Grappled, the target is at -2 to actions that involve the grappled limb, or -1 to all actions if grappled around the body. If both arms are grappled by two attackers, the victim is at -4 to most rolls, and cannot Dodge. A neck grapple doesn’t impair the target, but sets him up for either the Break Neck or Choke action. The victim can try to break free the next Turn with a Strength (doubled) roll, or the Muscle Score versus another Grapple action.
Groin Shot: Hitting below the belt may be frowned upon by the old-school pugilists, but they’ve been dead like forever, so who cares what they think? This attack employs another attack Combat Maneuver, with a -3 penalty to the roll or score. Damage is normal, but a male victim must gain at least one Success Level with a Willpower (doubled) roll (or the Brains Score) minus double the Success Levels of the attack. If not, he is knocked down and unable to do anything for the Turn. Females aren’t completely unscathed, either, but the Willpower roll (or Brains Score) suffers only a -1 penalty. Every Turn after the first, the character can make a new roll with a cumulative +1 bonus to recover. The groin shot can be used with several different maneuvers. Kicks are the most common, but depending on the relative positions of the characters, punches, weapon attacks (nobody wants a baseball bat impacting on his nads) and even a head butt (the mental picture ain’t pretty).
Gunshot: Your basic assault with a deadly weapon. Point towards enemy, pull the trigger. Use a Dexterity and Shooting roll, or the Combat Score. Base damage varies depending on the gun used, but all benefit from Bullet type damage. Range modifiers are applicable.
Head Butt: Sometimes, a character has to use the old noggin in ways not recommended by the Surgeon General. Head butts are very effective if the butt-or is a grappler or grapplee, or in other very close action, because the victim cannot really dodge out of the way. Even so, a Head Butt may be attempted against anyone who’s close enough. If the Head Butt misses though, the attacker hits with the wrong part of the head and he takes the damage instead of the defender. Head Butts use a Dexterity and Brawling - 2 roll, or the Combat Score - 2, and do (2 x Strength) base points of damage (Bash type).
Jump Kick: To impress friends and smite foes, few things beat a jump kick. It’s not easy to do, but when done right, it puts the kick back into “butt-kicking.” Jump Kicks require two rolls, but count as a single action. The first is a Dexterity and Acrobatics roll, or use the Combat Score, to get airborne; the second is a Dexterity and Brawling - 3 roll (or Combat Score - 3). The kick does 3 x (Strength + 1) base points of damage (Bash type), and gains an additional damage bonus equal to the Success Levels of the Dexterity and Acrobatics roll or Combat Score. Of course, if either of the rolls miss, the Jump Kick becomes a Jump Stumble (Cast Member fall down and go boom). A Jump Kick is the only attack action the character can attempt on that Turn (no multi-actions with this puppy).
Kick: The plain vanilla kick is a simple, yet effective way to put the hurt on someone. If a kick is parried, the target has a golden chance to try and Grapple the leg, though. The Kick uses a Dexterity and Brawling - 1 roll , or the Combat Score - 1, but football and soccer players can replace Brawling with Sports if they like. Ditto for ballet dancers (use Art instead of Sport) if they aren’t too busy acting all graceful to fight. The Kick’s base damage is 2 x (Strength + 1) points (Bash type).
Knockout: Sometimes a character wants to take somebody out without inflicting permanent damage. Any Bash attack (Punches, Kicks, sledgehammers, and so on) can be turned into a Knockout attack, using a Dexterity and Brawling - 2, or Dexterity and Melee - 2 roll, or the Combat Score - 2. The total damage of the attack is halved, but the victim has to make a Constitution (doubled) roll (or use the Muscle Score) with a penalty equal to the Success Levels of the Knockout roll, or she goes down for the count. Recovery from a knockout is in your fiendish hands; the victim may recover in a few turns, or wake up an hour later . . . possibly bound tighter than Doyle’s purse strings.
Melee Weapon: This covers swinging swords and axes, stabbing, and other close combat actions that involve sticking or smashing foreign objects into bad folks. It uses a Dexterity and Melee roll, or the Combat Score. Baseball or hockey players can substitute Sports to swing stick-like weapons (fencers and archery enthusiasts use Melee, though). Since weapons do different types and amounts of damage (see pp. [?]), each weapon should have its own listing in the Combat Maneuver List.
Parry: Your basic blocking move, used to deflect punches, kicks, and other close combat attacks. Weapons may only be Parried by weapons; Parrying a weapon with a hand-to-hand attack is just asking for injury. A hand-to-hand attack may be Parried by a weapon but you have to find a bonehead stupid enough to take a punch at an armed defender. A Parry uses a Dexterity and Brawling, or Dexterity and Melee roll, or the Combat Score. Thrown weapons can be parried at a -2 penalty. Arrows and crossbow bolts are parried at a -6 penalty. No character can parry bullets unless she arrived in L.A. on a transparent plane from some Amazon island.
Punch: Closed fist, traveling quickly towards the target. Uses a Dexterity and Brawling roll, or the Combat Score, and does 2 x Strength points of damage (Bash type). ‘Nuff said.
Slam-Tackle: The All-American football maneuver that can stop touchdowns or bring down fleeing demons. Tackles use Strength and Sports rolls, or Muscle Scores, and can be Dodged, but not Parried. On a successful hit, the target takes 2 x Strength base points of damage (Bash type) and, if he fails to resist with a Strength (not doubled) roll or the Muscle Score divided by two, he goes down hard. At the end of a successful Tackle, the attacker can Grapple the victim’s legs or torso without rolling. Tackling is the only attack that can be attempted on that Turn (no multi-actions here either, nice try).
Spin Kick: This is a spinning or roundhouse kick, harder to execute but delivering more damage. When a character really wants to leave a mark, he should use a Spin Kick. This move has the same potential problems as the regular Kick, described above. It uses a Dexterity and Brawling - 2 roll, or the Combat Score -2, and does 2 x (Strength + 2) points of base damage (Bash type).
Stake: Poking someone with a sharp pointy thing is going to hurt no matter who it is. Still, if it’s not a vamp, and it’s not in the heart, it’s no different than using a knife. Stake poking uses a Dexterity and Melee roll, or the Combat Score, and does 2 x Strength points of base damage (Slash/stab type).
Sweep Kick: Just the thing to slow down a charging demon, the Sweep Kick does little damage but sends foes to the ground by kicking their feet out from under them. This special kick uses a Dexterity and Brawling - 1 roll, or the Combat Score - 1. If it hits, the defender takes Strength points of base damage (Bash type). Further, he must resist with a Dexterity and Acrobatics roll, or the Combat Score to keep her feet. If not, he falls down.
Takedown: This includes judo throws, wrestling moves, trips, and similar methods of making an enemy kiss the ground. The Takedown uses a Strength and Brawling roll, or the Muscle Score. If the target fails to Parry or Dodge, he hits the mat and takes Strength points of Bash damage. Otherwise, the defender takes no damage and the Takedown fails.
Target Limb: Sometimes you want to break a leg, and not in a show biz good luck kind of way. Targeting a limb (arm, leg, or tentacle) uses the appropriate Combat Maneuver with a -2 penalty, or the Combat Score - 2. Damage over half the target’s maximum Life Points cripples or severs that limb; excess damage is lost. Combine that with Slash/stab weapons and you’ve got some serious problems. Playing with large, sharp things is really only for the pros . . . and those with lots of Drama Points.
Through the Heart: A classic, and for good reason—nothing says “boo” to a vampire better than piercing his cold heart with pointy wood. This attack has no effect on some creatures, but most things, including people, find it hard to survive with oak stuck in or near the old ticker. Attacking the heart uses the appropriate Combat Maneuver with a -3 penalty, or the Combat Score - 3. Damage to non-vamps is quadrupled (after applying the base damage, Success Levels, and armor; this multiplier replaces the damage type modifier). It’s even worse for vamps (times five damage), but you have to stick them just right . Through the Heart is used principally with Bows, Crossbows, Stakes, and Thrown Stakes but other implements can and will be used.
Throw Weapon: The art of taking a properly balanced weapon and throwing it at a target. The range of this attack is two yards plus two yards per Strength level. Throw weapon uses a Dexterity and Melee - 1 roll, or the Combat Score - 1, and the base damage varies by the weapon tossed .
Toss: Your basic “pick up victim, then hurl victim across the room just to prove how badass you are” move. The defender must be Grappled first and the attacker must have a minimum Strength 4. Then, the attacker uses a Strength (doubled) - 4 roll, or the Muscle Score - 4, and the defender resists using a Strength (not doubled) roll or the Muscle Score divided by two. If the attack succeeds, it does Strength points of base damage (Bash type). Also, the defender is tossed one yard for each Success Level in the roll, and is automatically knocked down. If the attack fails, the defender remains Grappled, but takes no damage and doesn’t go anywhere. Oh, and the attacker looks pretty silly.
Wall Smash: Grabbing someone and slamming him into a wall or other nearby surface is rarely confused for a friendly or familial gesture. Then again, characters generally only do that to non-friends and non-family, except in Angel and Conner’s case (and that relationship has never been one to model behavior on). The attacker must have sufficient Strength to lift his opponent without much effort . He must also succeed in a Grapple roll first. If so, he can swing the defender around and introduce him bodily to a nearby surface. That requires only a Strength and Acrobatics roll or the Muscle Score. The grabee defends with a similar roll or Score (assume he has defense actions available). Damage is 3 x Strength in Bash type.
Whirling Sword: This is a complex maneuver, swinging a sword or other balanced weapon (staff, fighting sticks, and so on) in a complex and non-self-debilitating pattern. Anybody who steps into range of the whirling sword is attacked. Even better, any close attack made against the character can be parried. The character uses a Dexterity and Melee - 4 roll, or his Combat Score -4 to attack and defend for the Turn. This is a great maneuver against multiple opponents, but has a couple of drawbacks. It’s the only action the character can attempt that Turn, and it does squat against ranged attacks (you might have heard of an archeologist who simply shoots whirling blades masters). The other problem is the maneuver cannot be used for long before the character gets tired. Every Turn after the first, the penalty for this maneuver is increased by another two.
Wrestling Hold: This is a half-nelson, full-nelson, or Twister finale, in which the character immobilizes the enemy, usually by grabbing him from behind and twisting one or both arms. This requires a successful Grapple . After that, the attacker must make a Strength and Brawling - 2 (or Muscle Score - 2) roll. The defender then resists with a Strength or Dexterity (whichever is better) and Brawling roll, or the best of his Combat or Muscle Scores. If the attacker wins, the defender suffers a -1 penalty to all actions for every Success Level in the Wrestling Hold attack until he breaks free or the attacker lets go. Otherwise, the defender remains Grappled.
This message was last edited by the GM at 00:27, Tue 11 Feb 2020.