COMBAT STANCES
AIR STANCE (Defense):
Characters in the Defense Stance add their Air Ring plus their Defense Skill Rank to their Armor TN. There are no restrictions on what kind of Actions a character in the Defense Stance may take, other than that all attack or spellcasting rolls for offensive spells suffer a -2k0 penalty.
EARTH STANCE (Full Defense):
The character can still attack and cast spells, but their attack and spellcasting rolls suffer a -2k1 penalty. The effort needed to perform an Action in Earth Stance is increased: what could be done as a Free Action now demands a Simple Action, Simple Actions become Complex Actions, and Complex Actions demands additional Complex Actions on the following round to be done. Conversely, the character’s ATN is raised by +10 and they add their Earth Ring to their Reduction value.
FIRE STANCE (Full Attack):
A character in the Full Attack Stance gains a bonus of +2k1 to attack rolls made that round, but his Armor TN is reduced by 10.
A character in the Full Attack Stance may take no Actions other than those used to make melee attacks, and may only use Move Actions to get closer to his enemies. This stance cannot be used to make ranged attacks or while mounted.
A character in the Full Attack Stance who takes a Move Action during his turn may move an additional 5 feet beyond the normal amount allowed for the Move Action.
VOID STANCE (Center):
A character in the Center Stance forfeits all Actions while in that Stance. On the round following his adoption of the Center Stance, the character gains a bonus of 1k1 plus his Void Ring on any one roll made during his Turn. The character also adds 10 to the total of his Initiative Score for that Round only.
WATER STANCE (Attack):
A character in the Attack Stance has no restrictions on the kind of Actions he may take.
COMBAT MANEUVERS
ASSIST (0 Raises, Simple Action)
You spend a Simple Action to offer an ally a plan of attack to use, an insight about the foe, or an encouraging word. The next action of the character you target receives a bonus equal to your Skill + Trait to their roll.
Which Trait is used is based on the skill, and which skill is used is based on the action the character takes. For example, attempting to encourage your ally would use the Oratory + Awareness, finding an opening in the opponent’s stance would use Investigation + Perception. The ally must be able to hear you to benefit from this maneuver. You cannot use this maneuver in the Fire Stance.
BIND (2+ Raises, Simple Action)
A Bind occurs when you use your weapon to control your opponent's weapon. The maneuver locks both of them together, rendering them unusable.
To use this maneuver, make an attack with 2 Raises against the opponent's Vigilance (Perception × 5 + Investigation × 3). If successful, neither weapon can be used, but you deal no damage with the attack.
To attempt to break this control, the opponent must make a contested Weapon Skill/Agility roll against the initiator as a Simple Action on their turn. The character adds +1k0 to this roll for every additional Raise made on the initial attack roll used to execute the maneuver. The opponent may also simply drop their weapon, thereby becoming automatically disarmed. You cannot use this maneuver in the Fire Stance.
BODY SLAM (1+ Raises, Simple Action)
You bull-rush the enemy, to reposition them to a more advantageous position to you. Make an Attack as a Simple Action with two Raises versus the target’s ATN, ignoring their armor bonus.
If the target is Small, this maneuver demands only one Raise. On the other hand, if the target is Huge, the character must call 3 or more Raises to attempt it, up to the GM’s discretion.
If successful, the attack inflicts only 1k1 wounds from the jarring impact of the strike, regardless of the weapon used or Strength of the character, but forces the target to be pushed back a distance equal to the character’s Strength times 1,5 m, plus 1,5 m for each additional Raise called on the Maneuver above the minimum necessary for its activation. If the opponent is pushed into any obstacles or dangerous terrain (i. e. wall, table, bonfire, pit, etc), then additional damage or conditions might occur (GM discretion).
CALLED SHOT (1+ Raises)
A specific limb can be targeted with 1 Raise, a hand or foot with 2 Raises, the head with 3 Raises, or an eye, ear, finger, or other similarly small part with 4 Raises. Hitting a specific body part can impose penalties on the target or even destroy that part if the damage exceeds the equivalent to the target's "Healthy" wound rank plus one additional wound rank.
Other effects are possible; aiming for a specific area might allow a character to bypass part of the target's Reduction from armor, for example.
You cannot use this maneuver in the Fire Stance.
DISARM (3 Raises)
This maneuver aims to directly attack the target's weapon. If successful, it deals only 1k1 damage, regardless of the weapon or the user's Strength.
To activate this maneuver, make an attack with 1 Raise, ignoring the target's Armor bonus. If you hit, you and your opponent make a contested Strength check. Add +1k0 to this check for each additional Raise made on your initial attack roll to execute the maneuver. If you win, the opponent drops the weapon in question.
Weapons with wooden components targeted by this maneuver using steel weapons may break, at the GM's discretion. Recovering a dropped weapon requires a Simple Action by the character who was Disarmed.
EXTRA ATTACK (5+ Raises, Free Action)
By calling for 5 raises on an attack, the character turns that attack into a Free Action. If you miss an attack while performing this maneuver, you cannot attempt it again during the same turn, and your initial attack consumes the action it would normally use.
FEINT (1+ Raises, Simple Action)
When attempting a Feint, make an Attack Roll with two raises as a Simple Action versus the target’s Vigilance (Perception × 5 + Investigation × 3). If successful, you cause no damage, but your next attack gets a Free Raise. Each additional Raise called on this maneuver causes your next attack to receive an additional Free Raise. You cannot use this maneuver in the Fire Stance.
GUARD (0 Raises, Simple Action)
During a skirmish, a character can choose to dedicate himself to protecting another character, making it harder for enemies to attack that person. Guarding is a Simple Action, and you may not take the Guard Action while in the Fire Stance. When you declare a Guard Action, you must designate one other person within 5 feet of you. Until your next Turn, any time that person is within the threat range of your weapon, their Armor TN is increased by 10 and your Armor TN is decreased by 5.
INCREASED DAMAGE (1+ Raises)
When making a successful attack while declaring this maneuver, you add +1k0 to your damage for each declared Raise. If you use this maneuver in the Fire Stance, for each three raises you declare, you gain the benefit of one extra raise.
KNOCKDOWN (3+ Raises)
The Knockdown Maneuver is a specialized attack intended to damage an opponent and knock them prone. To perform this maneuver, you must declare a number of Raises equals to 1 plus the number of legs the target has. If successful, the attack deals normal damage and forces a contested Strength vs Strength roll between the character and the target. If the character is successful, the target is knocked prone.
LIGHT ATTACK (0 Raises)
A Light Attack trades impact power for speed. You can perform a Light Attack as an action one step faster than normal (Complex > Simple > Free), but if you hit, you keep only one damage die, regardless of how many dice your weapon normally keeps.
If the attack would normally keep 1 die, reduce the rolled dice by -3k0. If the attack is reduced to less than 1k1, it deals only 1 point of damage. If the attack would provoke any contested rolls between you and the target, you get -1k1 to your roll.
This maneuver is incompatible with the Extra Attack maneuver or any maneuver that does not deal damage.
PARRY (2+ Raises)
By calling two raises on your attack, you increase your ATN against the target of this attack until the start of your next turn by 5. Every additional raise adds +5 to your ATN.
POMMEL STRIKE (2+ Raises, Simple Action)
A Pommel Strike is when a character smashes the hilt of his weapon into his target’s face or head to stun them. When attempting a Pommel Strike, make an Attack Roll with two Raises as a Simple Action, ignoring the target’s armor bonus to ATN if he’s not wearing a helmet. If successful, the target takes 1k1 Wounds and his base Armor TN is reduced by 5 until his next action. Each additional Raise called on this maneuver further reduces the target’s Armor TN by 5.
QUICK ATTACK (4 Raises, Simple Action)
A Quick Attack turns a Complex Action attack into a Simple Action. This maneuver costs one less Raise per Insight Rank above the first you have.
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