Examples Of Basic Maneuvers

Punch
Dexterity + Brawl (or Hard Martial Arts)
Difficulty: 6
Damage: Strength

Kick
Dexterity + Brawl (or Hard Martial Arts)
Difficulty: 7
Damage: Strength + 1

Smashing Blow
Dexterity + Brawl (or Hard Martial Arts)
Difficulty: 6
Damage: Strength
Description: A one-handed overhand blow.

Body Slam
Dexterity + Brawl (or Hard Martial Arts)
Difficulty: 6
Damage: Strength
Description: The attacker picks up his opponent and throws him to the ground. In addition to taking damage, the target is knocked down.

Grapple
Dexterity + Brawl (or Soft Martial Arts)
Difficulty: 6
Damage: None
Description: You need more successes than the target's Strength. Fewer successes means you have grabbed the target, but they can pull away at their Initiative. (Multiple attackers pool their successes.) While Grappled, it is only possible to attempt to escape (by rolling Strength or Dexterity + Brawl at Difficulty 6 and scoring a number of successes equal to the attacker's Strength) or Grapple. Hand attacks, short Melee weapons, and pistols may be used while Grappled at +2 Difficulty. Unless you have a special Maneuver, most defensive actions are impossible for both grappling combatants. If you spend your action preventing the target from breaking loose, make an opposed Strength + Brawl or Soft Martial Arts roll and beat your opponent's successes to prevent him from breaking loose.

Garrote
Dexterity + Melee
Difficulty: 8
Damage: Strength + 2
Damage Type: Bashing (if cloth garrote) or Lethal (if wire garrote)
Description: A garrote is a Grapple attack. A successful Grapple indicates the target is trapped, in which case damage of Strength + 2 is inflicted each round (including the first). An action is not required to continue inflicting damage, though one hand is occupied. The attacker can use his action to make an additional attack, if desired.

Slash
Dexterity + Melee
Difficulty: By weapon
Damage: By weapon
Description: A slashing attack.

Thrust
Dexterity + Melee
Difficulty: By weapon
Damage: By weapon
Description: A thrusting attack.

Shoot
Dexterity + Firearms
Difficulty: 6
Damage: By weapon
Description: Shooting a firearm or missile weapon.

Dodge
Dexterity + Dodge
Difficulty 6
Damage: None
Description: Successes are subtracted from the assailant's attack roll. The difficulty is increased by 2 if attempting to dodge firearms. If the dodging character already has cover, difficulty is reduced by 2. If the dodging character already has at least half cover, the difficulty is reduced by 4.

Block
Dexterity + Brawl (or Soft Martial Arts)
Difficulty 6
Damage: None
Description: Successes are subtracted from the attacker's Brawl roll. Cannot be used against Melee or Firearms attacks.

Parry
Dexterity + Melee
Difficulty: By weapon
Damage: None
Description: Successes are subtracted from the attacker's Melee or Brawl roll. Cannot be used against Firearms or Thrown attacks.

Ready Melee Weapon
Wits + Melee
Difficulty: Normal for attacking with the weapon being drawn
Description: Drawing and readying a weapon which is readily accessible (e.g., in a sheath on your belt). A roll is required if taken as a multiple action, but not if a full turn is used. If the weapon is inaccessible, the Difficulty may be higher, or more than one turn may be required.

Ready Firearm
Wits + Firearms
Difficulty: Normal for attacking with the weapon being drawn
Description: Drawing and/or readying a weapon which is readily accessible (e.g., in a holster on your belt). A roll is required if taken as a multiple action, but not if a full turn is used. If the weapon is inaccessible, the Difficulty may be higher, or more than one turn may be required.

Stand Up
Dexterity + Athletics
Difficulty: 6
Description: If a full turn is used, no roll is required. If taken as a multiple action, it requires an Athletics check and gives -2 to initiative.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License