Examples Of Specialized Maneuvers

Dodge Maneuvers

Evasion
Dexterity + Dodge
Basic Maneuver: Dodge
Description: Evasion is an all-out attempt to avoid being hit
Limitations: Committed
Prerequisites: Dodge 5
Benefits: -3 Difficulty

Flanking Evasion
Dexterity + Dodge
Basic Maneuver: Dodge
Description: If you get 3 successes above the attack, you flank your opponent. If you get 5 successes above the attack, you are behind your opponent. Otherwise, it becomes a normal Dodge attempt.
Limitations: Committed
Prerequisites: Dodge 5
Benefits: -2 Difficulty, Threshold

Running Dodge
Basic Maneuver: Dodge
Description: You can run and dodge without splitting your dice pool. You can use your full Dexterity + Dodge dice pool to dodge and your full Dexterity + Athletics dice pool to run, but cannot do anything else.

Leaping Dodge
Dexterity + Dodge
Basic Maneuver: Dodge
Description: You move your Jump distance when you Dodge.

Martial Arts Maneuvers

Heavy Punch
Dexterity + Hard Martial Arts
Basic Maneuver: Punch
Limitations: Committed
Prerequisites: Hard Martial Arts 5
Benefits: +3 Damage

Hammer Blow
Dexterity + Hard Martial Arts
Basic Maneuver: Smashing Blow
Description: A two-handed overhand blow.
Limitations: Committed, Two-Handed
Prerequisites: Hard Martial Arts 5
Benefits: +4 Damage

Power Kick
Dexterity + Hard Martial Arts
Basic Maneuver: Kick
Difficulty: 7
Damage: Strength + 4
Limitations: Committed
Prerequisites: Hard Martial Arts 5
Benefits: +3 Damage (included)

Power Sweep
Dexterity + Hard Martial Arts
Basic Maneuver: Kick
Difficulty: 7
Damage: Strength + 2
Description: A successful attack results in a knockdown against your opponent.
Prerequisites: Hard Martial Arts 5
Benefits: Knockdown (1), +1 Damage (included)

Flying Kick
Dexterity + Hard Martial Arts
Basic Maneuver: Kick
Difficulty: 7
Damage: Strength + 3
Description: You leap at an opponent and kick him at the end of your leap. You can use your full Dexterity + Athletics dice pool to jump and your full Dexterity + Hard Martial Arts dice pool to kick, but cannot split either dice pool.
Limitations: Committed
Prerequisites: Hard Martial Arts 5
Benefits: Leap (1), +2 Damage (included)

Stunning Flying Kick
Dexterity + Hard Martial Arts
Basic Maneuver: Kick
Difficulty: 7
Damage: Strength + 1
Description: You leap at an opponent and kick him at the end of your leap. You can use your full Dexterity + Athletics dice pool to jump and your full Dexterity + Hard Martial Arts dice pool to kick, but cannot split either dice pool. If you deal at least 3 levels of damage, the target is stunned.
Limitations: Committed, Minimum Damage, No Defensive Actions
Prerequisites: Hard Martial Arts 5
Benefits: Leap (1), Stun (4)

Block Blade
Dexterity + Soft Martial Arts
Basic Maneuver: Block
Difficulty: 6
Description: You may attempt to block Melee weapons with your bare hands.
Prerequisite: Soft Martial Arts 5
Benefit: Block Blade (1), -1 Difficulty (included)

Spear Catching
Dexterity + Soft Martial Arts
Basic Maneuver: Block
Difficulty: 8
Effect: You may attempt to block thrown weapons or arrows. If you gain at least 3 successes beyond what is required, you may catch the item rather than merely block it.
Prerequisite: Block Blade
Benefits: Block Blade (1), Threshold (1)

Damage Block
Dexterity + Hard Martial Arts
Basic Maneuver: Punch
Description: If you get 3 successes above the attack, you deal damage in addition to Blocking. Otherwise, it becomes a normal Block attempt.
Prerequisites: Hard Martial Arts 5
Benefits: Threshold (1), -1 Difficulty

Unarmed Disarm
Dexterity + Soft Martial Arts
Basic Maneuver: Grapple
Description: On a successful attack, roll your Strength. The target rolls Strength. If you get more successes than your target, the target is disarmed.
Damage: None
Prerequisite: Soft Martial Arts 5
Benefits: Threshold (1), -1 Difficulty

Lightning Sweep
Dexterity + Soft Martial Arts
Basic Maneuver: Grapple
Description: A successful attack results in a knockdown against your opponent.
Damage: None
Prerequisites: Soft Martial Arts 5
Benefits: Knockdown (1), -1 Difficulty

Break Grapple
Dexterity + Soft Martial Arts
Basic Maneuver: Grapple
Description: You are practiced at escaping Grapples.
Limitations: Committed
Prerequisites: Soft Martial Arts 5
Benefits: -2 Difficulty; +2 dice

Melee Maneuvers

Cleave
Dexterity + Weapon
Basic Maneuver: Slash
Limitations: Committed, +2 Difficulty
Prerequisite: Weapon 5
Benefits: Decapitating (2), +2 Damage

Tendon Slice
Dexterity + Weapon
Basic Maneuver: Slash
Limitations: Committed
Prerequisite: Weapon 5
Benefit: Crippling (2), +1 Damage

Counter-Thrust
Dexterity + Weapon
Basic Maneuver: Parry
Description: If your parry exceeds your opponent's attack by at least 3 successes, you deal your weapon's damage modifier to your attacker. Cannot be used against Firearms or Thrown attacks.
Damage: Base Damage for Weapon (without Strength or other modifiers)
Prerequisite: Weapon 5
Benefits: Threshold (1), -1 Difficulty

Brutal Parry
Dexterity + Weapon
Basic Maneuver: Parry
Description: If your parry exceeds your opponent's attack by at least 3 successes, you deal your weapon's damage modifier to your attacker. Cannot be used against Firearms or Thrown attacks. If the target is reduced to at least Wounded, the attacking limb is rendered useless (hamstrung or broken) through Lethal damage; otherwise the limb is dislocated if you inflict damage.
Damage: Base Damage for Weapon (without Strength or other modifiers)
Prerequisite: Counter-Thrust
Limitations: -2 Dice
Benefits: Threshold (1), Cripple (2)

Entangle
Dexterity + Weapon
Basic Maneuver: Grapple
Damage: None
Description: The attacker must use a weapon such as a whip, net, rope, or cloak. If the attacker gains a successful Grapple, the target's weapon arm is grappled.
Prerequisite: Weapon 5
Benefits: Threshold (1), -1 Difficulty

Cape Parry
Dexterity + Weapon
Basic Maneuver: Parry
Damage: None
Description: You must use a cape, whip, net, rope, or similar weapon. If your parry exceeds your opponent's attack by a sufficient number of successes to grapple (using the rules for the Grapple Basic Maneuver), the target's weapon arm is grappled. Otherwise, it becomes a normal Parry attempt.
Prerequisite: Entangle
Benefits: Threshold (1), -1 Difficulty

Disarm
Dexterity + Weapon
Basic Maneuver: Slash or Thrust
Damage: None
Description: On a successful attack, roll your base weapon damage only. If using a weapon that does not inflict damage (such as a net, whip, rope, or cloak), roll your Strength. The target rolls Strength. If you get more successes than your target, the target is disarmed.
Damage: None
Prerequisite: Weapon 5
Benefits: Threshold (1), -1 Difficulty

Penetrating Blow
Dexterity + Weapon
Basic Maneuver: Thrust
Description: The target's soak is reduced by 4 levels. The attacker must be familiar with the target's anatomy.
Prerequisite: Weapon 5
Limitations: +2 Difficulty, -2 Dice
Benefit: Reduced Soak (4)

Critical Strike
Dexterity + Weapon
Basic Maneuver: Slash
Description: A slashing blow targeting a vital area.
Limitations: Committed, Two-Handed, Minimum Damage 3
Prerequisite: Weapon 5
Benefits: +3 Damage, -2 Difficulty

Destroy Brain
Dexterity + Weapon
Basic Maneuver: Thrust
Description: A precise thrust that destroys the brain. This may have limited or no effect on certain targets. Note that destruction of the brain cannot be cured by healing/regenerating health levels.
Limitations: Committed, Minimum Damage 3, +2 Difficulty
Prerequisite: Weapon 5
Benefits: Destroy Organ (5)

Destroy Heart
Dexterity + Weapon
Basic Maneuver: Thrust
Description: A precise thrust that destroys the heart. This may have limited or no effect on certain targets. Note that destruction of the heart cannot be cured by healing/regenerating health levels.
Limitations: Committed, Minimum Damage 3, +2 Difficulty
Prerequisite: Weapon 5
Benefits: Destroy Organ (5)

Firearms Maneuvers

Fast Draw
Wits + Weapon
Basic Maneuver: Ready Firearm
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). Success allows you to begin the turn as if your weapon were already in-hand and ready to fire (safety off, cocked, etc.). Does not require an action. Does not include reloading.
Prerequisite: Weapon 5

Rapid Reload
Wits + Weapon
Basic Maneuver: Ready Firearm
Difficulty: Varies with location of magazine. Readily accessible bandoleer: 6; exposed on your person: 8; concealed on your person: 10.
Description: Changing magazines of a weapon which is already in hand. Roll your full Wits + Weapon dice pool. If you get at least 3 successes, you begin the turn as if your weapon were already loaded. Does not require an action.
Limitations: Threshold
Prerequisite: Fast Draw
Benefits: Rapid Reload (3)

Counterfire
Basic Maneuver: Dodge
Description: If your weapon is already in hand and your Dodge exceeds your opponent's attack by at least 3 successes, you are able to snap off a single shot at the attacker with half your dice pool (or with your full dice pool if your Dodge exceeds your opponent's attack by at least 5 successes). If you hit, you deal your weapon's base damage only. Can be learned for a pistol or bow, but not for a rifle.
Damage: Base Damage for Weapon (without adding successes)
Prerequisite: Weapon 5
Benefits: Threshold (1), -1 Difficulty to your Dodge

Crack Shot
Dexterity + Weapon
Basic Maneuver: Shoot
Description: The attacker targets a vital area.
Limitations: Committed, Two-Handed, Minimum Damage 3
Prerequisite: Weapon 5
Benefits: +3 Damage, -2 Difficulty

Head Shot
Dexterity + Weapon
Basic Maneuver: Shoot
Description: The attacker targets the opponent's head.
Limitations: Committed, Minimum Damage 3, +2 Difficulty
Prerequisite: Weapon 5
Benefits: Head Shot (2), +3 Damage

Brain Shot
Dexterity + Weapon
Basic Maneuver: Shoot
Description: A precise shot that destroys the brain. This may have limited or no effect on certain targets. Note that destruction of the brain cannot be cured by healing/regenerating health levels.
Limitations: Committed, Minimum Damage 3, +2 Difficulty
Prerequisite: Weapon 5
Benefits: Destroy Organ (5)

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