Maneuvers

In general, when you make an attack or take an action, it is assumed your character is doing so in whatever manner is most effective under the circumstances. For example, when you swing a machete at an opponent, you can't specify that you're cutting off his right hand. When you shoot at him, you can't specify that you're shooting him in the head. Instead, your character judges what will work best in the tactical situation and acts accordingly.

There is, however, a way to cut off your opponent's hand, shoot him in the head, or knock him off his feet. This is done by using a Maneuver. Basic Maneuvers such as Grappling and Kicking have no cost and can be used by anyone, trained or untrained. Specialized Maneuvers (such as Disarm, Crack Shot, and Spear Catching) cost 2 XP each. This represents the fact that you must practice a particular move intensively before being able to use it effectively. Knocking down your opponent is not as easy as it seems; if you haven't practiced doing so, you're likely to be the one who ends up on the ground.

As with Secondary Abilities, there is not a list of all possible Maneuvers; there are an infinite number. It's possible to devise a Maneuver (or a sequence of Maneuvers) to cover whatever action you want to undertake. Examples are provided.

The listed Difficulty is the base Difficulty, and may vary with the situation.

When a Maneuver can be performed using either Brawl or Martial Arts, the listed Difficulty is for Brawl. As with any Secondary Ability used in combat, Martial Arts reduce the Difficulty by 1.

Note that it is possible to incorporate Powers into Maneuvers.

Basic Maneuvers

All characters use Basic Maneuvers, such as the Punch. Other Basic Maneuvers include Kick, Grapple, Body Slam, Block, and Dodge.

All Maneuvers are resolved as Basic Maneuvers, regardless of the character's skill level or the player's description of the move, unless the character has a Specialized Maneuver.

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.

Specialized Maneuvers

Some Specialized Maneuvers become Basic due to a Template or Power (such as a Claw Maneuver or Touch Attack). All others must be purchased. Each Specialized Maneuver costs 2 XP.

A Maneuver can include only a single action. If you want to take three actions in rapid sequence, you are actually combining three Maneuvers (by splitting your dice pool).

Non-fighters seldom learn offensive combat maneuvers, but most characters learn various defensive or non-combat Maneuvers, such as Evasion, Shield Use, and Speed Drinking.

Each Specialized Maneuver is based on a certain Basic Maneuver, and will enhance or alter that Basic Maneuver.

Limitations

A Specialized Maneuver grants a +1 modifier to the Basic Maneuver on which it's based. Each additional Limitation provides another +1. For example, the Heavy Punch adds +3 to damage: +1 because it is a Specialized Maneuver, +1 because it has a Prerequisite, and another +1 because of the Committed limitation. Evasion subtracts 3 from the Difficulty. Limitations always provide +1; it is not possible for a Limitation to provide a greater modifier.

Many Maneuvers have one or more prerequisites. Complex unarmed combat moves often require either Soft or Hard Martial Arts 5. A Maneuver to decapitate your opponent with a single blow of your greatsword might require Greatsword 5. Complicated Maneuvers such as Spear Catching may require you to learn simpler versions first. Simple moves may not have a prerequisite, but the best Maneuvers require mastery of the underlying skills.

Possible Limitations include the following.

  • Committed: The Maneuver may not be used in split dice pools.
  • Two-Handed: The Maneuver requires both hands.
  • Prerequisite: One or more Maneuvers must be learned before this one, or one or more skill must be at 5 before this Maneuver can be acquired, or both.
  • +2 Difficulty: Difficulty is increased by 2.
  • Inaccurate: -2 dice.
  • No Defensive Actions: No defensive actions may be taken the turn this Maneuver is used or the following turn.
  • Minimum Damage: A minimum amount of damage must be achieved before the effect is initiated.
  • Exhausting: You take a level of unsoakable Bashing Damage each time you use this Maneuver.
  • Follow Through: The Maneuver can only be used immediately after a designated Maneuver is used successfully.
  • Taxing: The Maneuver can only be used once every three turns.
  • Focus: You act at -3 initiative when using this Maneuver.

Benefits

Modifiers gained from Limitations may be used to reduce the Difficulty of the Maneuver or to increase the amount of damage inflicted. A single such positive modifier grants a bonus of at least 1 and no greater than 5. Thus, it is not possible to reduce the Difficulty by more than 5 or increase damage by more than 5.

Some Benefits must be accompanied by certain Limitations.

Possible Benefits include the following.

  • Threshold: A second effect is initiated if the character's successes exceed the opponent's by a certain amount, typically 3 or 5. Primarily defensive. The cost is 1.
  • Accurate: +2 dice. The cost is 1. This can only be taken once (i.e. only two dice can be added).
  • Knockdown: A successful attack knocks your opponent to the ground. The cost is 1.
  • Stun: The target is stunned. The cost is 4.
  • Cripple: One limb is rendered useless (hamstrung or broken) through Lethal damage. The target must be reduced to at least Wounded; otherwise, the limb is dislocated rather than crippled. The cost is 2.
  • Dislocate: One limb is dislocated through Bashing damage, and is temporarily immobilized. At least one level of damage must be inflicted. The cost is 2.
  • Break Joint: A single joint is broken. The cost is 3.
  • Lethal Damage: An attack that would normally inflict Bashing damage instead inflicts Lethal. The cost is 4.
  • Reduced Soak: The target's soak is reduced by a number of levels equal to the cost (reduced by 1 at a cost of 1, reduced by 2 at a cost of 2, etc.). The attacker must be familiar with the target's anatomy.
  • Destroy Organ: The attack automatically destroys one specified organ (brain, heart, lungs, etc.). This may have limited effect or no effect on certain targets. Note that destruction of an organ cannot be cured by healing/regenerating health levels. The cost is 5. Mandatory Limitations: Committed, Minimum Damage 3.
  • Decapitate: A Crippled result causes the head to be severed. The cost is 2 (assuming a large bladed weapon). Mandatory Limitations: Committed, +2 Difficulty.
  • Called Shot: Targets a specific area, but does not kill, disable, or disarm, only increases damage. The cost is 1 for an arm/leg, 2 for a hand/head/foot, 3 for heart/eye.
  • Leap: The character jumps with his full dice pool in addition to his primary action. The cost is 1.
  • Fast Draw: Success allows you to begin the round as if your weapon were already in-hand. Does not require an action. The cost is 1.
  • Environmental Adaptation: Penalty for an unfamiliar environment, such as fighting underwater or fighting blind, is reduced by 2. The cost is 2.

Examples of Specialized Maneuvers

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