Hand-to-hand combat is resolved using compound actions like melee combat. The range between each character must be 0 or wrestling range. A character will have to perform specific maneuvers to move from range 0 to wrestling range and vice-versa. Characters at range 0 may choose from the list of “striking” maneuvers. Characters wrestling may choose from either striking maneuvers or wrestling maneuvers. There are no restrictions to the number of maneuvers a character can make while fighting barehanded. He is limited only by his skill.
Maneuvers
Each maneuver is listed with a difficulty number in parenthesis, the maximum damage of the attack, and the “edge” modifier, which, like the edge of a weapon, modifies the damage total of the attack.
Striking Maneuvers
Hand Attack (0): Max. Damage (1), Edge (-1). This is an attack using the hand or arms to do damage.
Leg Attack (-1): Max. Damage (1), Edge (-1). This is an attack using the foot or leg to do damage.
Head Butt (-2): Max. Damage (1), Edge (-1). This is an attack using one’s head to hit the head of the opponent. There is no additional modifier for attacks to the head with the head butt attack. The attacker will take half the damage that he deals to the opponent. At the GM’s discretion a head butt can be performed when a character’s arms or legs are bound or held.
Lunge (-2): Max. Damage (1) Edge (-3). A character must have the initiative to lunge. A lunge is a way to attack an opponent who would otherwise be out of range. A lunge allows the character to attack the opponent at range 1. A player sacrifices the initiative to his opponent at the end of a lunge.
Disarm (-5): Max. Damage (-) Edge (-). A character must have the initiative to disarm. Instead of attacking the opponent’s body, the character attacks the opponent’s weapon. If successful, the opponent’s weapon is thrown from his hand. This does not necessarily end combat. If the opponent has no cards left to play, the attack total must still be greater than 0.
Take Down (Variable): Max. Damage (-) Edge (-). This is an attack used to trip or throw one’s opponent to the ground. The attacker’s check is negatively modified by the defender’s finesse. For instance, a target with a finesse +2 would apply a –2 modifier to the attack, whereas finesse –1 would provide a +1 modifier.
Tackle (-3): Max. Damage (-) Edge (-). A character must have the initiative to tackle. This attack does not do any damage but brings the combatants into wrestling range. Initiative must be re-determined after performing this maneuver. This maneuver be performed at a range of 1 or in conjunction with a charge for an additional –2 modifier.
Block (+1/-1) Max. Damage (-) Edge (-). The character uses his hands and/or arms to deflect or block an attack. The maneuver has a +1 modifier if the defender has a higher might than the attacker. Otherwise, the maneuver is at –1.
Block Grab (-4/-6) Max. Damage (-) Edge (-). Resolve immediately. In addition to blocking an attack, the defender moves the fight into wrestling range. The defender gains the initiative. The maneuver has a –4 modifier if the defender has a higher strength than the attacker. Otherwise, the maneuver is at –6.
Dodge (0) Max. Damage (-) Edge (-). A dodge prevents damage by moving out of the way of an attack.
Dodge Seize the Initiative (-3) Max. Damage (-) Edge (0). Resolve immediately. If this dodge is successful then the dodging character immediately gains the initiative, and can play the remainder of his hand first.
Disengage (-4) Max. Damage (-) Edge (-). Resolve immediately. A character must have the initiative to disengage. If the disengage is successful combat ends immediately. Next round the characters are not in combat and can behave normally. The opponent can try to reengage the character by either charging or moving and engaging normally. A disengage can be prevented with a successful dodge or block.
Wrestling Maneuvers
Suffocate (-4) Max. Damage (-) Edge (-). A character must have the initiative to suffocate. A successful suffocate maneuver ends normal combat. Every five seconds the hold is held the target must make a vitality check or else pass out. Every turn the target may make a might check to break the hold. This check is opposed by the value of the original card played to perform the maneuver. A suffocate maneuver can be prevented with a counter or reversal.
Pin (-5) Max. Damage (-) Edge (-). A character must have the initiative to pin. A successful pin maneuver ends combat. The target may not move. Every turn the target may make a might check to break the hold. This check is modified by the value of the original card played to perform the maneuver. Note that a character does not have to specifically pin an opponent to the ground with this maneuver. Anytime an attacker attempts to constrain or hold the defender the pin maneuver is used. A pin can be prevented with a counter or reversal.
Bash (0) Max. Damage (1) Edge (-2). A character must have the initiative to bash. A bash is an attempt to hurt an opponent at wrestling range.
Counter (0) Max. Damage (-) Edge (-). Prevents an opponent’s maneuver from succeeding. Multiple counters can be performed in one register, but only once per any given attacker that register.
Reversal (-2) Max Damage (-) Edge (-). Resolve immediately. In addition to preventing an opponent’s maneuver from succeeding, the defender gains the initiative.
Escape (-4) Max. Damage (-) Edge (-). Resolve immediately. The character moves from wrestling range to close range (0).
Gouge (Special) Max. Damage (*) Edge (-). This covers any special, dirty tricks one character might try on another during wrestling combat. The difficulty modifier has a base of –2, less the target’s vitality and self-discipline skill value. For example, a gouge maneuver performed against a target with +2 vitality and self-discipline of 3 would have a modifier of –7. A gouge attack may do up to one point of damage, but may end combat or have other affects at the GM’s discretion.
Sunday, October 19, 2008
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