Offensive Maneuvers
|
Name |
Prof |
Mechanic |
MoS |
Cost
|
Bash |
Mass Wpn/Shield |
Select swing loc. Assigned CP vs. Wpn ATN. Can spend 1 CP prior to roll to add 1 to Dam. |
Damage. Range becomes agressor wpn range. |
0
|
Bind & Strike |
Mass Wpn/Shield |
Must have two wpns or wpn and shield. Assigned CP vs. Wpn ATN or Shield DTN. |
Opponent loses 1 CP per MoS in next exchange. |
0
|
Cut |
Mass Wpn/Shield |
Select swing loc. Assigned CP vs. Wpn Cut ATN. Can spend 1 CP prior to roll to add 1 to Dam. |
Damage. Range becomes agressor wpn range. |
0
|
Hook |
Mass Wpn/Shield |
Hook capable wpn. Assigned CP vs. Wpn ATN. |
Reduce tgt knockdown by 1 per MoS. Tgt makes Knockdown vs. 8. |
1
|
Simultaneous Block/Strike |
Mass Wpn/Shield |
Two wpns or wpn+shield. Both parties attacking. Assign CP to both block/parry and bash/cut/thrust. Each must be at least half as large as the other. Assigned CP vs. Wpn ATN for attack; assigned CP vs. wpn/shield DTN for defense. |
Damage for attack, reduce attack successes for defense. Range becomes agressor wpn range. If defense succeeds, may be agressor in next exchange. |
0
|
Thrust |
Mass Wpn/Shield |
Thrust capable wpn. Select thrust loc. Assigned CP vs. Wpn Thrust ATN. Can spend 1 CP prior to roll to add 1 to Dam. Agressor Ref+1 against non-thrust if init tie on simultaneous attack. |
Damage. Range becomes agressor wpn range. |
1
|
|
Defensive Manuevers
|
Name |
Prof |
Mechanic |
MoS |
Cost
|
Block Open and Strike |
Mass Wpn/Shield |
Wpn+Shield or two wpns. Prof 6. Assigned CP vs. Shield/Wpn DTN. |
Reduce attack successes. If successful, can be agressor in next exchange, and MoS added to attack roll. |
2
|
Block |
Mass Wpn/Shield |
Shield. Assigned CP vs. Shield DTN. |
Reduce attack successes. If successful, can be agressor in next exchange. |
0
|
Parry |
Mass Wpn/Shield |
Any wpn. Assigned CP vs. Wpn DTN. |
Reduce attack successes. If successful, can be agressor in next exchange. |
1
|
Full Evasion |
Any |
Assigned CP vs. 4. Cannot use if attack on immediately previous exchange. |
Reduce attack successes. Can be used against multiple attacks in one exchange. If successful, pause in combat, requiring new initiative. If fumble, DL+2. |
0
|
Partial Evasion |
Any |
Assigned CP vs. 7. Spend 2 CP if want to take initiative. |
Reduce attack successes. If spent 2 CP, can be agressor in next exchange. If fumble, DL+2. |
0/2
|
Duck and Weave |
Any |
Assigned CP vs. 9. |
Reduce attack successes. If successful, may be agressor next round and treat opponent as if botched. If fumble, DL+2. |
0
|
|