Combat Maneuvers

Aiming

Taking your time to hit a target. Aiming delays the shot until the end of the Turn. The player rolls Perception + Getting Medieval or Gun Fu, and the amount of Success Levels is then applied to the actual attack roll, which is then processed at the end of the Turn.

Bite

Chompin' on your foes. Dexterity + Kung Fu, if the attacker has fangs, base damage is Strength X 2, type is slash/stab. Vampire bite works a little differently. The attacking vampire must first succeed in a Grapple and then roll Dexterity + Kung Fu + 2. Base damage is Strength X 3 (SLs and armor modify, but damage type does not) every Turn that the vampire sucks blood from its victim. Defender may break free of the Grapple like normal, but at a -2 penalty.

Characters with regular human(ish) teeth do base damage of half their strength (rounded down). If, after adding in the roll's SLs, they do MORE damage than their full Strength level, they've broken skin and the attack does slash/stab damage. Otherwise, there is no damage modifier.

Bow Shot

A character can fire a bow as fast as they can draw and shoot; multiple shots will result in penalties for taking multiple actions. Dexterity + Getting Medieval with a modifier of -2. Base damage is Strength x 4 to a maximum of 20. Damage type is Slash/Stab. Modifiers due to range can be applicable.

Brain Shot

Boot to the head, shot between the eyes, etc. Use the appropriate maneuver with a -4 modifier. Bash damage is doubled, Stab/Slash damage is tripled, and Bullet damage is quadrupled.

Break Neck

Before this maneuver may be attempted, the character must succeed at a Grapple. After that, the attacker rolls and adds Strength + Kung Fu, the defender rolls Strength + Constitution. If the attacker's roll is higher, the base damage is Strength x 4. If the total damage reduces the defender to -10 Life Points, they must pass a Survival test at a penalty equal to the success levels of the attacker's roll, and if they fail, they die. If the defender is a vampire, and are reduced to -20 Life Points, they must pass a Survival test with the same applicable penalties as above, or their neck is snapped off and they are dusted.

Catch Weapon

Snatch weapons out of mid-air! Dexterity + Kung Fu with a modifier of -5. If the person catching the weapon does not roll equal or greater to the attacker's throw roll, the weapon does an additional +5 base damage. If the catcher succeeds, then they now have a weapon immediately on err, hand.

Choke

Before this maneuver may be attempted, the character must first succeed in a Grapple. The attacker rolls Strength + Kung Fu, the defender rolls Strength + Constitution. If the attacker succeeds, the base damage is Strength -1, Bashing damage. Further, the defender cannot breathe, and is at -2 to all actions. Obviously, if the defender is a vampire and doesn't need to breathe, the penalty does not apply.

Claw

Whether you've got really sharp nails or honest to goodness talons, this move is how you slice 'em to shreds. Fairly straight forward, attacker rolls Dexterity + Kung Fu, base damage is Strength x 2, damage type slash/stab. The defender can roll a dodge or parry. The attacker must have Natural Claw Weapon as a Quality or a part of their Supernatural Form.

Crossbow Shot

Easier to use than regular bows, but take longer to reload. It takes an entire Turn to reload a crossbow after shooting. Crossbow Shots use Dexterity + Getting Medieval, and do a base damage of 16 points. Damage type is Slash/Stab. Modifiers due to range may be applicable.

Decapitation

Decapitation uses Dexterity + Getting Medieval, with a modifier of -5. If successful, damage is x5 AFTER success levels are added and any armor or defensive qualities are applied. If the damage exceeds the amount of the defender's Life Points, their head comes off.

Disarm

Taking someone's weapon away. Disarm uses a Resisted Action with a Dexterity + Getting Medieval or Kung Fu, with a modifier of -2 against the target's Parry action.

Dodge

The art of getting the hell out of the way. Dodging Kung Fu attacks can be done once per turn without penalty, dodging missile attacks suffers a -2 penalty. Use Dexterity + the highest appropriate of any of the following skills: Acrobatics, Getting Medieval, or Kung Fu. Getting Medieval may only be used if the user is wielding a weapon, and/or with the scene runners approval.

NOTE: The +roll Dodge command rolls Dex + the highest of Kung Fu or Acrobatics, it does not consider Getting Medieval. That will have to be +rolled manually.

Double Jump Kick

Nail two enemies at once! This works like a Jump Kick, but with a -4 instead of a -3 penalty. Opponents may defend as normal. You must have a minimum Dexterity of 4 to use this maneuver.

Dragon Breath

This rather dangerous maneuver involves taking a mouthful of alcohol and then spitting it out through a flame. The result is a short-range, orally-projected flame thrower. As long as the flame source is at hand, it takes one action to swig some booze and then spit it out. The attacker rolls Constitution + Getting Medieval with a modifier of -2. The defender can Dodge normally. Base damage is 3 pts initially, and an additional 3 pts each subsequent round until the fire is put out. A failed roll could result in the flames back drafting and hitting the fire-spitter instead of the target. This maneuver has a range of about two to three feet.

Fast-Draw

Getting your gun out first is often crucial to fire fight. Each character drawing a weapon makes a Dexterity + Gun Fu roll, with a modifier of -3. The person with the most successes gets to shoot first. If someone already has their gun in hand, they may add +6 to the roll instead of a -3. Fast Reaction Time will also add an addition +3 modifier. Fast-Draw may also be purchased as a Wild Card skill; characters may use it instead of Gun Fu without any penalty if so.

Feint

If you want to fake-out your opponent and use it as an opportunity to strike offensively, you perform a feint. Feinting counts as a Resisted Action. The person feinting rolls Intelligence + Kung Fu or Getting Medieval, while their opponent may roll Perception + Kung Fu or Getting Medieval. If the attacker wins, they may add their total Success Levels from the Feint roll to their next attack roll.

Grapple

Grabbing people is fairly easy; Dexterity + Kung Fu, with a modifier of +2. Defenders may use the Dodge maneuver to resist. The attacker must decide what part of their opponent's body they wish to have grabbed: limbs, the whole body, or the neck. When Grappled, the defender is at -2 to all actions involving the grappled limb, or at -1 to all actions if grappled around their body. A neck Grapple doesn't impair the target, but does set them up for a Break Neck or Choke maneuver. The defender can try to break free with a Strength + Strength roll versus another Grapple maneuver roll. Meeting or exceeding the Grapple maneuver roll will break the defender free.

Groin Shot

Hitting below the belt…dirty, but effective. Simply apply a - 3 modifier to any other maneuver. Damage is normal, but a male victim must make a Willpower + Willpower with a modifier equal to minus the total of the attacker's Success Levels x2. He only needs one success, but if he fails, he is knocked down and incapable of doing anything for the Turn. Females must also make a Willpower + Willpower roll, but with a modifier of only a -1. Every turn after the first, the victim may make another Willpower + Willpower roll with a cumulative +1 modifier to recover.

Gunshot

Dexterity + Gun Fu, base damage depends on the type of gun. Damage type is Bullet. Modifiers due to range can be applicable.

Head Butt

A good, old fashioned smack to the noggin. The two opponents must either be in a Grapple, or be very close. Either way, it's really not possible to avoid it. Head Butts use Dexterity + Kung Fu (or other applicable skill) at a modifier of -2, with a base damage of Strength x 2. Damage type is Bash.

Jump Kick

This maneuver requires two rolls, but counts as a single action. First roll Dexterity + Acrobatics to get airborne, then Dexterity + Kung Fu with a modifier of -3. Base damage is Strength +1 x 3, with an additional bonus equal to the number of Success Levels from the earlier Dexterity + Acrobatics roll. Damage type is Bash. If either roll misses, the attack becomes a "Jump Stumble", and the attacker falls down, losing much in the way of coolness factor. A Jump Kick can only be attempted on the attacker's turn, and not as an additional action.

Kick

Dexterity + Kung Fu with a modifier of -1. In some cases, Sports or Art (Dance) may be substituted for Kung Fu. Base damage is Strength + 1 x 2, damage type is Bash.

Knockout

Sometimes characters will want to take someone out without causing permanent damage. Any Bash attack can be turned into a Knockout attack with a success Dexterity + Kung Fu or Getting Medieval, with a modifier of -2. The total damage of the attack is halved, but the victim can make a Constitution + Constitution roll with a penalty equal to the Success Levels of the Knockout roll, or they go down for the count. Recovery time from a Knockout is at staff discretion.

Melee Weapon

Dexterity + Getting Medieval. Different types of weapons have different types of damage, please check each specific weapon for more info.

Parry

Blocking and deflecting attacks. Dexterity + Kung Fu or Getting Medieval. Parrying thrown weapons requires an additional -2 modifier. Arrows and crossbow bolts can be parried with a modifier of -6. No character can parry bullets unless their name is Wonder Woman. Success Levels must be equal to or greater than the total of the attack roll.

Punch

Always a classic. Dexterity + Kung Fu. Base damage is Strength x 2, damage type is Bash.

Slam-Tackle

Laying down the old fashion smackdown. Expect football and wrestling types to know this one. Strength + Sports, and while this maneuver can be Dodged, it cannot be Parried. On a successful hit, base damage is Strength x 2, damage type is Bash. If the target fails to Dodge, they must make a Strength (not doubled) roll with at least two Success Levels, or go down hard. At the end of a successful Slam-Tackle, the attacker can Grapple their opponent's legs or torso without needing to roll, but cannot do so as part of taking multiple actions.

Spin-Kick

Dexterity + Kung Fu with a modifier of -2, and does a base of Strength + 2 x 2 damage. Damage type is Bash.

Stake

The staple of Slayers and demon hunters everywhere. Dexterity + Getting Medieval, base damage of Strength x 2. Damage type is Slash/Stab. When dusting a vampire, apply a x5 multiplier instead. If the initial damage doesn't reduce the victim to 0 Life Points or less, apply the x3 multiplier instead, as it means that unfortunately, the attacker missed the heart.

Sweep Kick

Dexterity + Kung Fu, with a modifier of -1. If it succeeds, the defender takes base damage of Strength without modifier, damage type Bash. Further, the defender must make second roll (Dexterity + Acrobatics) and successfully resist against the original Sweep Kick roll to keep on their feet. Failure means they fall down.

Takedown

Judo throws, wrestling moves, trips, etc. Strength + Kung Fu. If the target fails to Parry or Dodge, they get thrown to the ground and takes Strength damage without any modifiers. If they succeed, the Takedown fails and they stay up.

Target Limb

When you absolutely must break a leg, graze an arm, or kick someone in the knee. Use the appropriate Combat Maneuver with a -2 penalty. Do over half the damage equal to the defender's maximum amount of Life Points cripples the limb or severs it completely.

Through the Heart

Hit 'em where it hurts. Use the appropriate maneuver at a -3 penalty. Damage to non-vamps is x4 after applying base damage and taking into account attack roll Success Levels and any armor - this multiplier replaces the Damage Type modifier. For info on how this applies to vampires, see STAKE.

Throw Weapon

Making people go ow from a distance. Range of an attack is two yards, plus an additional two yards for every point of Strength a character has. The roll is Dexterity + Getting Medieval with a modifier of - 1. Base damage varies depending on the weapon thrown.

Toss

Picking someone up and throwing them. The attacker must first Grapple the victim, and the attacker must have a minimum Strength of 4. The attacker rolls Strength + Strength, with a modifier of -4, and the defender can resist by rolling Strength (not doubled). If the attack succeeds, it does base damage of Strength, damage type Bash. The defender is tossed one yard for each Success Level and is knocked down automatically. If the attacker fails, the defender is still Grappled, but takes no damage and doesn't go anywhere. And the attacker looks awful silly.

Wall Flip

This cinematic move entails running up the side of a wall, flipping over, and landing on one's feet behind their opponent. Dexterity + Kung Fu or Acrobatics, with a modifier of -3. At least one Success Level is required, and results in a +3 bonus to defense against all attacks in the next Turn. If no one attacks them, then the they gain initiative on their opponent in the next turn. Failure results in taking base damage of Strength, damage type Bash. The person also looks trez uncool, winding up prone against the wall.

Wall Smash

Grabbing someone and sending them flying into a wall is always fun. The attacker must have sufficient Strength to lift their opponent without much effort and succeed in a Grapple first. If so, proceed to swing and smash. This requires Strength + Acrobatics roll. The defender may try to roll the same to avoid being smashed into a wall, provided they have any actions left. Damage is Strength x 3, Bash type. There can also be additional damage depending on the type of surface smashed into. (Can you say 'Wall O'Spikes'?)

Whip

Whips don't do a whole lot of damage, but they are loud, painful, and can be used to entrap and trip victims. A typical bullwhip has a lot of reach, so can be used like a ranged weapon up to about five to seven yards, and need at least two yards to be effective. The roll is Dexterity/Getting Medieval/-2, or Dexterity/Wild Card (Whip), and does Str x2 base damage of bash type. The blow is very painful, and causes the victim to lose their next action. If the victim fails a doubled Willpower roll minus half the Strength of the attacker (rounded up), they are paralyzed by the pain for an entire Turn. Whips can also be used to entangle or grab things. Targeting a limb is a -2 penalty, and a small object (gun, stake, knife) is -4. Fragile or delicate items (a cigarette) is -6. These attacks do no damage and the victim is grappled. Figuring out who is in control of requires Resisted Action rolls — use doubled Strength, and the winner gets to pull the loser around, or knock them to the ground. If the legs are targeted (-2 penalty), the victim resists at -4 to the victim's Strength roll.

Whirling Sword

This is an extremely complex maneuver - anyone who comes within range of a whirling sword - or any other weapon that can be balanced and extended as such, will be attacked. Additionally, any close attack upon the person using this maneuver can be Parried. The character must make a Dexterity + Getting Medieval roll with a -4 modifier and defend for the entirety of the Turn. However, this maneuver is also extremely tiring; for each additional Turn that the maneuver is continued, an extra -2 is added to the roll.

Wrestling Hold

Half nelsons, full nelsons, you get the idea. This requires a successful Grapple. After that, the defender and attacker both roll Strength or Dexterity (whichever's better) + Kung Fu (or other applicable Skill). If the attacker wins, the defender is at a -1 per SL to all actions until they either break free or are let go.

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