Combat Maneuvers
Melee Attacks
| Attack | Base Skill | Damage | Reach | Parry | Notes |
| Storm Blade | 20 | 4d corr | 1, 2 | 17 |
Reduce DR by 1 per 5 points of basic damage. May perform a Dual-Weapon Attack at 16. |
| Punch (TK) | 22 | 3d+2 cr | C-50 | 17 (14 vs. some weapons) | A Brawling punch at range. |
| Punch (Brawling) | 18 | 1d-1 cr | C | 16 (13 vs. some weapons) | +1 damage with fist-loads. |
| Kick (Brawling) | 16 | 1d cr | C, 1 | No | +1 damage using boots. |
| Wrestling (TK) | 22 | - | C | 18 | Effective ST 32, +2 per die to effectiveness |
| Wrestling | 18 | - | C | 16 | Effective ST 14, +2 per die to effectiveness |
Ranged Attacks
| Attack | Base Skill | Damage | Acc | 1/2D | Max | RoF | Rcl | Notes |
| Storm Attack | 23 | 6d | 3 | 50 | 100 | 1 | 1 | |
| Storm Attack (vs. Grabbed targets) | 23 | 9d | 3 | 50 | 100 | 1 | 1 | Guided |
Active Defenses
| Defense | Skill | Notes |
| Dodge | 14 | Acrobatic Dodge (skill 12-) gives +2 on success, -2 on failure. |
| Parry (Brawling) | 16 | Two parries per turn. |
| Parry (Parry Missile Weapons) | 15 | Telekinesis (23-) gives +4 on success. |
| Parry (Force Sword) | 17 | Two parries per turn. Successful parries do 4d corr damage to weapons. |
| Parry (Sumo Wrestling) | 14 | One parry per turn, -2 vs. kicks, -3 vs. weapons. |
| Parry (Wrestling) | 18 | One parry per turn, -3 vs. weapons. |
| Block (Telekinesis) | 17 | Using an improvised weapon to block attacks. |
Special Combat Maneuvers
Telekinetic Grapple
Maneuver: Attack (skill 22, defense as though attacker were invisible).
Hit: Foe has -4 to DX and may not move away.
Option: Grab a body part (half the penalties for a given hit location) - DX penalty only applies to that body part. Neck (-3), Arm or Leg (-1), Hand or Foot (-2).
Notes: A grappled fighter has -4 to DX (p. B370). This affects combat skills, giving -2 to Block and Parry -- and a grappled limb can't block or parry. Dodge is at -1, equivalent to the effect of -4 DX on Basic Speed (which isn't reduced). If a technique gives a worse defense penalty (e.g., -4 for Arm Lock), use that instead. Finally, the victim can't step or change posture while defending, so he can't retreat or use Acrobatic Dodge. (Martial Arts, p. 121)
Quick contests are at an effective ST of 32.
Takedown
Maneuver: Attack vs. grappled target (Quick Contest, 32 vs. foe's ST/DX/grappling skill).
Hit: Victim falls down.
Choke or Strangle
Maneuver: Attack vs. grappled target (Quick Contest, 32 vs. foe's ST/HT).
Hit: Victim takes crushing damage equal to margin of victory. DR protects normally. Neck injury is x1.5. If any damage penetrates DR, foe loses 1 FP per turn through suffocation.
Neck Snap or Wrench Limb
Maneuver: Attack vs. grappled target's limb (Quick Contest, 26 vs. foe's ST/HT).
Hit: 5d+2 cr damage to neck or limb. Natural DR and Rigid Armor DR protect (flexible DR does not). Neck injury is x1.5.
Shove
Maneuver: Attack (skill 21, defense as though attacker were invisible).
Hit: 3d+3 damage, Double Knockback, No Wounding.
Notes on Knockback: take basic damage. For every full multiple of target's ST-2, target is moved 1 yard away from attacker. Targets with no ST score use HP instead. Target gets to roll on DX, Acrobatics, or Judo. If >1 yard, roll is at -1 for every yard after the first. Failure means he falls. Treat impacts with other objects as collisions.
Damage and Death
DR 5 vs. physical attacks, Force Field. DB 3 DR 4 armor. HT 12, HP 10.
Major wound: 6 HP or more.
Roll for unconsciousness (12-) at 0 HP.
Roll for death (16-) at -10 HP. If roll is 13-16, character collapses apparently dead but recovers in the usual time. Diagnosis roll reveals true condition.
Examples
Sookie is confronted with a burly naga (ST 14). She uses her first attack to Shove him. Her typical damage roll (10) yields 20 points of basic damage for knockback purposes, pushing him back 1 yard. 24 points would have given 2 yards, and so on. He must roll DX, Acrobatics or Judo, or fall down.
She then uses her second attack to Grapple him by the neck. This is an aimed attack, rolled at -3. On the next turn, she performs a Neck Snap. This is a Quick Contest between her ST-4 (26) and the better of his ST or HT. Failure inflicts 5d+2 crushing damage, with a wounding multiplier of 1.5 due to hit location. A typical damage roll (20) becomes 30 HP of damage, which will cause any target under HP 16 to roll immediately for death.
Fire Damage
10 points of fire damage will ignite Resistant materials (seasoned wood, clothing, rope, leather). 30 points will ignite flesh.
Caught fire: 3 points ignites some clothing and does 1d-4 burning per second, and is distracting (-2 to DX). Putting it out requires Ready + DX roll.
All clothes caught fire: 10 points, does 1d-1 per second, very distracting (-3 to DX). Putting it out requires 3 Readies + DX roll.
Clothing worn over armor: armor's DR reduces damage normally.
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