Saturday, May 22, 2010

Piecemeal 1e text dump: Combat Tricks

Using Combat Tricks

Combat tricks represent the different actions a trained warrior is capable of reflexively executing. These actions are voluntary options that become available when certain trigger conditions appear, the warrior then gains the option to use the trick. For example, the ‘quick sweep’ trick requires the warrior be knocked prone. If the warrior is knocked prone, the warrior may use the ‘quick sweep’ trick immediately.

The most common trigger condition is difficulty. Difficulty represents the level of training a warrior must have attained to use the trick. This is based upon the warriors base combat modifier, and any universal modifiers for injuries or encumbrance. If this value is higher than the difficulty, the trick can be used.


Learning new combat tricks

The most common method of learning new techniques is through training. If a warrior is taught a technique by a mentor it takes 1 day of practice per point of difficulty for the combat trick. The most common barrier to training is trust. Combat techniques are dangerous weapons in the wrong hands and even amoral warriors must worry about spending so much time with a stranger who may poison them in closer quarters (as everyone needs to sleep). This will lead warriors to attempt to recover ancient training manuals or scrolls.

If a warrior finds a combat trick or maneuver in an ancient (or modern) text or scroll he can attempt to recreate it from instruction. The warrior must spend 1 (cumulative) day practicing per difficulty of the trick. At the end of that time the warrior may make an intelligence check to attempt to learn the trick. If the warrior fails, they must begin the procedure anew.

A warrior may also choose to recreate a maneuver they have seen in action. This takes a base time of 1 season per difficulty of the trick. If the warrior trains in a secluded area, this is reduced to 1 week per difficulty point of the trick. If the warrior trains in an area full of distractions (like a city) this time is doubled to two seasons per difficulty point. At the end of this period, an intelligence check must be made, if it is failed the warrior must begin again. Having proper training grounds will give a re-roll to the intelligence check.


The Dragon Scroll

Please select a combat trick from the drop down list.

Neck Pinch
Difficulty: 6
Effect: The warrior makes a hard (-5) attack roll against the target, if this connects the target must make a health check or be knocked unconcious.
Limitations: The target must be surprised, unaware or somehow unable to defend against the attack.

Crazy Weapon Tricks!
Difficulty
: 3 per dot size of weapon
Effect: The warrior pulls off a crazy maneuver resulting in a flurry of damage. This maneuver is so frickin rad I cannot describe it. The warrior must describe it, with sound effects. You may roll the damage die again, if it is less than the previous damage roll you may add it to the damage total and roll yet again. Continue until you fail to roll less than your previous roll. A warrior with a dagger could thus roll a 4, followed by a 3,2 and 1 if he were lucky.
Limitations: The warrior must be specialized with the weapon and have just struck the target. Each version of this trick only works for one weapon. Thus 'Crazy weapon tricks!' for a scimitar would not apply to a broadsword, they are two seperate tricks.

Iron Fist
Difficulty
: 2
Effect: The warrior's unarmed attack gains the 'devastating' tag.
Limitations: The warrior's unarmed attacks cannot currently have a conflicting tag (such as 'vicious')

Joint Snap
Difficulty
: 3
Effect: The warrior may make a comparative strength check with the target. If the warrior wins the target suffers a strength die of additional damage.
Limitations: The warrior must have just scored a critical hit in a grapple.

Eagle Claw
Difficulty
: 3
Effect: The warrior's unarmed attacks are considered slashing attacks; This will increase the die size by one category.
Limitations: The warrior may not hold any items in their hands when using this trick and must pretend to speak in dubbing.

Nerve Strike
Difficulty: 3
Effect: The warrior's unarmed attack gains the 'vicious' tag.
Limitations: The warrior's unarmed attacks cannot currently have a conflicting tag (such as 'devastating')

Defensive Fighting
Difficulty: 2
Effect: The warrior's unarmed attacks gain the 'defensive' tag. This will allow a parry attempt.
Limitations: The warrior must not be wielding a weapon in either hand.

Throw the Gun!
Difficulty
: 0
Effect: The warrior throws an empty firearm at the target; If this connects the warrior rolls a luck die and costs the target that many luck points.
Limitations: The warrior must have fired the weapon until it was empty at the target. More than half of the shots must have connected(not dodged or blocked) and have dealt no damage to the target. The fire must have been completely ineffective.

Combo Attack
Difficulty: 2 cumulative per previous attack
Effect: The warrior may make a free unarmed attack with a -2 penalty per previous attack.
Limitations: The warrior must have a free hand and must have hit with their previous attack. The warrior may not have been struck since their previous attack.

Humiliation Strike
Difficulty: 5
Effect: The warrior may make an immediate standard attack upon his opponent. If this attack connects it grants the warrior +1 awesomeness per point of damage dealt.
Limitations: The warrior must have just disarmed his opponent and successfully grabbed the weapon in a free hand. The free attack is with the opponent's weapon.

Whirling Parry
Difficulty
: 2(cumulative) per previous parry
Effect: The warrior may make an extra parry against an attack coming from any angle.
Limitations: If the attack is coming from an angle the warrior could not normally parry, only a +1 bonus is applied(including magic). The warrior still cannot parry with or against a weapon that disallows a parry.

Momentum Throw
Difficulty
: 3
Effect: The warrior may make a hard (-5)agility check to throw an opponent prone behind him.
Limitations: The warrior must have just succeeded with an unarmed parry to a charging opponent. The opponent cannot have a larger size modifier than the warrior.

Quick Sweep
Difficulty
: 4
Effect: If the warrior can pass an agility check, the warrior may make a free and immediate 'knock down' trip attack against their opponent.
Limitations: The warrior must have just been knocked prone by their opponent.

Jump Attack
Difficulty: 2
Effect: The warrior charges at their opponent and leaps into the air to chest height, most likely gaining the high ground benefit.
Limitations: The warrior must announce this trick before rolling initiative, the warrior cannot make a defense roll before their attack. If the warrior suffers a critical hit the warrior is knocked prone.

Staff Block
Difficulty
: 1
Effect: The warrior may parry with a pole weapon as if it had the defensive tag.
Limitations: The warrior must be wielding a pole weapon in two hands.

Sword and Buckler
Difficulty
: 1
Effect: The warrior may wield a 'hand and a half' weapon in two hands for an attack, and still hold and block with a small shield.
Limitations: The warrior must have one initiative against any opponents attacking the warrior.

Body Check
Difficulty: 1
Effect: The warrior may make an immediate 'knock down' attack against his opponent. The warrior may add their shield's dot size to their attack roll.
Limitations: The warrior's opponent must have just scored an epic failure in an attack against the warrior.

Follow Up
Difficulty: 2
Effect: The warrior may make an immediate attack with his or her off-hand.
Limitations: The warrior's opponent must have just been knocked 'off balance' by the warrior.

Shield Punch
Difficulty: 1
Effect: The warrior may make an immediate standard or knock-down attack with their shield.
Limitations: The warrior must have just rolled an epic success on a defense roll while blocking with a small or medium shield, or blocked by a margin of 5 or more with a small shield.

Shield Wall
Difficulty: 1
Effect: The warrior may attempt to block an attack against an ally adjacent to the warrior.
Limitations: The warrior must be holding a large shield.

Bear Hug
Difficulty
: 1
Effect: The warrior deals a strength die of shock damage.
Limitations: The warrior must have just connected with a grapple attack on either an epic success or a lucky number. This does not count as the opportunity attack.

Feint
Difficulty
: 0
Effect: The warrior may cancel their current attack, and instead launch a power attack. They do not suffer any of the normal penalties for a power attack.
Limitations: The target must have just suffered an epic failure on a defense roll against the warrior's attack.

Riposte
Difficulty: 1
Effect: The warrior may launch a free attack against their opponent.
Limitations: The warrior must have just scored an epic success or succeed by 5 or more with a defense roll against the opponent, while using a parry.

Clothesline
Difficulty: 1
Effect: The warrior deals a strength die of shock damage to an opponent, allowing for a re-roll to choose the higher result.
Limitations: The warrior must have just scored an epic success on a defense roll versus a charging opponent with an equal or lesser size modifier.

Headbutt
Difficulty:
2
Effect: The warrior may launch a free 'headbutt' attack. If this attack connects it deals 1d4 shock damage to both the warrior and the target. If either combatant is wearing a helmet they suffer 1 less damage. If either combatant is wearing a metal helmet their opponent suffers regular damage, not shock damage.
Limitations: The warrior must have just been struck with a grapple attack by a humanoid of the same size modifier.

Stomp
Difficulty: 1
Effect: The warrior may make a free attack on an opponent. If this attack connects it deals a strength die of damage.
Limitations: The warrior must have just knocked their opponent prone in front of them.

Brute Throw
Difficulty
: 2
Effect: The warrior may throw their opponent a number of feet equal to the warrior's strength score, this can take the form of an attack against another target.
Limitations: The warrior must have just struck their opponent with a grapple attack that rolled a lucky number. This does not count as the opportunity attack. The opponent may not have a larger size modifier than the warrior.

Pommel Strike
Difficulty: 1
Effect: The warrior may cancel their regular attack, and instead declare a pommel strike before any attacks are rolled. The warrior re-rolls their initiative with a speed of 8.
Limitations: The pommel strike will only deal a d2 blunt or piercing damage and has a range of 1. The weapon must be a swung weapon and cannot be a flail or pole weapon.

Coup de Grace
Difficulty: 3
Effect: The warrior may convert a hit into a critical hit automatically.
Limitations: The warrior's target must be prone.

Multi-Shot
Difficulty
: 2 per additional arrow
Effect: The warrior fires multiple arrows from a bow at once. No other players are permitted to complain about the physics of this maneuver.
Limitations: The warrior must be wielding a bow. The warrior rolls one attack roll for each arrow, but all attacks use the worst roll. No single target can be the target of more arrows than its size modifier, to minimum of 1.


Trail of Carnage
Difficulty: 2 per previous attack roll from the initial shot
Effect: The warrior bolt, bullet or arrow from the warrior travels through the first opponent’s body and slams into a target directly behind. The warrior makes a fresh attack roll against the new target.
Limitations: The warrior must be using a ‘high powered’ weapon and have just slain the first target. The attack against the next target will be resolved with a damage die one lower than the previous attack. Thus this will eventually fizzle out to a d2 and then nothing.

Stumbling Shot
Difficulty: 2
Effect: The warrior fires a bolt, arrow or thrown weapon into the path of (or perhaps directly into) the targets feet, causing an additional knockdown attempt as they risk tripping. This does not require an additional attack roll.
Limitations: The warrior must be using a weapon that has ammunition capable of tripping over; a firearm for example would not work unless body point damage is dealt. The attack roll must have been a lucky number, note that this does not count as the opportunity attack.

Improvised Parry
Difficulty: 1
Effect: The warrior may grab both ends of a flail they are wielding and parry incoming attacks with the weapons chain. The flail gains the ‘defensive’ tag.
Limitations: The warrior must be wielding a flail that does not have the ‘vicious’ tag and must have a free hand.

Entangle Weapon
Difficulty: 2
Effect: The warrior may make a free disarm attack against an opponent.
Limitations: The warrior must have a higher initiative than the target and just successfully avoided an attack with the roll of a lucky number, while using a cape or cloak to block. This does not count as the opportunity attack.

Batter Up!
Difficulty: 1
Effect: The warrior may add the effect of a 'Knock Down' to their attack in addition to regular damage.
Limitations: The warrior must have just hit an opponent with a two handed blunt weapon, on either an epic success or a power attack.

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