Combat 2nd edition


Master


Master Maneuvers are the final levels of skill characters may achieve. Storytellers may limit these Maneuvers only to characters who are true virtuosos of their particular arts. And in some cases, the Storyteller may limit the advantages of the Mastery Maneuver to a certain occasion (such as a specific weapon, in the case of Mastery of Weapon Form). It is wholly dependent on the Storyteller's whim. At any rate, these Maneuvers may not be purchased at character generation without the Storyteller's specific permission, nor may they be taken as one of the character's Maneuver slots upon reaching a score of 5 in the appropriate Ability. They may only be purchased by experience points.

Dual Weapons

Prerequisites: Melee 4
XP Cost: 8
Usable With: Any but Polearms

Description: Tandem fighting -- the use of a weapon in each hand -- is one of the most fearsome and deadly combat arts. Found in many styles, particularly various fencing methods and more exotic Asian weapons, virtually any weapon that can be held in one hand can be used in both hands at once. It is less a matter of strength and more a matter of hand-and-eye coordination, and most of all a matter of extensive training.

System: This Reflexive Maneuver reduces the Accuracy penalty of the fighter's "off-hand" weapon to -1. As a general rule of thumb, any weapon that cannot be held and used properly in one hand may not be used with this Maneuver. The Storyteller has final say over what weapons may be used in tandem. His decision may also be based on the character's Strength. A sturdy individual (Strength 3+) could use a katana in each hand, while an average fighter (Strength 2) would be limited to smaller and/or lighter weapons. Characters with the Ambidextrous Merit need never purchase this Maneuver, though doing so eliminates all Accuracy penalty for "off-hand" weapons use. Of course, not everyone is naturally ambidextrous. For the majority of the planet, this Maneuver is an inevitable necessity. Characters who purchase this Maneuver and also have, or develop, a Firearms score to 3+, may employ two small arms in tandem without "off-hand" penalties. However, in all applications, the character must still split his dicepool to attack with both weapons in the same turn.
Cost: none
Initiative: +0
Accuracy: see above
Damage: +0
Move: +0

Mastery of Weaponless Form

Prerequisites: Brawl 5/Do 5/Martial Arts 5
XP Cost: 10

Description: The fighter has become a true master of his style of weaponless fighting. His techniques are so smooth and reflexive that he may grievously harm his enemies with little more than simple, basic techniques. However, only true masters achieve this degree of precision and power; most have had to study decades before they are this skillful.

System: The practitioner is so skilled, only one or two basic punches or kicks are needed to knock any opponent out. In system terms, the fighter may add "to hit" successes from his Accuracy roll to his damage dice pool (as with Firearms systems). The Storyteller may rule that not only must the character have a rank of 5 in the appropriate Ability, but must have at least 30-40 years or more of study, regardless of Trait level. This is a Reflexive Maneuver.
Cost: None
Initiative: +0
Accuracy: +0
Damage: see above
Move: +0

Mastery of Weapon Form

Prerequisites: Melee 5
XP Cost: 10
Usable With: Any (and see below)

Description: The fighter has become a true master of fighting with close-range weapons of all sort. His techniques are so smooth and reflexive that he may grievously harm his enemies with little more than simple, basic techniques. However, only true masters achieve this degree of precision and power; most have had to study decades before they are this skillful.

System: The practitioner is so skilled, only one or two basic strikes are needed to slay any foe. In system terms, the fighter may add "to hit" successes from his Accuracy roll to his damage dice pool (as with Firearms systems). The Storyteller may rule that not only must the character have a rank of 5 in the appropriate Ability, but must have at least 30-40 years or more of study, regardless of Trait level. With the Storyteller's permission, this Maneuvers may also be used, without further XP cost, with thrown weapons (using the Ranged Weapons Techniques of Javelin, Thrown Blades, or Thrown Weapons). If so, the character should still have as prerequisite ***** Throwing. This is a Reflexive Maneuver.
Cost: none
Initiative: +0
Accuracy: +0
Damage: see above
Move: +0


Complete List of Special Maneuvers


    Basics

  • Bite (fangs)
  • Block
  • Claw Rake (claws)
  • Claw Slash (claws)
  • Dodge
  • Grapple
  • Heavy Kick
  • Heavy Strike
  • Quick Kick
  • Quick Strike
  • Sprint

    Athletics

  • Backflip (Athletics 3)
  • Breakfall (Athletics 1)
  • Drunken Monkey Roll (Athletics 2)
  • Duck'n'Roll (Athletics 3)
  • Groundfighting (Athletics 4)
  • Jump (Athletics 1)
  • Kippup (Athletics 2)
  • Maritime Combat (Athletics 2)
  • Pounce (Athletics 2, Jump)
  • Retain the Balance (Athletics 4, Dodge 2, Throw)
  • Shoulder Smash (Athletics 2, Jump)

    Punches

  • Atemi Strike (Do 4/Martial Arts 4, Phoenix Eye Fist)
  • Breaking Blow (Do 3/Martial Arts 3)
  • Ducking Punch (Brawl 2/Do 2/Martial Arts 2)
  • Ear Pop (Brawl 2/Do 2/Martial Arts 2)
  • Elbow Smash (Brawl 1/Do 1/Martial Arts 1)
  • Eye Rake (Brawl 2/Do 2/Martial Arts 2)
  • Grab Punch (Brawl 2/Do 2/Martial Arts 2)
  • Haymaker (Brawl 1/Do 1/Martial Arts 1)
  • Head Butt (Brawl 1/Do 1/Martial Arts 1)
  • Hyper Fist (Brawl 4/Do 4/Martial Arts 4)
  • Jaw Hammer (Do 4/Martial Arts 4, Occult 2)
  • Knuckle Fist (Brawl 2/Do 2/Martial Arts 2)
  • Lariat (Brawl 2/Do 2/Martial Arts 2)
  • Phoenix Eye Fist (Brawl 3/Do 3/Martial Arts 3)
  • Power Clip (Brawl 3/Do 3/Martial Arts 3, Lariat)
  • Power Uppercut (Brawl 1/Do 1/Martial Arts 1)
  • Snout Strike (Do 3/Martial Arts 3)
  • Spinning Back Fist (Brawl 2/Do 2/Martial Arts 2)
  • Sword Hand (Brawl 3/Do 3/Martial Arts 3)
  • Two-Fisted Smash (Brawl 2/Do 2/Martial Arts 2)

    Kicks

  • Axe Kick (Brawl 2/Do 2/Martial Arts 2, Jump)
  • Double Kick (Brawl 3/Do 3/Martial Arts 3)
  • Flying Kick (Brawl 3/Do 3/Martial Arts 3, Athletics 3, Jump)
  • Foot Sweep (Brawl 2/Do 2/Martial Arts 2)
  • Handstand Kick (Brawl 2/Do 2/Martial Arts 2, Athletics 2)
  • Heel Stamp (Brawl 1/Do 1/Martial Arts 1)
  • Iron Broom (Brawl 2/Do 2/Martial Arts 2, Athletics 1, Foot Sweep)
  • Knee Strike (Brawl 3/Do 3/Martial Arts 3)
  • Missile Kick (Brawl 2/Do 2/Martial Arts 2, Jump)
  • Reverse Front Kick (Brawl 3/Do 3/Martial Arts 3)
  • Roundhouse Kick (Brawl 1/Do 1/Martial Arts 1)
  • Spinning Thrust/Back Kick (Brawl 2/Do 2/Martial Arts 2)
  • Tornado Kick (Brawl 2/Do 2/Martial Arts 2, Jump)

    Grabs

  • Atemi Hold (Do 4/Martial Arts 4, Atemi Strike)
  • Backbreaker (Brawl 3/Do 3/Martial Arts 3)
  • Bear Hug (Brawl 2/Do 2/Martial Arts 2)
  • Choke Hold (Brawl 3/Do 3/Martial Arts 3)
  • Dislocate Limb (Brawl 4/Do 4/Martial Arts 4, Athletics 1)
  • Fighting Hold (Brawl 3/Do 3/Martial Arts 3)
  • Improved Pin (Brawl 3/Do 3/Martial Arts 3, Athletics 2, Pin)
  • Joint Break (Brawl 5/Do 5/Martial Arts 5, Joint Lock)
  • Joint Lock (Brawl 4/Do 4/Martial Arts 4)
  • Knee Basher (Brawl 4/Do 4/Martial Arts 4)
  • Neckbreaker (Brawl 5/Do 5/Martial Arts 5, Joint Break)
  • Pin (Brawl 2/Do 2/Martial Arts 2)
  • Reversal (Brawl 3/Do 3/Martial Arts 3, Disengage)
  • Suplex (Brawl 2/Do 2/Martial Arts 2, Athletics 1)

    Throws

  • Aerial Throw (Brawl 2/Do 2/Martial Arts 2, Jump, Throw)
  • Back Roll Throw (Brawl 2/Do 2/Martial Arts 2, Athletics 1, Throw)
  • Choke Throw (Brawl 3/Do 3/Martial Arts 3, Athletics 2, Jump, Throw)
  • Flying Tackle (Brawl 2/Do 2/Martial Arts 2, Athletics 2, Jump)
  • Spinning Throw (Brawl 4/Do 3/Martial Arts 3, Dodge 3)
  • Throw (Brawl 1/Do 1/Martial Arts 1)

    Chi-Channeling

  • Chi Breaker (Do 4/Martial Arts 4, Occult 4, Atemi Strike)
  • Damming the Flood (Do 5/Martial Arts 5, Dodge 4, Atemi Strike)
  • Dim Mak (Do 4/Martial Arts 5)
  • The Final Blow (Do 4/Martial Arts 5)
  • Kongjin (Do 3/Martial Arts 4)
  • Primal Kiai (Do 3/Martial Arts 3, Intimidation 1)
  • Return Melee Attack (Do 3/Martial Arts 4, Weapon Block)
  • San He (Do 3/Martial Arts 4, Dodge 4)

    Blocks

  • Counter-Reversal (Brawl 3/Do 3/Martial Arts 3, Offensive Block, Reversal)
  • Deflecting Punch (Brawl 1/Do 1/Martial Arts 1, Dodge 3, Punch Defense)
  • Disarm (Brawl 3/Do 3/Martial Arts 3, Dodge 2)
  • Grappling Defense (Brawl 2/Do 2/Martial Arts 2, Dodge 1)
  • Kick Defense (Dodge 2)
  • Maka Wara (Dodge 4)
  • Missile Deflection (Dodge 4)
  • Offensive Block (Brawl 2/Do 2/Martial Arts 2, Kick Defense, Punch Defense)
  • Punch Defense (Dodge 2)
  • Push Hands (Do 3/Martial Arts 3, Dodge 3)
  • Weapon Block (Dodge 4)
  • Weapon Catch (Dodge 4, Disarm, Weapon Block)

    Evasives

  • Avoidance (Dodge 4, Athletics 3, Evasion)
  • Counter-Throw (Do 3/Martial Arts 3, Throw)
  • Dagger Claw (Do 3/Martial Arts 3, Dodge 2, Occult 2)
  • Disengage (Brawl 2/Do 2/Martial Arts 2, Athletics 2, Dodge 1)
  • Displacement (Brawl 1/Do 1/Martial Arts 1, Dodge 2, Athletics 1, Evasion)
  • Evasion (Dodge 1, Athletics 1)

    Tooth'n'Claw

  • Butting Charge (Brawl 1, thick skull)
  • Constrict (Brawl 2, coils)
  • Eye Pluck (Brawl 2, beak)
  • Fur Gnarl (Brawl 3, claws)
  • Hamstring (Brawl 2, fangs)
  • Injection (Brawl 3, venomous fangs)
  • Jaw Shear (Brawl 3, special)
  • Jaw Lock (Brawl 2, fangs)
  • Leaping Rake (Brawl 2, Athletics 1, Jump, claws)
  • Neck Bite (Brawl 2, fangs)
  • Ripping Bite (Brawl 3, fangs)
  • Sun Swings Low (Brawl 3, special)
  • Swallow Whole (Brawl 2, special)
  • Tail Lash (Brawl 1, strong tail)
  • Throat Scrape (Brawl 2, denticles)
  • Wing Swipe (Brawl 2, special)
  • Wishbone (Brawl 3, special)

    Shapechanging

  • Melting (Brawl 1)
  • Striking the Water (Brawl 3, Dodge 3)
  • Swarm (Brawl 3)
  • Wind Dodge (Brawl 3, Dodge 2)

    Kailindo

  • Chakra Strike (Kailindo 4, Phoenix Eye Fist)
  • Changing Breeze (Kailindo 3, Dodge 3)
  • Fading Breeze (Kailindo 2, Dodge 2)
  • Storm Dance (Kailindo 2)
  • Sudden Flurry (Kailindo 4, Throw)
  • Whirlwind (Kailindo 3, Dodge 3)

    Weapons

  • Bash (Melee 1)
  • Chain Snake (Melee 4, Entangle, Riposte)
  • Dazing Blow (Melee 3)
  • Disarm (Melee 3)
  • Double-Strike (Melee 2)
  • Entangle (Melee 3, Lash)
  • Fading Light Strike (Melee 4, Occult 4, Atemi Strike)
  • Fleche (Melee 2)
  • Flow Like Water (Melee 3)
  • Great Blow (Melee 1)
  • Hundred Star Shower (Athletics 5/Throwing 4)
  • Jab (Melee 1)
  • Lash (Melee 2)
  • Offensive Parry (Melee 2, Parry)
  • Parry (Melee 1)
  • Riposte (Melee 2, Parry)
  • Ripping Thrust (Melee 2)
  • Slash (Melee 1)
  • Smash (Melee 1)
  • Sweep (Melee 2)
  • Sweeping Serpent (Melee 3)
  • Tandem Control (Melee 3)
  • Thrust (Melee 1)
  • Twisting Thrust (Melee 2, Throw)
  • Vaulting Kick (Melee 3, Flying Kick)

    Master

  • Dual Weapons (Melee 4)
  • Mastery of Weaponless Form (Brawl 5/Do 5/Martial Arts 5)
  • Mastery of Weapon Form (Melee 5)



Creating Special Maneuvers


Some players may be tempted to create new Special Maneuvers when they come across new ideas. This section is devoted to aiding that process for Storytellers and players alike. It is similar to the methods originally presented in World of Darkness: Combat, though the Power Points method was most definitely dropped here. Here is the simplified system suggested now:

  • Step One: Brainstorm -- the player and/or Storyteller sits down and visually outlines exactly what the Special Maneuver entails. This step should also include comparisons -- is there already a Special Maneuver in this webbook like your idea, or similar enough to it to avoid creating an entirely new Maneuver system for the sake of brevity? Or is it just a souped-up combination of Basic Maneuvers (e.g., a "Jump Kick" or "Knock-Out Punch"), again something that may be best avoided for the sake of brevity?

  • Step Two: Description -- write an illustrative description of what the Maneuver entails and how it's performed.

  • Step Three: Systems -- plot out what systems one best apply to the Maneuver; personal knowledge or expertise comes in handy (and mastery over Mortal Kombat is scarcely expertise).

  • Step Four: The Great Balance -- with the Storyteller, seek a healthy balance between bonuses and penalties, risks and advantages, power and requisite character skill. No Maneuver should be an "auto-instant kill", not even those restricted to the secrets of the greatest masters.

  • Step Five: The Cost -- once the Trait requisite level is decided, the Experience Point cost is simple to define. It equates the highest Trait requisite!

  • Step Six: The Training -- creating a Maneuver doesn't mean your character automatically learns it, even if you have the experience points saved. This step is simply a reminder that your character must study and train as devotedly as ever.