Combat 2nd edition



Maneuvers


Maneuvers are broken down into different categories, as follows:

Basic Maneuvers
Athletic Maneuvers
Weaponless Maneuvers
- Punches
- Kicks
- Grabs
- Throws
Dodge Maneuvers
- Blocks
- Evasions
Chi-Channeling Maneuvers
Tooth & Claw Maneuvers
Shapechanging Maneuvers
Kailindo Maneuvers
Weapons Maneuvers
Master Maneuvers


Each of these Maneuvers will have modifiers in four categories: Accuracy, Initiative, Damage, and Move. Some will have a Cost; a Blood Point, Rage, Chi, Pathos, Glamour, Yugen, Quintessence (et al) may be substituted for Willpower. These modifiers are all described in-depth in the prior section. If a modifier is quoted as a flat number, that dictates the maximum the character can have for that category that turn, using that Maneuver. Note also that some Maneuvers state Martial Arts and Do only -- it means it. Those who only learn Brawl cannot learn those Maneuvers marked for Martial Arts and Do (Kailindo is considered a Martial Art).

Remember that Grab and Throw Maneuvers require a separate grappling action prior to effect unless otherwise stated.

The difficulty for all Maneuvers unless otherwise stated is 6.

Last but not least, note that the Special Maneuvers below may be specifically targeted (see later in this webbook for targeting rules) only if the Maneuver's description in general allows it. For example, Atemi Strike could be targeted, but Bear Hug could not. All Basic Maneuvers, however, may be targeted, using the proper systems to do so to gain the appropriate benefits.

Basic Maneuvers

Bite

Prerequisites: Possessing fangs
XP Cost: none

Description: The fighter savagely bites his victim.

System: This is a Basic Maneuver for all characters with fangs/sharp teeth, including vampires, most werecreatures, and Redcap changelings. Reduce the difficulty of this attack roll to 5 if the character has successfully Grappled his opponent first.
Cost: none
Initiative: +0
Accuracy: +1
Damage: +1
Move: +0

Block

Prerequisites: none
XP Cost: none

Description: This is a basic defensive action in which the character stops an opponent's attack from injuring him by deflecting it, usually with his hand or arm, though the leg can be used by those trained.

System: When the character uses the Block, he adds his Dodge score to his Stamina for purposes of calculating soak (i.e., Stamina+Dodge, difficulty 6). However, some attacks, such as Grabs, ignore Blocks and can only be soaked normally. Block has two other advantages. Firstly, the turn after a Block is used, the character gains +2 Initiative to his maneuver that turn; this represents the character's ability to quickly counterattack after stopping the blow. Second, Block prevents a character from suffering a Knockdown from any attack that would normally cause one (except Knockdowns from attacks that ignore Blocks, such as Grabs). This Block cannot be used to stop an attack from a weapon; that requires a Special Maneuver. However, this Maneuver does permit those who cannot normally soak lethal or aggravated damage to soak it -- the soak in this case is represented by the block. When a werewolf slashes his claw at the bold Akashic, the Doist blocks successfully, his forearm stopping the blow at the wrist. If the character fails to block entirely, it can be assumed that the incoming attack pushed through or injured the blocking limb instead (in this case, perhaps the Doist knocked off the werewolf's claw but the werewolf managed to rake his talons down the Akashic's arm in the process). The damage is still considered whatever form it is normally: bashing, lethal, or aggravated. Block can be used as an Abort Maneuver.
Cost: none
Initiative: +4
Accuracy: +0
Damage: 0
Move: +0

Claw Rake

Prerequisites: Possessing claws
XP Cost: none

Description: A quick claw attack made by a skilled claw fighter -- it is less damaging than most claw attacks, but much faster.

System: This is a Basic Maneuver for those with claws.
Cost: none
Initiative: +3
Accuracy: -1
Damage: -1
Move: +1

Claw Slash

Prerequisites: Possessing claws
XP Cost: none

Description: Another basic clawing attack for all those with such body weaponry, this heavier slash is slower than the quick rake but more damaging.

System: This is a Basic Maneuver for beings with claws.
Cost: none
Initiative: +1
Accuracy: +1
Damage: +1
Move: +0

Cut

Prerequisites: none
XP Cost: none
Usable With: Blades, Axes & Picks, Polearms

Description: The fighter attempts to inflict a lacerating wound on his target with an edged weapon. Most knives and swords fit into this category, as do many axes, and some polearms and battle picks can be used to cut at an opponent instead of stabbing.

System: This is a Basic Maneuver for those wielding an edged weapon. Knowing the Melee Skill isn't necessary to have access to this Maneuver. However, the difficulty of the fighter's rolls will be raised by 2 as normal.
Cost: none
Initiative: +1
Accuracy: +1
Damage: +0
Move: +1

Dodge

Prerequisites: none
XP Cost: none

Description: The fighter uses the age-old trick of moving away from incoming harm. This is a simple duck, hop, sidestep, or dive from an opponent's attack.

System: The system here is simple. The character rolls Dexterity+Dodge (difficulty 6 usually, unless "dodging bullets"). Each success detracts from his opponent's Accuracy roll's successes. Ties go to the defender. Of course, multiple attackers make it harder to evade. The dicepool must be split to evade multiple attacks, and the difficulty to dodge goes up by 1 per attacker after the first (maximum difficulty of 10). The Dodge can be used as an Abort Maneuver.
Cost: none
Initiative: +6
Accuracy: +0
Damage: 0
Move: +1

Grapple

Prerequisites: none
XP Cost: none

Description: The fighter grabs his opponent however he can and squeezes in the hopes of immobilizing, even crushing, his opponent.

System: This is a Basic grabbing Maneuver. It is a Sustained Hold. As this is a general system for all forms of basic grappling, the Storyteller may wish to modify certain rules. For example, if the character uses both arms to keep the Hold, the Storyteller may award +2 dice to the character's Strength roll to prevent the victim from escaping. Likewise, if the character is grappling with only one hand and in a tenuous location, the Storyteller may subtract from his Strength roll.
Cost: none
Initiative: -1
Accuracy: +0
Damage: +0
Move: +0

Heavy Kick

Prerequisites: none
XP Cost: none

Description: This is a hard-hitting kick, often used after an opponent's been set up through a Combination or is Dazed. It can simulate a wide variety of side kicks, roundhouse kicks, back kicks, and so on.

System: Use the modifiers below.
Cost: none
Initiative: -1
Accuracy: -1
Damage: +2
Move: -1

Heavy Strike

Prerequisites: none
XP Cost: none

Description: This is an all-out punch (or other arm strike of some sort) in an attempt to more seriously injure an opponent. Uppercuts, fierce roundhouse punches, and elbow strikes are often the simulated choices.

System: Use the modifiers below.
Cost: none
Initiative: +0
Accuracy: +0
Damage: +1
Move: +0

Quick Kick

Prerequisites: none
XP Cost: none

Description: A fast, sometimes desperate, kick usually aimed to the enemy's abdomen, legs, or groin. It can simulate a variety of snap kicks, front kicks, low kicks, et cetera.

System: Use the modifiers below.
Cost: none
Initiative: +1
Accuracy: +0
Damage: +1
Move:+0

Quick Strike

Prerequisites: none
XP Cost: none

Description: A short, jabbing technique often used to set an opponent up for more devastating techniques: jab punches, elbow flaps, knee bash, and so on.

System: Use the modifiers below.
Cost: none
Initiative: +3
Accuracy: +0
Damage: +0
Move: +1

Sprint

Prerequisites: none
XP Cost: none

Description: This is an all-out charge, used to swiftly cross the battlefield.

System: Use the modifiers below.
Cost: none
Initiative: +3
Accuracy: +0
Damage: 0
Move: +3

Stab

Prerequisites: none
XP Cost: none
Usable With: Axes & Picks, Blades, Polearms

Description: A short, stabbing motion with the sharp tip of a spear, sword, knife, axe tip, pick, and so forth.

System: As mentioned under Cut, this is a Basic Maneuver; characters are not required to have the Melee Skill to use it, but will suffer accordingly.
Cost: none
Initiative: +0
Accuracy: +0
Damage: +1
Move: +1

Strike

Prerequisites: none
XP Cost: none
Usable With: Blunt Weapons, Fist-Loads, Flexible Weapons, Staff

Description: This is a short jab or smack with a blunt weapon of any sort.

System: As with the other two Basic weapon Maneuvers, this does not require Melee.
Cost: none
Initiative: +0
Accuracy: +1
Damage: +1
Move: +0