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Combat

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Basic Fight Actions
Action/Name LVL Goal Init Mod DMG Description
Fist Dx+Fight 2
Kick Dx+Fight -1 3
Grapple Dx+Fight -2 2 If successful, roll Str + Vigor vs target’s Str + Vigor. If successful, target is grappled; attack can choose to deliver grapple DMG per turn
Charge Dx+Fight -3 3+ If successful, attacker and target knocked down. Add 1d DMG/3m run
Dodge Dx+Dodge Subtract successes from opponent’s successes
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Martial Fist 1 Dx+Fight 3
Martial Kick 2 Dx+Fight -1 4
Martial Hold 3 Dx+Fight -1 3 If successful, roll Dx + Fight (+victory pts) vs target’s Str + Vigor. If successful, target is grappled; attacker can choose to deliver grapple DMG per turn.
Head Butt 3 Dx+Fight -2 +1 4 Attacker takes DMG exceeding his Endurance
Block 4 Dx+Fight As Dodge. If successful, add three successes to resist attacks.
Confuse Foe 4 Wits+Knavery -1 per victory point to opponent’s block, dodge or parry for attacker’s next action
Disengage 4 Dx+Dodge -1 +1 +3 to resist grapples
Martial Throw 4 Dx+Fight -2 3 If successful, roll Dx + Fight (+victory pts) vs target’s Str + Vigor. If successful, target is thrown 1m/success, up to Str. Add 1d DMG/3m thrown
Rooting 4 Dx+Fight +3 to resist being knocked over
Claw Fist 5 Dx+Fight 4
Drop and Kick 5 Dx+Fight +2 4 -2 Init next action
Tornado Kick 5 Dx+Fight -1 5
Sure Fist 6 Dx+Fight -2 +2 3
Leaping Kick 6 Dx+Fight -2 -1 6
Choke Hold 6 Dx+Fight -3 -1 4 After three turns of grappling, roll Str+Vigor vs target’s End+Vigor. If successful, target falls un- conscious
Bear Hug 7 Dx+Fight -2 -1 4 Can roll DMG each turn until target escapes
Iron Body 7 by block Attacking opponent takes 1 DMG per victory pt from defender’s blocking roll
Speed Fist 7 Dx+Fight +2 3 +3 successes against dodges and blocks
Trip Kick 7 Dx+Fight -2 -1 4 Roll vs. target’s Dx+Vigor. If successful, target is knocked down.
Throw Group 7 Dx+Fight -2 3 Roll vs. target’s attack roll. If successful, throw target 1m/success, up to Str. Add 1d DMG/3 m thrown. Can throw one attacker per Fight rating.
Block and Strike 8 Dx+Fight +2/0 –/3 or 4 Block opponent’s attack. If successful, roll Martial Fist or Kick attack with no multiple action penalty.
Slide Kick 8 Dx+Fight -2 -1 5 Compare attacker successes +3 vs target’s Dx+Vigor roll; if target loses, he is knocked down
Power Fist 9 Dx+Fight -1 5 Option: Spend Wyrd to add DMG (cost = 1W per 1d, up to 3 max.)
Vital Strike 10 Dx+Fight -3 -2 3 Roll complementary Per+Physick; add victory dice to DMG
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Banga (Charge) 3 Dx+Fight -3 3+ If successful, attacker and target knocked down. Add 2d DMG/3 m run
Drox 5 Dx+Fight -2 Allows a second action (using another limb) with no multiple action penalty
Throx 9 Dx+Fight -3 Allows a third action (using another limb) with no multiple action penalty
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Parry 1 Dx+Melee +2 Roll victory dice +weapon DMG as armor
Thrust 2 Dx+Melee +2
Slash 3 Dx+Melee -2 +1
Counter Parry 3 Wits + Melee Eliminates opponent’s +2 parry bonus
Fancy Footwork 4 Dx + Vigor Opponent’s goal is reduced by 1 per victory pt
Draw & Strike 4 Dx+Melee -2 Draw sword and strike in same action
Compound Attack 5 Dx + Melee -1 Next turn’s goal is at +2
Disarm 5 Dx+Melee -2 -1 If successful, roll Dx+Melee (+ victory points) vs. target’s Str+Melee. If successful, target drops blade, which can be thrown 1m/victory point
Feint 5 Dx+Melee -2 -1 Add 3 successes against dodges only
Stop Thrust 5 Dx + Melee +3 -2 Reduce opponent’s goal by 2
Off-hand 6 Dx+Melee Suffer no penalties for off-hand weapons
Parry/Riposte 6 Dx+Melee +2/-1 Parry opponent’s attack. If successful, roll attack with no multiple action penalty
Wall of Steel 6 Dx + Melee Can make three parries
Cloak 7 Dx+Melee 0/-1 Parry opponent’s attack with a cloak in the off- hand (armor = victory points +3; goal = 8 + Str). If successful, attacker can attempt to Disarm opponent with no multiple action penalty
Florentine 7 Dx + Melee One attack and one parry without multiple action penalties
Athletic Strike 8 Dx+Melee -3 -2 Perform athletic feat (swing from chandelier) in same action with no multiple action penalty
Pierce 9 Dx+Melee -2 -3 Ignore target’s physical armor (not energy shields)
Double Strike 10 Dx+Melee -1 -1 Attack with primary and off-hand weapon in same action (roll both attacks separately)
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Shield Parry 1 Dx+Melee Roll victory dice +shield defense dice as armor
Shield Attack 2 Dx+Melee -1 Ram shield into target; inflict shield DMG
Attack & Parry 3 Dx+Melee Character parries with shield and attacks in same turn without suffering multiple action penalties.
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Aim Dx+Shoot -3 +1/turn Maximum bonus is 3 (more if a sight is used)
Hipshot Dx+Shoot +2 -1 Only for first shot of combat with a handgun
3-round burst Dx+Shoot +1
6-round burst Dx+Shoot -1 -1 +3
Empty clip Dx+Shoot -1 -2 +5 +3 successes against dodges only
Spread Dx+Shoot -2 -1/m +4 Spread up to 5m, anyone in targeted area must dodge or get hit
Snapshot 4 Dx+Shoot +1 -2 Can be performed with a dodge for no penalty (no other actions may be taken in same turn)
Quick Reload 5 None Reload clip and fire; no multiple action penalty
Quick draw 5 Dx+Shoot -2 -1 Draw gun and fire in same action
Off-Hand Shot 6 None Suffer no penalties for off-hand handgun
Recock 6 Dx+Shoot -2 -1 Recock rifle or shotgun and fire in same action
Leap & Shoot 7 Dx+Shoot -1 -1 Leap 1 meter in any direction
Roll & Shoot 8 Dx+Shoot -2 -1 Roll up to 3 meters in any direction
Instinct Shot 9 Dx+Shoot +1 -1 Fire at unseen target