Difference between revisions of "Advanced Combat"
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=Martial Arts= | =Martial Arts= | ||
− | * Reference: KotE 83, 140-142 | + | * Reference: KotE 83, 140-142; KotE Companion 119-121 |
* Available to all races. | * Available to all races. | ||
* House rule: Martial Arts costs the same as a normal primary ability, but you must have Brawl at an equal/higher level first. | * House rule: Martial Arts costs the same as a normal primary ability, but you must have Brawl at an equal/higher level first. | ||
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{| class="wikitable" | {| class="wikitable" | ||
! Name !! Description | ! Name !! Description | ||
+ | |- | ||
+ | | Acrobatic Dodge || May perform a number of [[Combat#Dodge | dodge]] actions equal to your Acrobatics with no split-action penalties, but may not take any other extra/split actions that turn | ||
+ | |- | ||
+ | | Cataleptic Grapple || During a [[Combat#Clinch_.2F_Grapple | clinch/grapple]], roll Perception + Martial Arts (soft style) vs 7, each success does 1 level of damage (soakable) | ||
|- | |- | ||
| Counter Throw || [[Combat#Defensive_maneuvers | Defensive action]] vs Brawl / Melee / Martial Arts | | Counter Throw || [[Combat#Defensive_maneuvers | Defensive action]] vs Brawl / Melee / Martial Arts | ||
Line 47: | Line 51: | ||
* Kuei-jin target loses 1 chi (attacker chooses type), other vampires lose 1 blood, damage = attacker's Strength | * Kuei-jin target loses 1 chi (attacker chooses type), other vampires lose 1 blood, damage = attacker's Strength | ||
* Damage vs other targets = attacker's Strength + 1 | * Damage vs other targets = attacker's Strength + 1 | ||
+ | |- | ||
+ | | Push Hands || Perform a [[Combat#Block | block]] at +1 difficulty, success = attacker is knocked to ground and roll their Strength as bashing damage to themselves | ||
+ | |- | ||
+ | | Reactive Strikes || Requires [[Combat#Multiple_actions | extra or split actions]], use one to [[Combat#Block | block]], success = use next to attack the attacker (can't be blocked or dodged), failure = lose next | ||
+ | |- | ||
+ | | Spinning Throw || Perform a single throw at +1 difficulty per attacker beyond the first (up to difficulty 10, additional attackers negate 1 success each); this resists each attack individually | ||
|- | |- | ||
| Withering Grasp || Dexterity + Martial Arts (soft style), damage as usual | | Withering Grasp || Dexterity + Martial Arts (soft style), damage as usual | ||
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|- | |- | ||
| Blow to Pressure Point / Thunder Kick || Dexterity + Martial Arts (hard style) vs 8 || Strength + 3 || | | Blow to Pressure Point / Thunder Kick || Dexterity + Martial Arts (hard style) vs 8 || Strength + 3 || | ||
+ | |- | ||
+ | | Breaking Blow || Pick another attack || Add (attack successes / 2) dice on top of usual bonus | ||
+ | * Example: A punch with 4 attack successes has a damage pool of Strength (base) +3 (usual bonus) +2 (Breaking Blow) | ||
+ | | Requires full turn of concentration (i.e. Breaking Blow must be your only action that turn); roll half the damage pool (rounded down) as damage to the attacker (soakable); botch = attacker takes 1 level of lethal | ||
|- | |- | ||
| Damaging Block || || || [[Combat#Block | Block roll]] | | Damaging Block || || || [[Combat#Block | Block roll]] | ||
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|- | |- | ||
| Elbow Strike || Dexterity + Martial Arts (hard style) vs 5 || Strength + 1 | | Elbow Strike || Dexterity + Martial Arts (hard style) vs 5 || Strength + 1 | ||
+ | |- | ||
+ | | Ground Fighting || Pick another attack or defense || Normal || No penalty while crouching or prone (must still be able to reach target) | ||
+ | |- | ||
+ | | Jump Kick || Dexterity + Martial Arts (hard style) vs 6 || Strength + 3 || -2 difficulty to defend against it | ||
+ | |- | ||
+ | | Killing Blows || Pick another attack || Lethal instead of bashing, otherwise normal || | ||
+ | |- | ||
+ | | Ripping Strike || Dexterity + Martial Arts (hard style) vs 5 || Strength || Success = target is -1 die on all rolls until end of next turn | ||
+ | * 5+ health levels: May tear out ears / eyes / chunks of skin at ST discretion | ||
|- | |- | ||
| Spinning Kick || Dexterity + Martial Arts (hard style) vs 7 || Strength + 2 | | Spinning Kick || Dexterity + Martial Arts (hard style) vs 7 || Strength + 2 | ||
+ | |} | ||
+ | |||
+ | ==Common styles and techniques== | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Style !! Origin !! Technique !! Typical maneuvers | ||
+ | |- | ||
+ | | Aikido || Japan || Soft || Counter Throw, Deflecting Block, Joint Lock, Spinning Throw, Withering Grasp | ||
+ | |- | ||
+ | | Chin Na || China || Soft || Deflecting Block, Joint Lock, Mantis Strike, Reactive Strike, Withering Grasp | ||
+ | |- | ||
+ | | Hsing-I Chuan || China || Hard || Blow to Pressure Point, Damaging Block, Elbow Strike, Killing Blows | ||
+ | |- | ||
+ | | Judo || Japan || Soft || Cataleptic Grapple, Counter Throw, Joint Lock, Mantis Strike, Withering Grasp | ||
+ | |- | ||
+ | | Karate || Japan || Hard || Breaking Blow, Damaging Block, Elbow Strike, Killing Blows, Spinning Kick | ||
+ | |- | ||
+ | | Pa Kua || China || Soft || Counter Throw, Joint Lock, Mantis Strike, Reactive Strike, Withering Grasp | ||
+ | |- | ||
+ | | Pencak Silat || Malaysia || Hard || Blow to Pressure Point, Damaging Block, Elbow Strike, Ground Fighting, Killing Blows | ||
+ | |- | ||
+ | | Savate || France || Hard || Dragon Tail Sweep, Elbow Strike, Jump Kick, Killing Blows, Spinning Kick | ||
+ | |- | ||
+ | | Shaolin Kung Fu || China || Soft || Acrobatic Dodge, Counter Throw, Deflecting Block, Joint Lock, Withering Grasp | ||
+ | |- | ||
+ | | Tae Kwon Do || Korea || Hard || Breaking Blow, Dragon Tail Sweep, Jump Kick, Killing Blows, Spinning Kick | ||
+ | |- | ||
+ | | Tai Chi || China || Soft || Counter Throw, Deflecting Block, Mantis Strike, Push Hands, Withering Grasp | ||
+ | |- | ||
+ | | Tiger Claw || China || Hard || Breaking Blow, Damaging Block, Ripping Strike, Killing Blows, Spinning Kick | ||
+ | |- | ||
+ | | White Crane || China || Soft || Acrobatic Dodge, Counter Throw, Deflecting Block, Mantis Strike, Spinning Throw | ||
|} | |} | ||
Revision as of 13:13, 25 July 2018
This is for more unusual combat maneuvers. For the basics, see the Combat page.
Contents
Martial Arts
- Reference: KotE 83, 140-142; KotE Companion 119-121
- Available to all races.
- House rule: Martial Arts costs the same as a normal primary ability, but you must have Brawl at an equal/higher level first.
- House rule: Hard style and soft style are two separate abilities. You may learn both.
Simple maneuvers
Name | Summary | Soft style | Hard style |
---|---|---|---|
Strike | Same as normal punch | Can substitute Martial Arts (hard style) at -1 difficulty | |
Kick | Same as normal kick | Can substitute Martial Arts (hard style) at -1 difficulty | |
Grapple | Same as normal hold or clinch/grapple | Can substitute Martial Arts (soft style) at -1 difficulty | |
Throw | After a hold or clinch/grapple, roll Dexterity + Martial Arts
|
Can substitute Martial Arts (soft style) at -1 difficulty |
Additional maneuvers
For each dot in Martial Arts after the first, you may pick one of these maneuvers.
Soft style
Name | Description |
---|---|
Acrobatic Dodge | May perform a number of dodge actions equal to your Acrobatics with no split-action penalties, but may not take any other extra/split actions that turn |
Cataleptic Grapple | During a clinch/grapple, roll Perception + Martial Arts (soft style) vs 7, each success does 1 level of damage (soakable) |
Counter Throw | Defensive action vs Brawl / Melee / Martial Arts
|
Deflecting Block | Defensive action vs Brawl / Melee / Martial Arts
|
Joint Lock | During a clinch/grapple, roll Dexterity + Martial Arts (soft style), each success does 1 level of damage (soakable) |
Mantis Strike | Dexterity + Martial Arts (soft style) vs 7
|
Push Hands | Perform a block at +1 difficulty, success = attacker is knocked to ground and roll their Strength as bashing damage to themselves |
Reactive Strikes | Requires extra or split actions, use one to block, success = use next to attack the attacker (can't be blocked or dodged), failure = lose next |
Spinning Throw | Perform a single throw at +1 difficulty per attacker beyond the first (up to difficulty 10, additional attackers negate 1 success each); this resists each attack individually |
Withering Grasp | Dexterity + Martial Arts (soft style), damage as usual
|
Hard style
Name | Attack | Damage | Notes |
---|---|---|---|
Blow to Pressure Point / Thunder Kick | Dexterity + Martial Arts (hard style) vs 8 | Strength + 3 | |
Breaking Blow | Pick another attack | Add (attack successes / 2) dice on top of usual bonus
|
Requires full turn of concentration (i.e. Breaking Blow must be your only action that turn); roll half the damage pool (rounded down) as damage to the attacker (soakable); botch = attacker takes 1 level of lethal |
Damaging Block | Block roll
| ||
Dragon Tail Sweep | Throw without requiring a hold or clinch/grapple first, difficulty 8 | as above | |
Elbow Strike | Dexterity + Martial Arts (hard style) vs 5 | Strength + 1 | |
Ground Fighting | Pick another attack or defense | Normal | No penalty while crouching or prone (must still be able to reach target) |
Jump Kick | Dexterity + Martial Arts (hard style) vs 6 | Strength + 3 | -2 difficulty to defend against it |
Killing Blows | Pick another attack | Lethal instead of bashing, otherwise normal | |
Ripping Strike | Dexterity + Martial Arts (hard style) vs 5 | Strength | Success = target is -1 die on all rolls until end of next turn
|
Spinning Kick | Dexterity + Martial Arts (hard style) vs 7 | Strength + 2 |
Common styles and techniques
Style | Origin | Technique | Typical maneuvers |
---|---|---|---|
Aikido | Japan | Soft | Counter Throw, Deflecting Block, Joint Lock, Spinning Throw, Withering Grasp |
Chin Na | China | Soft | Deflecting Block, Joint Lock, Mantis Strike, Reactive Strike, Withering Grasp |
Hsing-I Chuan | China | Hard | Blow to Pressure Point, Damaging Block, Elbow Strike, Killing Blows |
Judo | Japan | Soft | Cataleptic Grapple, Counter Throw, Joint Lock, Mantis Strike, Withering Grasp |
Karate | Japan | Hard | Breaking Blow, Damaging Block, Elbow Strike, Killing Blows, Spinning Kick |
Pa Kua | China | Soft | Counter Throw, Joint Lock, Mantis Strike, Reactive Strike, Withering Grasp |
Pencak Silat | Malaysia | Hard | Blow to Pressure Point, Damaging Block, Elbow Strike, Ground Fighting, Killing Blows |
Savate | France | Hard | Dragon Tail Sweep, Elbow Strike, Jump Kick, Killing Blows, Spinning Kick |
Shaolin Kung Fu | China | Soft | Acrobatic Dodge, Counter Throw, Deflecting Block, Joint Lock, Withering Grasp |
Tae Kwon Do | Korea | Hard | Breaking Blow, Dragon Tail Sweep, Jump Kick, Killing Blows, Spinning Kick |
Tai Chi | China | Soft | Counter Throw, Deflecting Block, Mantis Strike, Push Hands, Withering Grasp |
Tiger Claw | China | Hard | Breaking Blow, Damaging Block, Ripping Strike, Killing Blows, Spinning Kick |
White Crane | China | Soft | Acrobatic Dodge, Counter Throw, Deflecting Block, Mantis Strike, Spinning Throw |
Shifter pack tactics
- Reference: WtA 212-213
- Each shifter pack may pick a number of these maneuvers equal to the lowest Gnosis score among pack members, even if that member isn't participating.
- Includes some minor adjustments/clarifications.
Name | Minimum number of PCs | Description |
---|---|---|
Fur Gnarl | 1 | Claw attack (Dexterity + Brawl vs 7), every 2 damage successes (pre-soak) = -1 soak dice when same location is targeted (choose any tier of standard targeting maneuver) until flesh healed or armor repaired |
Harrying | 4 | Pack (Lupus or Hispo or equivalent) surrounds target. Rearmost rolls Dexterity + Athletics vs 5, target resists with same roll.
|
Savage | 3 | Body tackle or sweep attack, packmates (Lupus or Hispo or equivalent) bite whatever they can reach, target must succeed at Strength + Athletics vs (4 + number of attackers, max 10) to get up |
Wishbone | 2 | Dexterity + Brawl vs (6 - number of grabs that already succeeded) to grab an extremity, then all successful grabbers roll Strength for damage (their choice of lethal or bashing); if any individual does 4+ levels of damage (after soak) then that extremity is broken/severed (ST discretion); can be done in Lupus or Hispo (or equivalent) if target is knocked down first |