Difference between revisions of "Advanced Combat"
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* 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. | ||
* House rule: Hard style and soft style are two separate abilities. You may learn both. | * House rule: Hard style and soft style are two separate abilities. You may learn both. | ||
+ | * House rule: Once Martial Arts reaches 5, you can buy additional maneuvers from that style for 3 XP each. | ||
==Simple maneuvers== | ==Simple maneuvers== |
Revision as of 10:29, 8 December 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.
- House rule: Once Martial Arts reaches 5, you can buy additional maneuvers from that style for 3 XP each.
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 |
Do (Akashic Brotherhood)
- Cannot exceed 2 in character generation, even after spending freebies.
- Non-Akashics can only buy it with XP, must have compatible paradigm and a senior Brother's trust.
- For rotes using Do as a focus, see Akashic Brotherhood Tradition book pages 66-68.
Eight Limbs of Drahma Sutra
Name | Description | Abilities |
---|---|---|
Dhyana | Meditation | Awareness, Enigmas, Meditation |
Prajna | Ethics and philosophy | Academics (philosophy), Cosmology, Law (Akashic codes) |
Karma | Hard work | Crafts (artistic or professional), Etiquette |
Sunyakaya | Stealth, illusion, espionage | Performance, Stealth, Subterfuge |
Dharmamukti | Unarmed combat | Alertness, Do, Dodge |
Shastamarga | Weapons | Crafts (weapons), Melee, Strategy |
Tricanmarga | Internal alchemy, breath control, athletics, asceticism | Acrobatics, Athletics, Body Control |
Jivahasta | Therapeudic and medical arts | Academics (Tibetan or Chinese medical theory or herbalism), Medicine, Survival |
Level N of Do requires dots in at least N of the other seven limbs, and at least 2*N dots in the individual abilities within those seven limbs. Use '+do/check me' to list your abilities by limb.
- Example: You could qualify for Do 4 by having these abilities:
- Karma - Crafts (clothes dyeing) 2
- Shastamarga - Melee 3
- Prajna - Academics (Buddhist philosophy) 1
- Tricanmarga - Athletics 1
- Jivahasta - Medicine 1
Basic uses
- May substitute it for Brawl at -1 difficulty.
- Attack: May choose to do lethal damage.
- Defense: May block lethal, but not aggravated. Still can't block projectiles/bullets.
- May substitute it for Martial Arts (soft style or hard style), but does not reduce difficulty.
Additional maneuvers
For each dot in Do beyond the first, you may pick one of these maneuvers, or one from the Martial Arts list (soft style or hard style).
Name | Description |
---|---|
Butterfly Palms | Negates 1 lost die per split action used for unarmed attack/defense/movement |
Weapon Art | When using a familiar weapon (one type per dot in Melee):
|
Peaceful Way | Choose one ability from the Eight Limbs:
|
Arrow Cutting | Dexterity + Do vs 7 to block an incoming missile (no bullets or anything else faster than an arrow), vs 9 to catch them for use in a later action |
Broken Rhythm | Once a turn, if target's initiative is lower than yours, you can attack at +2 difficulty:
|
Iron Shirt | Add Do to soak pool vs bashing (can't soak an attack completely unless your normal Stamina could have done so) |
Iron Hand | Target is -1 soak die
|
Kiaijutsu | Once a combat, roll Manipulation + Do vs (target's Willpower + 3), each success gives them +1 difficulty on all actions next turn
|
Jou Chuan | As defense vs unarmed or melee attack, roll Dexterity + Do vs 7 and beat attacker's successes to redirect the attack at the attacker or someone else, or grab the weapon for use in a later action
|
Escape Arts | Roll Dexterity + Do to escape physical bond
|
Plum Flower Blossom | Roll Dexterity + Do vs 6 to double jumping distance or bounce from object to object for (1 + successes/2) turns
|
Ten Thousand Weapons | Use any object as a weapon
|
Kailindo (Stargazers)
- Restricted to Stargazer shifters.
- Mentor background must be greater than or equal to the level of Kailindo being purchased. (Simplified version of mentoring requirements from Players Guide to Garou page 220.)
- Kailindo 3+: May attempt shapeshift as a reflex (doesn't use up an action slot), but you still have to roll Stamina + Primal Urge as usual (or spend a Rage to auto-succeed).
Standard maneuvers
- Homid does bashing
- Claws do aggravated
- Otherwise, you can choose to do bashing or lethal
Name | Usable by | Attack | Damage | Notes |
---|---|---|---|---|
Binding Wind | Homid, Glabro, Crinos | Dexterity + Kailindo vs 6 | Kailindo (not aggravated) | More successes than target's Dexterity = also establishes a hold
|
Deceptive Wind | Homid, Glabro, Crinos | Dexterity + Kailindo vs 5 | Strength | May attempt shapeshift as a reflex; target can dodge, but not block or parry |
Falling Tempest | any | Dexterity + Kailindo vs 8 | special | More successes than target's Strength = establish chokehold
|
Forceful Wind | Homid, Glabro, Crinos | Dexterity + Kailindo vs 8 | Strength + 1 | Requires two actions (leap, kick); if damage exceeds target's Strength, they're knocked down |
Little Cyclone | Homid, Glabro, Crinos | Dexterity + Kailindo vs 6 | 1 | Leg sweep, target can dodge |
Storm Dance | any | Manipulation + Kailindo vs 7 | none | Once per target per combat, must be your only action that turn
|
Tornado Kick | Homid, Glabro, Crinos | Dexterity + Kailindo vs 7 | Strength + 2 | |
Whirlwind | any | Dexterity + Kailindo vs 7 | none | Each success adds +1 die to your blocks that turn; may not do anything else that turn but block |
Shapeshifting maneuvers
Name | From | To | Attack | Damage | Notes |
---|---|---|---|---|---|
Changing Breeze | Glabro, Crinos, Hispo | something smaller | Dexterity + Kailindo vs 7 | none | Defensive action, attack is +1 difficulty per success (max 10), spending Rage to shift adds an auto-success to your roll |
Fading Breeze | Homid, Glabro, Lupus | something larger | Dexterity + Kailindo vs 7 | Strength | Target is +1 difficulty to attack you that turn |
Growing Tempest | Homid, Glabro, Lupus | something stronger | Dexterity + Kailindo vs 7 | Strength + 1 | Requires spending a Rage, establishes a hold (escape requires resisted Strength rolls), can't do aggravated unless shifting to Hispo |
The Hurricane | Homid, Glabro, Hispo, Lupus | Crinos | Dexterity + Kailindo vs 7 | Strength + successes | Target is thrown (2 * successes + Strength) meters, damage may vary based on where they land (ST discretion) |
Melting Wind | Glabro, Crinos, Hispo | something smaller | Dexterity + Kailindo vs 6 | none | May attempt to escape a hold or Combat#Clinch_.2F_Grapple at +1 die per Melting Wind success |
Moving Breeze | Glabro, Crinos, Hispo | something smaller | special | none | May attempt to dodge at +1 die per success on the shapeshift roll (+5 if you spent Rage) |
Striking the Wind | Homid, Glabro, Hispo, Lupus | something larger | Dexterity + Kailindo vs 5 | normal for counterattack | Requires being hit and spending a Rage, soak at -2 difficulty and perform a counterattack |
Subtle Draft | Lupus | something larger | Dexterity + Kailindo vs 6 | none | Attacks against target next turn are -1 difficulty |
Sudden Flurry | Homid, Glabro, Lupus | something larger | Dexterity + Kailindo vs 6 | special | Requires being held, target is thrown to ground (successes + Strength) feet |
- Attack and damage pools come from the form you're shifting to.
Klaive Dueling
- Reference: Players Guide to Garou 181, 215-220
- House rule: Klaive Dueling is a secondary skill. You must have Melee at an equal/higher level first.
- If you don't have this skill, you can still fight with a klaive and use maneuvers that do not "require specific klaive dueling skill".
- "Klaivaskar" is another name for this skill.
Maneuvers that do not "require specific klaive dueling skill":
Maneuver | Roll | Effect |
---|---|---|
Feint | Dexterity + Melee vs 7, target resists with Perception + Melee | Win: Add your excess successes to one of your next two actions Lose: Subtract target's excess successes from your next action |
Probe | Dexterity + Melee vs 5 | Does damage (-2 dice) |
Parry | Dexterity + Melee vs 6 | If you don't follow up with a riposte this turn, then you're +2 init next turn |
Riposte | Dexterity + Melee vs 4 | Does damage (normal), must be your next action after a successful parry, target may attempt to parry your riposte |
Maneuvers that "require specific klaive dueling skill":
- House rule: For each dot in Klaive Dueling, you may pick one of these maneuvers.
Maneuver | Roll | Effect |
---|---|---|
Bind | Dexterity + Melee vs (target's Dexterity + Melee) | Each success after the first negates one of the target's klaive actions that turn (they still lose Rage spent for extra actions) If you move your klaive then the negation stops You may attempt Disarm or Prise d'Argent on your next action at -2 diff |
Blind | Dexterity + Melee vs 8 | Does damage (-1 dice), target's attack/parry/dodge rolls are +1 diff for rest of combat (blood over their eyes) |
Disarm | Strength + Melee, target resists with Strength + Melee | Win: Target's klaive lands one yard away per excess success Botch: Your klaive lands one yard away per target's excess success |
Fleche | Dexterity + Athletics vs 7 | Does damage (+4 dice), cannot take any more actions that turn or next two turns |
Prise d'Argent | Dexterity + Melee vs 4 | Does damage (normal), must be your next action after a successful bind or riposte |
Silver Shield | Dexterity + Melee vs 7 | Add successes to any parry later this turn |
Swinging Slash | Dexterity + Melee vs 7 | Does damage (+3 dice), further actions this turn or next turn are +2 diff |
Stop Hit | Dexterity + Melee vs 7 | Does damage (+2 dice), must have higher init than your attacker They can't parry or dodge the Stop Hit If the Stop Hit doesn't incap or knock them down then you can't parry or dodge their attack |
Iskakku
- Reference: Children of Gaia 81-83
- Available to shifters and kinfolk of any tribe.
- May be substituted for Melee in a normal attack or block maneuver. Higher levels give access to all maneuvers up to and including that level.
- Children of Gaia with staves of Melee as a specialty may use these maneuvers as if they had Iskakku = Melee - 2.
Maneuver | Minimum Iskakku | Roll | Effect |
---|---|---|---|
Mahasu Qatu (Hand Smite) | 2 | Dexterity + Iskakku vs 8 | Variation of parrying, beat attacker's successes = also dislocate their wrist (they can't use that hand until it heals, which takes same amount of time as 1 bashing) |
Tammabukku Istu Kur (Dragon Emerges from Mountain) | 2 | Dexterity + Iskakku | Does damage (+2 dice due to aiming at face, no other targeting bonuses/penalties), can't do it on two consecutive actions |
Tabalu Kur (Take Away the Land) | 2 | Dexterity + Iskakku vs 8, target resists with Dexterity + Athletics vs 7 | Win: target falls down |
Isten Kima Ummanate (One as an Army) | 3 | Dexterity + Iskakku | Does damage twice in one action, each with half your attack pool (round first one up / second one down) and -1 damage die, may apply to different targets |
Sepu Istu An (Foot from Heaven) | 4 | Dexterity + Brawl vs 7 | Requires two actions and some room for a running start First action: Strength + Athletics vs 5, jump up to 8 feet per success Second action: Does damage (Str+3, otherwise counts as normal kick) |
Sepsu Sepu (Powerful Foot) | 4 | Dexterity + Iskakku | Does damage three times in one action, each with one-third your attack pool, similar to Isten Kima Ummanate |
Adannu Lukur Daku (Appointed Time of the Enemy's Demise) | 5 | Dexterity + Iskakku vs 8 | Requires two actions First action: Dexterity + Melee vs 7 (variation of parrying) Second action: Roll damage (no soak roll), but instead of affecting health levels, if it exceeds target's Stamina then they're knocked unconscious for three turns |