Revision as of 13:13, 25 July 2018 by imported>WhoopingCrane
This is for more unusual combat maneuvers. For the basics, see the Combat page.
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
- Damage = thrown character's Strength
- Dazed/stunned works as usual
|
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
- Roll Dexterity + Martial Arts (soft style)
- If you get more successes, then you deflect the attack and can attempt a Throw (see above) as part of same action
|
Deflecting Block |
Defensive action vs Brawl / Melee / Martial Arts
- Roll Dexterity + Martial Arts (soft style)
- If you get more successes, then attacker must roll Dexterity vs 8 (fail = fall to ground and roll their Strength as bashing damage to themselves)
|
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
- 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
|
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
- 3+ successes = target drops a weapon
- 5+ successes = attacker grabs a weapon
|
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
- 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 |
|
|
Block roll
- Substitute Martial Arts (hard style) for Block
- 3+ successes = roll your Strength as damage to the blocked character
- No bonus damage dice for extra successes
|
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
- 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
|
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.
- Rearmost gets more successes: Target is chased toward a packmate of rearmost's choice and loses a Willpower.
- Tie: Target is chased as desired, but does not lose Willpower.
- Target gets more successes:
- Rearmost and target roll again, but rearmost's difficulty is increased by target's extra successes.
- Rearmost gets more successes: Target is chased as desired, but does not lose Willpower.
- Otherwise, target escapes.
- Target chooses to fight instead of run: Combat begins normally.
|
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
|