Drop down menu

Tuesday, November 13, 2012

Close Combat Maneuvers


This is simply a listing of the common maneuvers used in close combat; feel free to develop your own moves (with the Storyteller’s approval). All hand-tohand attacks inflict bashing damage unless stated otherwise. The damage inflicted by melee attacks depends on the weapon type. It is typically lethal, though clubs and other blunt instruments inflict bashing damage. All references to Strength also gain the benefit of Potence.



Bite: A bite maneuver is a “combat” bite, intended to cause damage rather than drain blood. Bite damage is aggravated. To use a bite attack, the vampire must first perform a successful clinch, hold, or tackle maneuver (see below). On the turn following the successful attack, the player may declare the bite attempt and make a roll using the modifiers below. Alternatively, a player can declare her vampire’s bite to be a “Kiss” attack. A Kiss is resolved in the same way as a normal bite, but inflicts no health levels of damage. Upon connecting with a Kiss, the vampire may begin to drain the victim’s blood at the normal rate, and the victim is typically helpless to resist. Following the Kiss, a vampire may, if she chooses, lick the puncture wound of the Kiss closed, thereby removing any evidence that she has fed. 

Traits: Dexterity + Brawl 
Difficulty: Normal 
Accuracy: +1 
Damage: Strength +1 

Claw: This attack is available to vampires with claws, such as those from the Protean power of Feral Claws or bone spurs constructed with the Vicissitude power of Bonecraft. A claw attack inflicts aggravated damage (if Feral Claws) or lethal damage (if a Vicissitude-constructed weapon). 

Traits: Dexterity + Brawl 
Difficulty: Normal 
Accuracy: Normal 
Damage: Strength +1 

Clinch: On a successful attack roll, the attacker goes into a clinch with the target. In the first turn, the attacker may roll Strength damage. In each subsequent turn, combatants act on their orders in the initiative. A combatant can inflict Strength damage automatically or attempt to escape the clinch. No other actions are allowed until one combatant breaks free. To escape a clinch, make a resisted Strength + Brawl roll against the opponent. If the escaping character has more successes, she breaks free; if not, the characters continue to grapple in the next turn. 

Traits: Strength + Brawl 
Difficulty: Normal 
Accuracy: Normal 
Damage: Strength 

Disarm: To strike an opponent’s weapon, the attacker must make an attack roll at +1 difficulty. If successful, the attacker rolls damage normally. If successes rolled exceed the opponent’s Strength rating, the opponent takes no damage but is disarmed. A botch usually means the attacker drops her own weapon or is struck by her target’s weapon. 

Traits: Dexterity + Melee 
Difficulty: +1 
Accuracy: Normal 
Damage: Special 

Hold: This attack inflicts no damage, as the intent is to immobilize rather than injure the subject. On a successful roll, the attacker holds the target until the subject’s next action. At that time, both combatants roll resisted Strength + Brawl actions; the subject remains immobilized (able to take no other action) until she rolls more successes than the attacker does. 

Traits: Strength + Brawl 
Difficulty: Normal 
Accuracy: Normal 
Damage: None 

Kick: Kicks range from simple front kicks to aerialspins. The base attack is at +1 difficulty and inflicts the attacker’s Strength +1 in damage. These ratings may be modified further at the Storyteller’s discretion, increasing in damage and/or difficulty as the maneuver increases in complexity. 

Ability: Dexterity + Brawl 
Difficulty: +1 
Accuracy: Normal 
Damage: Strength +1 

Multiple Opponents: A character who battles multiple opponents in close combat suffers attack and defense difficulties of +1, cumulative, for each opponent after the first (to a maximum of +4). 

Strike: The attacker lashes out with a fist. The base attack is a standard action and inflicts the character’s Strength in damage. The Storyteller may adjust the difficulty and/or damage depending on the type of punch: hook, jab, haymaker, karate strike. 

Traits: Dexterity + Brawl 
Difficulty: Normal 
Accuracy: Normal 
Damage: Strength 

Sweep: The attacker uses her own legs to knock the legs out from under her opponent. The target takes Strength damage and must roll Dexterity + Athletics (difficulty 8) or suffer a knockdown. The attacker can also use a staff, chain, or similar implement to perform a sweep. The effect is the same, although the target takes damage per the weapon type. 
Traits: Dexterity + Brawl/Melee 
Difficulty: +1 
Accuracy: Normal 
Damage: Str; knockdown 

Tackle: The attacker rushes her opponent, tackling him to the ground. The attack roll is at +1 difficulty, and the maneuver inflicts Strength +1 damage. Additionally, both combatants must roll Dexterity + Athletics (difficulty 7) or suffer a knockdown. Even if the target’s Athletics roll succeeds, he is unbalanced, suffering +1 difficulty to his actions for the next turn. 

Traits: Strength + Brawl 
Difficulty: +1 
Accuracy: Normal 
Damage: Strength +1 

Weapon Length: It is difficult to get in range with a punch or knife if someone else is wielding a sword or staff. A character being fended off with a longer weapon must close in one yard/meter before striking, losing a die from her attack roll in the process. 

Weapon Strike: A slashing blow, thrust, or jab,depending on the weapon used. 

Traits: Dexterity + Melee 
Difficulty: Normal 
Accuracy: Normal 
Damage: Weapon type 

No comments:

Post a Comment