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Tuesday, November 13, 2012

Maneuver Complications


Blinded: Add two dice to attack rolls made against a blinded target. Furthermore, blind characters are at +2 difficulty on all actions. 

Dazed: If, in a single attack, the attacker rolls a number of damage successes greater than the target’s Stamina (for mortals) or Stamina + 2 (for vampires and other supernatural beings), the victim is dazed. The target must spend her next available turn shaking off the attack’s effects. Only damage successes that penetrate the defender’s soak attempt count toward this total. 

Immobilization: Add two dice to attack rolls made on an immobilized (i.e., held by someone or something) but still struggling target. Attacks hit automatically if the target is completely immobilized (tied up, staked, or otherwise paralyzed). 

Knockdown: The victim falls down. After suffering a knockdown, the subject makes a Dexterity + Athletics roll. If successful, she may get back on her feet immediately, but her initiative is reduced by two in the next turn. On a failed roll, the subject spends her next action climbing to her feet, if she chooses to rise. On a botch, she lands particularly hard or at a severe angle, taking an automatic health level of bashing damage. Maneuvers like tackle and sweep are intended to knock an opponent down. However, an especially powerful attack of any kind may send the target to the ground. Such instances are best left to the Storyteller’s discretion, and should occur only when appropriately cinematic or suitable to the story. 

Stake Through Heart: A vampire can indeed be incapacitated by the classic wooden stake of legend. However, the legends err on one point: A Kindred impaled through the heart with a wooden stake is not destroyed, but merely paralyzed until the stake is removed. To stake a vampire, an attacker must target the heart (difficulty 9). If the attack succeeds and inflicts at least three health levels of damage, the target is immobilized. An immobilized victim is conscious (and may use perception powers, such as those in the Auspex Discipline), but may not move or spend blood points.

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