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Skill Rate: Staggered
Uses: Climbing, swimming, running, and jumping
Jump
Make an Athletics check. If you are making a Long Jump, you may jump up
to half your check result in squares of your scale, to a maximum of
your speed. You do this as part of a move, not as an action in itself.
For a High Jump, you jump up to one quarter your check result in
squares of your scale. If you do not have a running start (4 m of
straight movement before your jump) the DCs are doubled.
Climb
As a 4SA, make an Athletics check. The DC is based off of the type of
wall you are trying to climb. If you succeed, you move up the wall at a
speed of 0.25m. For every point by which you succeed, you can move at
an additional +0.25m, to a maximum of your normal speed. You may not
make defence rolls (such as block, dodge, or parry) while climbing. All
climb checks are at a -2 penalty if one of your hands is holding
something or otherwise incapacitated, unless you have the Perch
technique.
Running and Chasing:
Normally, moving around is dealt with in Chapter Three: Combat.
However, when two characters have exactly the same speed, the GM should
let them run around for a few rounds, then call for an opposed
Athletics check. If the runner wins, he escapes. If the chaser wins, he
catches up to the runner. For long overland chases where endurance is
more important than speed, use the Fortitude skill instead.
Techniques:
Combo Components:
-
Leaping Charge:
[Attack Combo -1]: This combo component can only be included in a combo
that also includes Charge. Instead of having to move 6 m before your
attack (as per Charge), you must jump (or fall) the same distance. The
two combo components stack for Combo Complexity (they each subtract 1
for a total of -2). Creatures of different scale must jump 4 squares of
their scale.
-
Spring:
[Attack combo +1] you may move up to two seconds during your combo.
This does not add to the time it takes to use your combo, you can just
move while attacking. Attacks may be made at any point along the move,
and you can move between attacks. You take a -1/-1 penalty to ranged
attacks while making a Spring.
-
Rush:
[Attack Combo +2]
[Requires Spring]
You may move at your full speed for the duration of the combo
(typically four seconds), but may not run. Otherwise, this functions as
Spring. This may not be included in the same combo as Spring.
-
Sprint Attack:
[Attack Combo +4]
[Requires Rush]
You may run during your combo. All attacks are made at a -1/-1 penalty
(this stacks with the -1 /-1 penalty for ranged attacks from Spring).
Passive Techniques
-
Shot on the Run
[Requires Spring]
You can ignore the -1/-1 penalty to ranged attacks while making a
Spring.
-
Nimble Climb:
You may dodge while climbing.
-
Perch
: You may climb leaving one hand free without penalty, which can be used
to (among other things) make attacks, make Block checks, cast spells,
carry things, etc..
-
Rapid Climb
: You move at +0.5 squares of your scale (+0.5m for humans) when
climbing, to the normal maximum of your speed.
-
Sprint:
When your character uses the Run action, he moves at 4x speed instead
of at 3x speed.
-
Fast
:
[Requires Sprint]
. Increase your speed by one half of a square of your scale (+0.5m for
humans).
DC
|
Object to be Climbed
|
Example
|
0
|
specifically designed to be climbed, easily. No check required unless
you have a penalty.
|
A ladder
|
2
|
Relatively easy to climb
|
A rope with a wall to brace against or a knotted rope.
|
3
|
A surface with ledges to hold on to and stand on
|
Very rough cavern wall
|
4
|
Pulling yourself up by your hands
|
You‚re hanging off a cliff
|
5
|
Surface with adequate handholds and footholds
|
An unknotted rope, or a tree
|
6
|
Uneven surface with some handholds and footholds
|
|
8
|
Rough surface
|
Natural stone wall or brick wall
|
10
|
Overhang on a ceiling with handholds but no footholds
|
|
15
|
Perfectly flat, smooth, vertical surface
|
|
-1 modifier
|
Brace against perpendicular or opposite walls
|
A chimney or corner
|
+1 modifier
|
Surface is wet or slippery
|
It just rained
|
|
Skill Rate: Fast
Uses: If Weapon skill is for stabbing people, Combat Arts is for
stabbing people
better
Techniques:
Passive Techniques
-
Ambidexterity
: Both of your hands are treated as primary hands. If you have more
than two hands, you may gain this technique multiple times. Each time,
one additional hand (or hand-like equivalent) becomes a primary hand.
You can use standard weapons on primary hands, but only light weapons
in off-hands.
-
Iron Grip
: You can add 1kg times your scale multiplier (1 for humans) to your
maximum effort for a Medium Weapon, half that to light weapons, and
double it to heavy weapons.
-
Quick Draw:
You can draw or sheath (or pick up) a weapon or other small object as a
0SA.
-
Rapid Charge:
The Charge combo component only requires 3m of movement, instead of 6,
with this technique. Similarly, Leaping Charge only requires 3m of
jump. Creatures of a different scale must move 3 squares of their
scale.
Active Techniques:
-
Double Throw
:
You can throw two weapons from the same hand as a single attack. If it
is your off-hand, the two weapons much both add up to be a light
weapon, and if it is your primary hand they must add up to be a
standard weapon. The two weapons must be of the same type ƒ both
shurikens, daggers, etc.. Make one attack roll. If you beat the Target
score by one point or more, then you can roll two damage dice as if you
hit with two separate attacks. This attack counts as a single attack
made with a single weapon, so does not grant an extra attack for Dual
Wield.
-
Dual Wield
: You may use two different weapons for extra attacks. Penalties for
range are doubled when you attack with two weapons. Whenever you use a
combo, you can gain one additional attack. You decide how many (if you
have more attacks from other sources) attacks are made with each
weapon, but at least one must come from each. Remember that off-hands
can only use light weapons without Ambidexterity. The additional attack
is not modified by other combo components (such as Massive Damage,
cyclone, lunge, precision strike, etc.)
-
Multi Wield
:
[Requires Dual Wield and either Dexterity 4 or 6 ranks in Weapon Skill]
You can attack with a third weapon. You must have some manner of
pulling this off (i.e., using Quick Draw (see below) and dropping one
weapon in the middle of a combo, having three hands, or attacking once
with each hand and adding an unarmed attack). You get one additional
attack (on top of the one from dual wielding) for a total of two extra
attacks to your combo. At least one attack must be made with each
weapon. Ranged attacks still only have double range penalties. This
technique may be taken multiple times (the first time it's called
triple wield, the second time is called quadruple wield, then quintuple
wield, etc.) each time adding another weapon you can make attacks with
and granting one bonus attack.
-
Titan's Grip:
You may wield heavy weapons on one hand (they count as a standard
weapon when you do) but you take a -1/-1 Imbalance penalty to all
attack rolls made with the weapon when you do so, as well as a -1
Imbalance Penalty to defence rolls (such as parrying) made with the
weapon.
-
Implausible Weapon Wielder:
You can use a super heavy weapon (that is, up to double as massive as a
heavy weapon) without resting it on anything. You take a -1/-1
Imbalance penalty to all attack and defence rolls made with the weapon.
Axe Combat Tree:
All of the following require Axe proficiency
-
Rampage:
[Requires 4 ranks in Weapon Skill]
If while rolling for damage, you roll a kill (meet or beat the target's
Tougfhness) you may make one additional attack against an enemy in
reach „ your axe keeps going right through the first enemy into the
second one. This attack must be with the same weapon and uses all the
same bonuses as the first attack. The original attack must have been
made with a weapon in the Axe family.
Example:
Unusual Dual Wielding Combinations
When you think about using two weapons, you're probably picturing
someone with a pistol or knife in each hand. Those are only the most
obvious ways to do it ƒ however, with a little creativity, anything
starts to look like a viable extra weapon! For example, you could use:
-
A rifle and underslung grenade launcher
-
A crossbow with a bayonet
-
Both ends of a staff or spear
-
A two-handed sword and a kick
-
A punch and a kick
-
A punch from your left and right hand
-
A longsword and a shield bash
-
A shotgun, and then the butt of the same shotgun (it counts as separate
weapons when used in this manner)
-
A turret mounted tank cannon and coaxial machine gun
-
That same tank cannon and a kick to the face of a ninja who snuck up
behind you
-
A kick and an enemy you picked up using Grab and Throw, in the Wrestle
skill.
-
A carried and shoulder-mounted weapon in a Mech
Also, remember that with Quick Draw you can draw weapons in the middle
of a combo, and just because a weapon is heavy doesn't mean that it
takes both hands to carry ƒ just to attack with. So you could viably
attack someone with a single greatsword in both hands, let go of it
with your left, quick draw a dagger, and stab someone behind you with
it.
The attacks don't have to both be melee or both be ranged, either ƒ that
dagger could be thrown across the room at another attacker.
Things get even more fun with Improvised Weapon Proficiency or Impale.
Dual Wield gives an incentive for characters to add a little variety to
their attacks, making combats that much more interesting.
Blade Combat Tree:
All of the following require Blade proficiency
-
Riposte
:
[Requires 4 ranks in Weapon Skill]
on a successful Parry defence roll, you get a single free melee attack
against the person who attacked you. Your parry must have been done
with a weapon in the Blades family, and the free attack must be done
with that same weapon.
-
Dis-Arm
:
[Requires 4 ranks in Weapon Skill]
If you score a "kill" on damage with a Blade on a called shot, the
hand, limb, etc. in question is severed entirely.
-
Elegance:
[Requires 6 ranks in Weapon Skill, Weapon Finesse]
You may use the Weapon Finesse technique with Standard Weapons, so long
as they are in the Blade family. Normally you can only use it with
Light weapons.
Blunt Combat Tree:
All of the following require Blunt proficiency
-
Shock
:
[Requires 4 ranks in Weapon Skill]
While using a weapon in the Blunt family, one target per combo that you
hit must make a fortitude check (DC equals the damage you dealt) or be
stunned for two seconds.
-
Rush
:
[Requires 4 ranks in Weapon Skill]
If you deal a wound with a weapon in the Blunt family, you may move
your target one square of
your scale
(not your target's) in any direction. If your target collides with a
solid object, he takes damage as if he had fallen twice the distance.
You may only move an individual target once in this manner per round
Spear Combat Tree:
All of the following require Spear proficiency
-
Short Haft
:
[Requires 4 ranks in Weapon Skill]
While using a weapon in the spear family, you may threaten and attack
targets one step closer than your weapon's typical reach. For example,
with a shortspear (Which has a reach of Standard) you may attack
enemies that are Standard or Close. When combined with the Lunge
technique, you may attack targets that are Close, Standard, or Long.
-
Always Ready
:
[Requires 4 ranks in Weapon Skill]
As an immediate 4SA, you may use a combo or single attack against a foe
who has moved more than 4 squares. This attack is resolved before the
target's charge.
Unarmed Combat Tree:
All of the following require Martial Arts proficiency
-
Living Weapon:
[Requires 4 ranks in Weapon Skill, Dual Wield, Ambidexterity]
You may use a third limb as a weapon. For example, you could attack
with both arms and kick with one leg, gaining two bonus attacks with
Dual Wield. Normally, you can only use two limbs.
-
Skilled Martial Arts:
Your Unarmed Attack deals 1d4 damage instead of 1d4-1.
-
Combat Martial Arts:
[Requires Skilled Martial Arts]
Your Unarmed Attack increases in damage by one die (typically becoming
d6's), and you may deal lethal or non-lethal damage with it.
-
Advanced Martial Arts:
[Requires 4 ranks in Weapon Skill, Combat Martial Arts]
Your Unarmed Attack increases in damage by an additional die (typically
becoming a d8).
-
Stunning Fist
:
[Attack Combo +1]
[Requires Martial Arts proficiency]
One target (that you choose) who was wounded by an Unarmed Attack in
this combo must make a fortitude check (DC equals the damage dealt by
your attack) or be Staggered for one round.
Firearms Combat Tree:
All of the following require Firearms proficiency
-
Five Rounds Rapid
: With this technique, you do not increase range penalties for firing on
Auto while concentrating fire.
-
Strafe:
When firing an Automatic weapon, instead of firing at a spherical area,
you can fire in a line of the same scale.
Skill Rate: Staggered
Uses: Whenever you make an attack roll in melee, you use your weapon
skill modifier. Your weapon skill bonus is similarly added to the DC to
block attacks made with your melee attacks. So, with a +2 Weapon Skill
bonus, you get +2 to melee attack rolls and your attacks have a DC of 6
to defend against. A higher weapon skill modifier increases your
chances of hitting the target in addition to increasing your maximum
combo complexity
Parrying
: Every rank in Weapon Skill grants you one additional parry defence
roll per round. See Defence Rolls in the Combat chapter for more
information
To parry, you need a weapon with which you are proficient. If you are
proficient with unarmed combat, you need a hand free. Natural weapons
do
allow you to parry.
Without special training, you cannot Parry a ranged attack (such as a
bullet, arrow, or ranged spell). Without special weapons, you can‚t
generally parry energy-based attacks (such as many spells, fire breath,
plasma and laser guns, and beam swords) Parry cannot be used against
area attacks. As Parry is based on a Dexterity-based skill, mobility
penalties apply.
Techniques:
Combo Components:
-
Brace
: [Attack Combo -1] This combo can only be used in melee against targets
who moved more than 4 squares of your scale this turn, such as if the
enemy is charging you.
-
Cyclone
: [Attack combo +4] You may make one melee attack against every enemy in
reach. All attacks must be made at the same time ƒ you cannot move
during your combo to attack everyone standing in a line, for example.
The combined number of attacks made as a result of Cyclone may not
exceed your ranks in Weapon Skill (minimum 2).
-
Mad Cyclone
:
[Requires Cyclone]
[Attack Combo +8] Similar to Cyclone, you may make an attack against
everyone in reach. However, you may do so while moving (such as with
Spring or while riding on a moving mount) to attack everyone you pass.
The combined number of attacks may not exceed double your ranks in
Weapon Skill.
-
Extra Attack
[Attack combo +2]: You gain one additional attack in your combo. You
may add this component multiple times, each time making another attack.
-
Flat of the Blade:
[Attack Combo + 0]: You deal nonlethal damage with melee weapons in
this combo without suffering the usual penalty. You may not do lethal
damage with any attacks in this combo.
-
Impale
:
[Attack Combo +1] If you succeed on a melee attack that deals a wound
in this combo, you leave your weapon stabbing in the enemy. The attack
must be made with a slashing or piercing weapon (or another weapon with
GM permission). The target takes an additional wound that cannot be
healed without first removing the weapon, which takes as much time as
it would to draw the same weapon.
-
Knockback
:
[Attack combo +2] Once in this combo, you may send an opponent which
you hit with an attack flying backwards. You may move your target one
square of
your scale
(not your target's) in any direction. If your target collides with a
solid object, he takes damage as if he had fallen twice the distance.
You may only move an individual target once in this manner per round.
You can add this component multiple times to the same combo, each time
knocking another creature that you hit backwards.
-
Lunge
[Attack combo +1]: you increase your reach by one step for the purposes
of this combo (Close to Standard to Long to Long 2, etc.) This increase
in reach is variable ƒ that is, you can still attack enemies that are
in the unmodified reach area.
-
Mighty Strike
: [Attack Combo +1 or more] Your melee attacks in this combo deal one
higher die of damage (d4-1->d4->d6->d8->d10->d12). Attacks that already
do d12 damage deal +1 damage. You may add this component multiple
times, its effects stack. Each time you add it, however, it costs one
more combo complexity point than the last time. So the first damage
increase is combo complexity +1, two is complexity +3, three is +6,
etc.
-
Opportunist
: [Attack Combo +5] Combos with the Opportunist component may be used
with the Nick technique to attack in one second.
-
Precision Strike:
[Attack combo +1] For the purposes of attacks in this combo, reduce the
target bonus for called shots to one specific area by 1 point. For
example, one could add Precision strike (Head) and reduce the +3 target
bonus to heads to only +2. This component may be included multiple
times, each time selecting a different specific area.
Dirty Fighter Combat Tree:
All of the following techniques require the Extra Attack technique and
proficiency with a unarmed attacks.
-
Punch
:
[Requires 2 ranks in Weapon Skill]
[Attack Combo +2]: For all purposes, this is treated as an Attack or
Extra attack component, except that it
must
be made unarmed. If the punch hits, one other attack you made this
combo may be rerolled. You must use the second result. If you have no
hands, or your hands or arms are otherwise disabled (such as through a
called shot) then Punch has no effect. This component may be added
multiple times to the same combo, each time making another Punch. Make
sure you designate which die is making the Punch (using a separate
colour is a good idea) so you know for sure which one hit. If you have
a claw, smash, or similar natural attack; or are wearing gauntlets or
using a punch dagger, Punch made me used with that weapon.
-
Kick:
[Requires 4 ranks in Weapon Skill]
[Attack Combo +2] For all purposes, this is treated as an Attack or
Extra attack component, except that it
must
be made unarmed. If you have no feet, or your feet or legs are
otherwise disabled (such as through a called shot) then Kick has no
effect. If the Kick hits, you may reroll one damage die you make this
combo. This component may be added multiple times to the same combo,
each time making another Kick. Make sure you designate which die is
making the Kick attack.
-
Head-to-head Combat
:
[Requires 4 ranks in Weapon Skill]
[Attack Combo +2] For all purposes, this is treated as an Attack or
Extra attack component, except that it
must
be made unarmed. You try to hit your target with a headbutt. You get a
-1/-1 penalty to this attack unless it is made as part of a Charge or
while wrestling the enemy. If you hit, the target must make a fortitude
check (DC = Damage dealt, even if you didn‚t wound the target) or be
Stunned for one second. Head-to-Head Combat may be used while Pinned,
with the One Inch Punch technique. If you haven‚t got a head (and are
somehow still alive) you can‚t use Head-to-head combat. If you have
horns or some other headbutt natural attack, you can use that attack in
place of an unarmed one.
Street Fighter Component Tree:
All of the following techniques require proficiency with unarmed
attacks.
-
Blind
:
[Attack Combo +1] To use this component, you must have a loose cloth
item in your hand (or available to grab with Quick Draw or similar).
Such an item could be a cape or cloak (even one worn), a scarf, a
napkin, a handkerchief, a flag, etc.. You toss or fling the item in the
enemy's face (either in ranged or melee - if ranged, treat is as a
thrown weapon with a range increment of one square). If you succeed
your attack, the target is blind against anything else you do in this
combo. You may add multiple Blind components to the same combo, but
multiple successes on a single target do not increase the penalty.
-
Face Slap
: [Attack Combo +1] You slap your opponent upside the head, briefly
disorienting him. Make an unarmed attack as a called shot to the
target's head. This attack deals no damage, instead, a successful hit
imposes a -1 penalty to any defence rolls made against other attacks in
this combo. Multiple penalties from multiple Face Slaps do not stack.
This combo component can be added multiple times to the same combo,
each time making another Face Slap attempt at the same or a different
enemy. Targets can defend against a Face Slap as if it were a normal
attack.
-
Kneecap
: [Attack Combo +3] Make an unarmed called shot to your target's leg. If
you succeed, make a damage roll opposed by your target's fortitude
check. If you beat the check, the target is not wounded, but instead
falls to a crouching position and is stunned for 1d6 seconds. Multiple
Kneecap components can be added to the same combo, but only the first
successful kneecap has any effect on any one creature.
-
Throat Jab
: [Attack Combo +1] You jab your opponent in the throat with your hand,
giving him trouble breathing and, more importantly, preventing him from
speaking. Make an unarmed attack roll as a called shot to the target's
neck (a Critical Area), but do not roll for damage. Instead, if your
attack hits, your target cannot speak until the beginning of your next
turn. This includes calling for help and casting spells with Verbal
components, among other things. This combo component may be added
multiple times to the same combo, each time making another attempt
against the same or a different enemy. Multiple Throat Jabs against the
same enemy do not increase the effect. Targets can defend against a
Throat Jab as if it were a regular attack.
-
Wind
: [Attack Combo +1] You hit your target in the stomach, forcing the air
out of his lungs. Make an unarmed attack against your target, but do
not roll for damage. If you succeed, your target must make a fortitude
check (DC=4+your weapon skill modifier). Failure means he is Staggered
on his next turn, and he can't breathe or speak until he is no longer
Staggered. Further, if he was holding his breath, he loses the air he
had. This is useful if you plan on strangling him or throwing him into
a lake immediately afterwards. Multiple Wind components can be added to
the same combo, each time allowing you to try again against the same
enemy or another.
Passive Techniques:
-
Lightning Parry:
[Requires 10 ranks in Weapon Skill]
You may parry ranged attacks.
Active Techniques:
-
Controlled Fighting:
If you are using a light weapon and one hand is free, you get one
additional parry per round.
-
Nick:
You can make a single attack in one second. You cannot use this
technique if you make any other attacks in your turn. If you have a
combo that includes Opportunist, you can use that combo as your Nick
attack.
-
Slice:
Once per round, after making a successful parry you may make a free
attack against the weapon you just parried. The attack must be made
with the weapon you used to make the parry.
-
Weapon Finesse:
You may add your dexterity to damage instead of your strength with
Light weapons, or those with the "Finesse" special. However, you apply
mobility penalties to your attack bonus when you do so.
Skill Rate: Staggered
Uses: Wrestling enemies, throwing them, disarming them, etc.
Size Modifier:
Add your scale to your wrestle modifier
Strength Modifier:
For every three points of strength you have over 3, you add +1 to your
wrestle modifier. So, you get +1 at strength 6, +2 at strength 9, etc..
Hold
: Make an opposed Wrestle Check against an enemy in reach as a 4SA. If
you succeed, you prevent the target from moving, casting spells which
require a free hand, or attacking until your next turn. This requires
at least one free hand, which is used to hold the creature. You can
carry a held character and move with him, but (probably) the added
weight will slow you down. See the Encumbrance rules for more
information. Held characters can't make block or parry defence rolls,
but can dodge with a -1 penalty. Less common defence rolls can be made
or not made with GM discretion, unless otherwise specified.
Force Feed:
As a 2SA, you can make an opposed Wrestle check against a Held foe. If
you succeed, the target ingests whatever food/poison/potion or similar
is in your hand.
Techniques:
Combo Components:
-
Grab
: [Attack Combo +1] You can try to use Hold on someone as a part of this
combo. You may add this component multiple times, each time making
another Hold attempt. Normally, grabbing a target takes a 4SA.
-
Throw
[Attack Combo +1,
Requires Grab
]: You can toss a held opponent. You can throw the character one square
of your scale per point of Strength you have. So, a human with strength
4 can throw someone up to 4m away. If they collide with a hard surface
(such as a wall or another person), they take 1d6 + your strength score
in bludgeoning damage. If the surface is particularly hazardous, the GM
may add circumstantial damage using the falling damage chart as a
guideline. If you throw them off an edge or something similar, they may
take falling damage as well. You can try to throw an enemy at another
one. Thrown targets land prone unless they succeed on a DC 8 acrobatics
check. You may add the Throw component multiple times, each time
throwing an additional Held creature. Targets that are thrown are
obviously no longer considered held by you. If you throw your target
through another character‚s occupied space, they might collide. Both
characters can make a defence roll (generally speaking, parry and block
would be impossible in this situation) with a DC equal to 4 + your
Wrestle modifier. Both characters take 1d4 + your strength score of
damage in the event of a collision.
-
Curbstomp:
[Attack Combo +2,
Requires Grab
] You can try to bash a Held opponent into the floor (if he is prone) or
a wall or enemy (or similar object or creature) within your natural
reach (if there is one). If you try to bash him against an inanimate
immobile object, you do not need to make an attack roll ƒ so it is
strongly recommended that you use a called shot to the head. The target
takes 1d6 + your strength in bludgeoning damage. If you try to bash him
into a creature, you must make a normal melee attack roll against the
second creature as if attacking with a heavy weapon. If you hit , both
creatures take 1d6 + your strength score. The creature remains Held
after you use this, so you may follow it up with a throw or another use
of this component. You may add this component multiple times to a
combo, each time against the same or different Held creature.
-
Trip
[Attack Combo +1] Adds a Trip attempt to the combo. Make an opposed
Wrestle check against one target in reach. If you succeed, they are
knocked prone. Adding multiple Trips to a combo results in multiple
Trip attempts. Trip has a default range of Close, but you may use a
weapon's reach if that weapon has the Trip Special. If you successfully
trip a rider, he is unhorsed.
-
Disarm
[Attack Combo +1] Adds a Disarm attempt to the combo. Make an opposed
wrestle check with a target in reach. Success means the target drops
their weapon. Some weapons allow you to make Disarm attempts with them,
in this case use the weapon‚s reach and your Weapon Skill or Wrestle
modifier, whichever is higher. This component may be added multiple
times to the combo, each time allowing you to make another Disarm
attempt. The defender can use his Wrestle modifier or his Weapon Skill
modifier, whichever is higher.
Special Throw Options:
For whatever reason, one thing that varies widely between different
moods and atmospheres in movies, TV shows, and novels is how effective
it is to throw someone across a room. As such, here are some optional
rules for differing takes on throws in the Semiautomagic game:
Less Lethal Throws:
For more realistic games, throws can be easily de-powered as follows:
simply subtract a point of damage for each square the character was
thrown before colliding with an obstacle.
More Lethal Throws:
Throwing can be a problem because it‚s damage isn‚t based off of
weapons or technology, so in a futuristic campaign, a throw is useless
against a heavily armoured opponent. This can be remedied either by
using the More Detailed Armour special rule found in Appendix C, or by
increasing the damage die to a d8 or even d10.
More Realistic Throws:
Realistically, unless a person has super strength (which is hardly
realistic to begin with) a human can‚t throw a human very far at all.
So, you can try decreasing the range to a single square.
These optional throw variants are a visible way to change the tone of
your campaign from a more cinematic feel to a gritty, realistic one.
Passive Techniques:
-
Pin
: Held Targets may not attack or cast spells unless they don't require a
free hand.
-
Suffocate
: You can prevent anyone you are Holding from breathing or speaking
(including casting spells with a vocal component or calling for help).
Active Techniques:
-
Curse You Treacherous
Dagger
: If you succeed in an opposed wrestle check against a target in reach,
you may use a weapon he is holding as you were wielding it. You make
this check as part of an attack.
-
Foothold
:
[Requires Pin]
If you are standing up and your target is prone, you can use Hold
against them using only your feet, leaving both of your hands free.
-
Hostile
Cover
: You may use anyone Held as Heavy Cover against ranged attacks. See
Cover in Chapter 3: Combat for more information.
-
One Inch Punch:
You may make unarmed attacks while Held, but you must succeed on an
opposed Wrestle check made as part of the attack.
-
Bloody Wrestler:
[Requires One Inch Punch]
You may use light weapons while Held, but you must succeed on an
opposed Wrestle check made as part of the attack.
Skill Rate: Staggered
Uses: You are a particularly scrawny individual. This has no penalty
other than the fact that if you put ranks in this, you probably didn‚t
put them in, say, Combat Arts or Weapon Skill. On the plus side, your
enemies don‚t register you as a threat and may not take you seriously
enough to really try and hurt you.
Techniques:
Passive Techniques:
-
Mass Scrawny:
[Requires Scrawny]
When you use Scrawny, it affects all who can see you. Make one
Feebleness check and apply it to the Will of anyone who can see you.
-
Pitiful Flinch:
[Requires Scrawny]
: You can use Scrawny as a 1 second immediate action.
-
Wiry:
[Requires Scrawny, Strength of 3+]
You decrease the penalty from your Strength score to Scrawny checks by
one point. You may take this multiple times, and its effects stack, but
never reduce the penalty to lower than -2.
-
Extra Scrawny:
[Requires Scrawny, 2 ranks in Feebleness]
If you succeed in a Scrawny check, you add an additional +1 Target to
your target score. You may take this multiple times, to a maximum of
one-half of your Feebleness bonus. Its effects stack.
-
Size Down:
When other creatures use the Size Up technique against you, you
subtract your ranks in this skill from the CR they think you have. See
the Perception skill for more about Size Up.
Active Techniques:
-
Scrawny:
You can make a special Feebleness skill check as a 1 second action
against one target who can see you. The DC is equal to their Will. You
subtract your Strength and triple your Scale from your Scrawny check,
but add +3 to make up for that. If you succeed, you are treated as
having +1 Target against attacks made by them. This is because they are
not really trying to hit you as much as they could, because you appear
so unthreatening.
Creatures immune to Morale effects are immune to Scrawny.
If your target sees you do anything that causes a Wound or morale
penalty or Kill
anything
, the target is immune to your use of Scrawny until your bonus
increases, or they somehow forget.
If you are visibly armed, you take a penalty based on the heaviest
weapon. The penalty is -1 for a light weapon, -2 for a standard weapon,
and -3 for a heavy weapon. If you are carrying a superheavy weapon, the
target is immune to Scrawny.
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