Difference between revisions of "Close Combat Maneuvers"

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===Bite===
 
===Bite===
Unless possessed of a muzzle/snout, you must first successfully perform a Clinch, Hold, or Tackle manuver before using Bite.
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Unless possessed of a muzzle/snout, you must first successfully perform a Clinch, Hold, or Tackle maneuver before using Bite.
<br><b>Prerequisite:</b>Vampire, KoTE, Shifter in Non-homid, non-glabro forms, animals.
 
<br><b>Pool:</b> Dexterity+Brawl+1
 
<br><b>Difficulty:</b> Normal, unless noted otherwise. Most shifters and animals bite at -1 diff.
 
<br><b>Damage:</b> Strength+1, aggravated from vampires/shifters.
 
  
===Chainsaw Gouge===
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'''Roll''': Dexterity + Brawl <br>
This is just like Gouge with a few exceptions. Anybody with a humanity rating of 3 or better, or anything that abhors such fiendish cruelty is setting themselves up for willing corruption of the spirit. Those with humanity 3+ must immediately make a conscience roll, diff 6, every time they perform this maneuver on another thinking creature or helpless creature, to check for degeneration as the chainsaw performs catastrophic, savage, and generally needless grotesqueries to the victim.
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'''Difficulty''': 5<br>
This maneuver allows no hit-roll. Pool only applies to see if you have enough dice left after injuries and such to do this.
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'''Damage''': Strength +1/ B or L
<br><b>Pool:</b> Dexterity+Melee
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'''Actions''': 1
<br><b>Diff:</b> Normal
 
<br><b>Damage:</b> Chainsaw+2
 
  
 
===Claw===
 
===Claw===
<b>Prequisite:</b> Claws
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'''Roll''': Dexterity + Brawl <br>  
<br><b>Pool:</b> Dexterity+Brawl
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'''Difficulty''': 6<br>
<br><b>Difficulty:</b> Normal
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'''Damage''': Strength +1-3/ L or A <br>
<br><b>Damage:</b> Strength+1, frequently aggravated from Gangrel and shifters.
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'''Actions''': 1  
  
===Clinch===
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===Disarm===
Clinch is a grapple intended to crush the target. Like a bearhug. Each round both participants may roll their straight strength as bashing damage (Potence applies), or attempt to break the clinch with an opposed roll.
 
<br><b>Pool:</b> Strength+Brawl
 
<br><b>Diff:</b> Normal
 
<br><b>Damage:</b> Strength
 
  
===Disarm===
 
 
Striking at the opponent's weapon in an attempt to knock it out of their grasp.
 
Striking at the opponent's weapon in an attempt to knock it out of their grasp.
<br><b>Pool:</b> Dexterity+Melee
 
<br><b>Diff:</b> +1
 
<br><b>Damage:</b> If you hit their weapon, roll damage as normal. If successes exceed your opponents strength, they take no damage, but you knock their weapon out of their hands.
 
  
This may be attempted without a weapon, by rolling dex + brawl vs 8, and the character must subtract a dice from their pool as though moving within the range of an opponent with a longer weapon
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'''Roll''': Dexterity + Melee <br>
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'''Difficulty''': +1 / 8/ 7<br>
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'''Damage''': Special <br>
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'''Actions''': 1
  
===Gouge===
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===Flank or Rear Attacks===
The round after a successful Impale that the victim does not get out of, you rip the weapon upward. There is no need for an attack roll to see if you hit to perform a gouge. All attack successes go to damage as you avoid getting hung up on too solid of bones.
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By attacking an opponent’s flank, an attacker reduces his difficulty by -1; by attacking from the rear, he reduces it by -2.
<br><b>Pool:</b> Dexterity+Melee
 
<br><b>Diff:</b> Normal
 
<br><b>Damage:</b> As per weapon
 
  
===Hold===
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'''Roll''': Normal <br>
An immobilizing Grapple. If successful, the target may take no physical actions until they beat the grappler in a resisted roll on their turn.
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'''Difficulty''': -1 / -2<br>
<br><b>Pool:</b> Strength+Brawl
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'''Damage''': Normal <br>
<br><b>Diff:</b> Normal
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'''Actions''': 1
<br><b>Damage:</b> N/A
 
  
===Impale===
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===Grapple===
This is an action where you not only stick your opponent with your weapon, but you stab it directly into and through them. If the attack succeeds, victim must roll Dexterity vs 6. If they get no successes, they are stuck on the blade for a round, and vulnerable to the 'Gouge' maneuver, or in the case of a chainsaw, the Chainsaw Gouge manuver.
 
<br><b>Prerequisite:</b> Must be using a sword, spear, similar weapon, or chainsaw.
 
<br><b>Pool:</b> Dexterity+Melee
 
<br><b>Diff:</b> Normal (3 successes *minimum* or attack is ineffective)
 
<br><b>Damage:</b> Normal
 
  
===Jab Pistol===
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Grabbing hold of her antagonist, the attacker tries to either immobilize him (a hold) or crush him (a clinch).
Jabbing your pistol into their body and pulling the trigger. A brutal, horrific and gory attack not for the faint of heart. Only a -pistol- may be used for this maneuver as it is a loose perversion of knife-fighting. This technique -may- be used to perform a Disarm manuver by a skilled combatant.
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<br><b>Pool:</b> Dexterity+Melee
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To grapple another character, the attacker needs to make a successful Strength + Brawl, Martial Arts, or Do roll. If she wants to bring the pain with her attack, the player can roll her Strength to inflict damage, beginning on the next turn and continuing until her opponent breaks free. That foe may try to soak that damage as usual. If, instead, the attacker wants to hold her opponent still, he’s stuck in her grip until his next action.
<br><b>Diff:</b> Normal
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<br><b>Damage:</b> Weapon Damage+2, or, if using rubber bullets, the damage becomes Lethal.
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To escape a grapple, the opponent has two options: he can break free by successfully beating his attacker in a resisted Strength + Brawl roll, or he can reverse the hold by doing the same thing and then scoring two successes more than his attacker has scored. At the Storyteller’s option, an agile character can use Dexterity instead of Strength to escape; if he’s got Acrobatics, Martial Arts, or Do, he can use either of those Traits instead of Brawl.  
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Grappling attacks normally inflict bashing damage. A character who’s got barbs, spikes, or claws – and who tears into her victim with them while he’s held – inflicts lethal damage instead.
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'''Roll''': Strength + Brawl <br>
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'''Difficulty''': 6<br>
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'''Damage''': Strength or none/B <br>
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'''Actions''': 1
  
 
===Kick===
 
===Kick===
Kicking, ranging from Military sidekicks and back kicks, to western 'shit-kicking'.
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<br><b>Pool:</b> Dexterity+Brawl
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Lashing out with a leg or two, the character hits an opponent where it hurts.
<br><b>Diff:</b> +1
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<br><b>Damage:</b> Strength+1
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'''Roll''': Dexterity + Brawl <br>
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'''Difficulty''': 7<br>
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'''Damage''': Strength +1/B <br>
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'''Actions''': 1
  
 
===Strike/Punch===
 
===Strike/Punch===
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Your standard punch. If the ST really feels like it, they may adjust diff and damage based upon type of punch, but unless the person is a pro boxer, I don't see much reason for that.
 
Your standard punch. If the ST really feels like it, they may adjust diff and damage based upon type of punch, but unless the person is a pro boxer, I don't see much reason for that.
<br><b>Pool:</b> Dexterity+Brawl
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<br><b>Diff:</b> Normal
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'''Roll''': Dexterity + Brawl <br>
<br><b>Damage:</b> Strength
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'''Difficulty''': 6<br>
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'''Damage''': Strength/B <br>
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'''Actions''': 1
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===Reading an Opponent===
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With the Storyteller’s permission, a hand�to-hand combatant may try to read an opponent’s intentions with a roll of Perception + either Brawling, Do, or Martial Arts. This becomes a resisted roll, pitting the observer’s Perception + combat Trait against her opponent’s Wits + combat Trait. If the observer succeeds, she adds one die per success to the dice pool to perform her next action. The character may attempt to do this only once per combat scene for each dot she has in Wits.
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'''Roll''': Perception + Combat Trait<br>
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'''Difficulty''': 6<br>
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'''Damage''': N/A <br>
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'''Actions''': 1
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===Sweep===
 
===Sweep===
 
Using your own legs to knock your opponent's legs out from under them. May also be performed with staves, chains, or similar implements. If hit by this attack, target must roll Dexterity+Athletics vs 8 or suffer Knockdown.
 
Using your own legs to knock your opponent's legs out from under them. May also be performed with staves, chains, or similar implements. If hit by this attack, target must roll Dexterity+Athletics vs 8 or suffer Knockdown.
<br><b>Pool:</b> Dexterity+Brawl/Melee
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<br><b>Diff:</b> +1
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'''Roll''': Dexterity + Brawl or Melee <br>
<br><b>Damage:</b> Strength or by Weapon
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'''Difficulty''': 8<br>
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'''Damage''': None/B <br>
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'''Actions''': 1
  
 
===Tackle===
 
===Tackle===
Think American football. You rush the person and slam into them with your own body, attempting to bear them to the ground. If this attack hits, both combatants must roll Dexterity+Athletics vs 7 or suffer Knockdown. Even if the target succeeds on the Athletics roll, he is knocked off balance and is at +1 diff on all actions in his next turn.
 
<br><b>Pool:</b> Strength+Brawl
 
<br><b>Diff:</b> +1
 
<br><b>Damage:</b> Strength+1
 
  
===Weapon Strike===
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Think American football. You rush the person and slam into them with your own body, attempting to bear them to the ground. A tackle requires at least two yards of distance to achieve effective momentum. Each combatant must make a successful Dexterity + Athletics roll (difficulty 6 for the attacker, difficulty 6 + the attacker’s successes for the target), or else wind up sprawled on the ground afterward.
You use your weapon on them.
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<br><b>Pool:</b> Dexterity+Melee
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'''Roll''': Dexterity + Brawl<br>
<br><b>Diff:</b> Normal
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'''Difficulty''': 7<br>
<br><b>Damage:</b> As per Weapon
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'''Damage''': Strength/B or L <br>
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'''Actions''': 1
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[[CombatRules|Back to Combat Rules]]
 
[[CombatRules|Back to Combat Rules]]

Revision as of 19:30, 6 August 2023

Close Combat Maneuvers

Bite

Unless possessed of a muzzle/snout, you must first successfully perform a Clinch, Hold, or Tackle maneuver before using Bite.

Roll: Dexterity + Brawl
Difficulty: 5
Damage: Strength +1/ B or L Actions: 1

Claw

Roll: Dexterity + Brawl
Difficulty: 6
Damage: Strength +1-3/ L or A
Actions: 1

Disarm

Striking at the opponent's weapon in an attempt to knock it out of their grasp.

Roll: Dexterity + Melee
Difficulty: +1 / 8/ 7
Damage: Special
Actions: 1

Flank or Rear Attacks

By attacking an opponent’s flank, an attacker reduces his difficulty by -1; by attacking from the rear, he reduces it by -2.

Roll: Normal
Difficulty: -1 / -2
Damage: Normal
Actions: 1

Grapple

Grabbing hold of her antagonist, the attacker tries to either immobilize him (a hold) or crush him (a clinch).

To grapple another character, the attacker needs to make a successful Strength + Brawl, Martial Arts, or Do roll. If she wants to bring the pain with her attack, the player can roll her Strength to inflict damage, beginning on the next turn and continuing until her opponent breaks free. That foe may try to soak that damage as usual. If, instead, the attacker wants to hold her opponent still, he’s stuck in her grip until his next action.

To escape a grapple, the opponent has two options: he can break free by successfully beating his attacker in a resisted Strength + Brawl roll, or he can reverse the hold by doing the same thing and then scoring two successes more than his attacker has scored. At the Storyteller’s option, an agile character can use Dexterity instead of Strength to escape; if he’s got Acrobatics, Martial Arts, or Do, he can use either of those Traits instead of Brawl.

Grappling attacks normally inflict bashing damage. A character who’s got barbs, spikes, or claws – and who tears into her victim with them while he’s held – inflicts lethal damage instead.

Roll: Strength + Brawl
Difficulty: 6
Damage: Strength or none/B
Actions: 1

Kick

Lashing out with a leg or two, the character hits an opponent where it hurts.

Roll: Dexterity + Brawl
Difficulty: 7
Damage: Strength +1/B
Actions: 1

Strike/Punch

Your standard punch. If the ST really feels like it, they may adjust diff and damage based upon type of punch, but unless the person is a pro boxer, I don't see much reason for that.

Roll: Dexterity + Brawl
Difficulty: 6
Damage: Strength/B
Actions: 1

Reading an Opponent

With the Storyteller’s permission, a hand�to-hand combatant may try to read an opponent’s intentions with a roll of Perception + either Brawling, Do, or Martial Arts. This becomes a resisted roll, pitting the observer’s Perception + combat Trait against her opponent’s Wits + combat Trait. If the observer succeeds, she adds one die per success to the dice pool to perform her next action. The character may attempt to do this only once per combat scene for each dot she has in Wits.

Roll: Perception + Combat Trait
Difficulty: 6
Damage: N/A
Actions: 1


Sweep

Using your own legs to knock your opponent's legs out from under them. May also be performed with staves, chains, or similar implements. If hit by this attack, target must roll Dexterity+Athletics vs 8 or suffer Knockdown.

Roll: Dexterity + Brawl or Melee
Difficulty: 8
Damage: None/B
Actions: 1

Tackle

Think American football. You rush the person and slam into them with your own body, attempting to bear them to the ground. A tackle requires at least two yards of distance to achieve effective momentum. Each combatant must make a successful Dexterity + Athletics roll (difficulty 6 for the attacker, difficulty 6 + the attacker’s successes for the target), or else wind up sprawled on the ground afterward.

Roll: Dexterity + Brawl
Difficulty: 7
Damage: Strength/B or L
Actions: 1


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