Maneuvers in Melee Combat
The Shots of Archery
Brawling Maneuvers
1. Punch – A barehanded strike (Dexterity + Brawl, difficulty 6, Strength damage).
2. Kick – A strike with the foot (Dexterity + Brawl, difficulty 7, Strength + 1 damage).
3. Slam – A strike with your entire body, throwing yourself against your opponent (Dexterity + Brawl, difficulty 7, Strength damage, with an extra damage die for every to hit success above three).
4. Grapple – Wrestling with your opponent in an attempt to immobilize them (Dexterity +Brawl, difficulty 6, extended resisted action, three net successes required to pin).
5. Block – To use a part of your body to block a flow. This is mainly for use against other barehanded combatants. Blocking a melee weapon still inflicts damage, even if the block is successful (Dexterity + Brawl, difficulty 6).
Kaensada Martial Arts Maneuvers
In addition to being able to perform the maneuvers below, Kaensada Martial Arts Practioners may perform any of the above Brawl Maneuvers at –1 difficulty using their Kaensada dice pool.
1. Chokehold – A lunge at your opponent, aimed at locking your arms around their neck (Dexterity + Kaensada, difficulty 7, if your to hit successes are greater than your opponent’s Strength, the chokehold is successful. Strength damage is inflicted for a number of rounds equal to the target’s Stamina, at which time they pass out).
2. Flying Kick – A leap at your opponent to put extra power in a kick. Several feet of running space is required to execute this (Dexterity + Kaensada, difficulty 7, Strength + 2 damage, if damage successes are greater than opponent’s Strength, the opponent falls prone).
3. Joint Break – A nasty little move used to break the joints or limbs of an opponent (Dexterity + Kaensada, difficulty 7, Strength + 2 damage, three successes needed to break the joint or limb. The GM will decide appropriate game penalties depending on the limb broken. This may not be used to break the neck or back).
4. Throw – The old grab and toss (Dexterity + Kaensada, difficulty 7, Strength damage, each to hit success throws them a foot).
5. Leg Sweep – A low sweep with your legs to knock the opponent’s feet out from under them (Dexterity + Kaensada, difficulty 7, Strength damage, if to hit successes are greater than opponent’s Dexterity, the opponent falls).
Blademaster Maneuvers
These are known as Sword Forms, and are listed in detail in the Blademastery section. One thing to note here however, is that when using a Sword Form to parry a basic maneuver, the parry is performed at –2 difficulty. Similarly, when using a basic maneuver to parry a strike from a Sword Form, that parry is performed at +2 difficulty.
Initiative
Initiative is rolled as Wits + Alertness, difficulty 4. Your number of successes indicates the segment (between 0 and 10) in which you will be able to take your first attack and is referred heretofore as your base segment. A number of successes less than 0 (a botch) indicate you will not act in this round. Initial attacks may only be made in your base segment. Additional attacks are allowed as long as they are performed in segments which are less than or equal to your base segment modified by Recovery. In the case of a number of attacks beyond two, the segment in which your most recent attack was executed is treated as your base segment. The Recovery times vary between weapons and can be affected by Sword Forms and Situational modifiers. The last segment in which anyone may perform an action is 0. Any actions that are denoted as happening at the end of the round happen in segment 0. Dice may be allotted from your total dice pool at any time to parry or dodge, even before your base segment. However, please note that the rules about splitting dice pools remain and the total number of dice possible is that of the lowest dice pool. If you have already made an attack with a Dexterity + Melee dice pool, you cannot allot dice to dodge unless your Dexterity + Dodge dice pool is equal to or greater than your Dexterity + Melee dice pool. In normal combat, declarations are made between rolling for initiative and performing your actions. Starting at 0 and going up, combatants declare ALL their actions as best they know them in the segments they believe they will happen in. This includes their intended multiple attacks, if any. During a one on one fight between two combatants utilizing Sword Forms, the declaration phase is omitted.