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From: "Leszek Karlik, aka Mike" <trrkt@*****.ONET.PL>
Subject: SCCS 2/3 (maneuvers)
Date: Tue, 2 Dec 1997 22:00:27 +0000
Offensive maneuvers (simple action):

Attack (per TN +2, Power +1 ;or per TN -1, Power -2)
Damage: (Strength) M
Options:
*Counterstrike [3 + Power modifiers; min. 2]: stop opponent's
technique
*Get inside / Restore reach [1 per point of Reach difference] -
reverse/restore effective Reach
*Disarm [2+ Reach difference]: 4 net successes mean you can take the
weapon
*Kick: TN+1, Reach +1 (usually cancels out), Counterstrike cost +1,
Disarm cost -1.
*Running attack: use 1/2 "attacker running" modifier, add 1/2
Quickness to Power and Counter cost.

Description: This is your base variety of attack techniques, from
short, fast jabs and snap kicks through punches, elbow strikes and
side kicks up to full roundhouse kicks, uppercuts, chainfists and axe
kicks.

Grab/Hold (TN +1; hold negates Reach; TN -1 on all next attacks; Cost:
[2]) Damage: none
Options:
*Counterstrike [4]
*Disarm [2] - 4 net successes mean you can take the weapon away from
the opponent.
*Human shield [4] - puts the holdee between you and another
opponent, so he can't approach you.
Description: This maneuver initiates holds, locks and throws. It
usually entails grabbing someone's wrist, hand, shirt etc. Holding
somebody negates all reach modifiers and gives the holder -1 to TN on
his next attacks against the grabee (;P). The held man can only try
to Escape the hold. However, TN on attempts to defend against other
opponents is raised by 1. When grab is executed on an already held
target, the cost is [0]. It is usually done to execute one of the
options, like disarm or human shield, but also to change the hold to
a Called one (i.e. a handhold to a wristlock). If the opponent is
grabbed by a Called hold, Subdue does damage as per Called shot, but
without the +4 to TN for a Called shot.

Throw (TN +1; per TN +2, Power +1; hold required; target ends up
prone)
Damage: (Skill-1) L
Options:
* Sacrifice throw [2]- TN +2, Damage (Skill+1) M; both opponents end
up prone,
* Grab and throw [4] - TN+1; you do not have to grab somebody earlier
* Disarm [2] - 4 net successes mean you can take the weapon away from
the opponent.
* Takedown [2] - hold is not lost; Subdue option may be kept up
(additional cost of [1])
Description: Note - after throwing somebody, you lose hold of him
unless the Takedown option was used. Successes from the Attack
test should be divided between damage and range. Each success
sacrificed for range moves the throwee (;P) by 0,5 meter (1 meter in
case of sacrifice throw) in a direction selected by the thrower.
Successes sacrificed for damage stage it normally. Also, no armor
reduces the power of the throw, but one can use Athletics (or Unarmed
Combat maneuver Breakfall) to reduce the power of the attack (as per
the Falling rules).

Subdue (TN +1; max. power 9; may chose do no damage; hold
required)
Damage: (Skill) L
Options:
*Change hold [3] - may change the held place, eg. calling a shot.
*Disarm [2] - 2 net successes mean you can take the weapon away from
the opponent.
* Human shield [4] - puts the enemy between you and another
opponent, so he can't approach you.
Description: This maneuver covers a variety of moves: arm-locks,
wrist-locks, head-locks, choking somebody, etc. Unless a choke-hold
is used (Called shot to the head/throat), use the subduing rules
from BBB, page XXX. Also, in most cases armor does not apply (GM's
ruling -that guy in light military armor may be resistant to a
choke-hold, but a wrist-lock will hurt as much...).

Feint (TN 2+Opponent's Int; Cost: [2 per -1 to TN, max cost
8])
Damage: none
Options:
*Get inside/restore Reach [1+1 per point of Reach difference] -
reverse/restore effective Reach
Description: Those are various feinting maneuvers used to probe for
an opening etc. For the first 2 successes over the cost get -1 to
next attack's TN; for each next 2 - get an automatic success on the
next attack;

Defensive Maneuvers (simple action):

Block (TN 4; forearm guards lower the TN by 1)
Damage: none
Options:
*Get inside reach [1 per point of Reach difference] - reverse
effective Reach
*Retreat (TN-1); move (1/2 Quick) backwards; automatic Restore
Reach, roll Athletics vs. terrain;
* Block & Grab [4] - like Grab offensive maneuver, but with a higher
cost and no possible options;
Description: Block. Simple as that. ;P

Evade (TN 6/5; may be used for Combat Evasion)
Damage: none
Options:
* Get inside reach [1 per point of Reach difference] - reverse
effective Reach
* Retreat (TN-1); move (1/2 Quick) m backwards; automatic Restore
Reach, roll Athletics vs. terrain;
Description: This maneuver means that you are trying to evade the
attack, by ducking, moving sideways, retreating etc. It is rather
hard, as blocking is faster and easier, but becomes easier with
experience. (TN is 5 for somebody with Unarmed Combat/Martial Art of
5/7 or higer,). Also, when retreating, reduce the TN by 1, but
increase your TN for next attack by 1 (as you have distanced yourself
from the enemy)

Escape (TN 6-3, the only defensive action possible when held)
Damage: none
Options:
* Reverse hold [5] - Grab opponent, no possible options (doh).
* Escape & Attack [3] - normal (Strength) M attack.
Description: Target Number is 4 when grabbed, 5 when subdued and 6
when taken down (a takedown is a throw without letting the hold -
see Throw maneuver). If you have an Unarmed Combat/Martial Art skill
of 5/7 or higher, lower the TN by 1.

Special Maneuvers:

* Concentrate [Simple action] - close combat equivalent of Aim
action;
Description: For each simple action expended, get a -1 to TN. If you
do anything before attacking (including using Combat Pool dice to
dodge/resist and attack), the bonus is lost.
Full Defense [COMPLEX] (TN 6; add/subtract all successes to all
defense/attack tests this round)
Description: Using/sacrificing a complex action allows you to go
full-defense, concentrating on not getting hit, but also not hitting
anybody.
Prone fighting [Ability] (negate "inferior position" penalty for
being prone)
Description: This is not a maneuver per se, but rather an ability
taught by some styles.
Breakfall [Ability] (reduces damage taken by falling/being thrown)
Description: A person that knows Breakfall may substitute Unarmed
Combat for Athletics when trying to reduce the Power of a fall/throw.
Also, if a person that knows Breakfall uses Athletics, (s)he gets a
-1 to the TN on the Athletics test.
Kippup [Ability] (Reaction [6] test - if passed, may move from prone
to standing and attack/defend)

---

Leszek Karlik, aka Mike - trrkt@*****.onet.pl; http://www.wlkp.top.pl/~bear/mike; FIAWOL
FL/GN Leszek/Raptor II/ISD Vanguard, (SS) (PC) (ISM) {IWATS-IIC} JH(Sith)/House Scholae
Palatinae
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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.