Defensive Maneuvers
Everyone in combat is assumed to attempt
to avoid being hit. That's why attack rolls are necessary. No roll is needed
to hit bound captives or others stationary, immobile targets who cannot avoid
the blow. However, there's a significant difference between merely moving
around in an attempt to avoid being hit while actively doing something else,
and purposefully choosing to make defense your character's first priority.
You can announce that your character is taking a defensive action before any
of the character's opponents makes an attack roll, as long as your character
has an action left to perform. Defensive actions can be declared at the character's
initiative or you can abort a planned action and perform a defensive maneuver
instead. As stated earlier, aborting an action requires a successful Willpower
roll. If the Willpower roll fails, the character performs the previously declared
actions. Spending a Willpower point allows a character to abort an action
automatically.
There are three defensive maneuvers: block, dodge and parry.
Using these three maneuvers, your character can defend against almost any
attack, but each of the maneuvers works best in different situations. For
example, a character can dodge any attack, even one coming from an uncertain
source. However, the character must have sufficient room to dodge. It is impossible
to dodge while crowded in a narrow hallway. While blocking and parrying both
require considerably less room, neither can be used if your character doesn't
know where the attack is coming from. Defensive maneuvers all use the same
basic system. The defensive action is a resisted roll against the opponent's
attack roll. Unless the attacker scores more successes than the defender,
he fails to hit. Even if the attacker succeeds, the successes you gained in
the defensive maneuver are subtracted from the attacker's successes, lowering
the potential damage of the attack. Even if it fails to stop a blow, a defensive
maneuver will usually lessen it.
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Key
Combat Maneuvers typically
have a difficulty of 6. Maneuvers with specific combat effects
may modify the attack roll, the difficulty or the damage dice
pool. Traits: The Trait combination used for
the action being taken. If your character lacks the needed Ability,
default to the base Attribute. Accuracy: The
dice added to the roll to hit an opponent. A "+3" adds three
dice to the dice pool for the maneuver. Difficulty:
Any additions or subtractions to a maneuver's difficulty (which
is normally 6). A "+2" means the difficulty increases from 6
to 8. |
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Block
| A Dexterity + Brawl maneuver that uses your character's own body to deflect bashing hand to hand attacks. Lethal
or aggravated attacks cannot be blocked unless the defender is wearing armor, using magic or using some sort of specialized
training (like the Do of the Akashic Brotherhood).
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Dodge
| A Dexterity + Dodge maneuver where the character simply jumps, bobs or weaves out of the way of a hand-to-hand attack.
Dodging requires several feet of space, and characters must block or parry if there isn't room to maneuver. Dodging missile
weapons is also possible, but the character must move at least one yard and end up prone or in cover. At this point, cover
rules apply against further attacks by guns and other missile weapons. Unlike the other two maneuvers, you do not need to
specify the attack being dodged. Choosing to dodge means that the character dodges the first attack directed at her in a
turn, unless you choose specifically to dodge a particular attack.
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Parry
| A Dexterity + Melee maneuver that uses a weapon to block a hand-to-hand attack. If an attacker makes a Brawl attack
and the character parries with a weapon that causes lethal damage, the attacker can actually be injured by a parry. If the
defender rolls more successes in the resisted action to parry, the defender may make a normal attack roll plus any remaining
successes against the attacker. Each of these defensive maneuvers can be performed as part of a multiple action. A parry
followed by a weapon strike, or a shot followed by a dodge, are popular and exceptionally useful combinations. While both
maneuvers are less efficient than when performed alone, combining an attack with a defensive maneuver allows your character
to do both in a single turn.
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Desperate Defense
| Sometimes, all a character wants to do is to avoid being hit. Instead of using defensive maneuvers as
part of a multiple action, you can state that your character spends the entire turn defending using a single defensive
maneuver. This action is called desperate defense. The normal multiple action rules are not used for all-out defense.
Instead, your character has her full dice pool against the first attack, and loses one die (cumulatively) for each
subsequent defensive action made in that turn. Remember also that all actions, including defensive actions, suffer
difficulty penalties against multiple attackers. Avoiding multiple attacks is more difficult than avoiding one, and
avoiding attacks from several different targets is even harder. (+1 for each target to a maximum of 10.) |
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