QuickSearch - Defensive Combat Maneuvers

Block  
  • Deflect attacks with limbs/body. Players roll Dex+Grits to deflect the attack. This can be used to deflect other kinds of attacks with additional training and/or equipment, at the Storyteller's discretion. This restores 1 AP on successful block.
  Dodge  
  • Requires space and for players to roll a Dexterity+Evasiveness roll. Dodging ranged attacks requires cover or dropping prone (Targeted Form abilities require cover), dodging melee attacks requires moving out of the reach of the attack, and dodging AoE attacks requires moving out of the range of the AoE. This cuts into the total movement for the match, and cannot be done if the player has moved their maximum possible movement this round without a difficulty penalty of 2. This restores 1 AP on successful Evasion.
  Parry  
  • Blocking an attack with weapon requires a Dex + Martial Arts roll. If the result overcomes an attack's roll, the defender can attack back with a bonus to damage equal to the number of additional successes. This restores 1 AP on successful counterattack, and if the player takes a -1 penalty on the blocking roll and succeeds, restores 1 AP on successful block as well.
  Desperate Defense  
  • Spend your entire turn blocking as per the block action. Roll full dice pool against attacks that reduce by 1 dice per attack against multiple attacks. Use of AP as part of this move reduces the penalty to 1 per two attacks.
  Guard  
  • Guarding requires a roll of (Stamina+Concentration). Use your Reinforcing Gem or Protection Gem to create a defensive Barrier deflecting physical attacks and energy attacks that can be soaked by your armor's gem type. This cannot be done if the gem is already activated to improve one's Armor Soak, and it cannot do so for one round after this effect ends. The player can maintain this effect over multiple rounds with Ambiance points. Does not restore AP on hit
  Hi-Guard  
  • Roll Stamina and use up your AP to massively increase the Soak pool by 2 per every success, pushing the limits of your reinforcing gem to gain 2 soak per success, with AP automatically treated as success against all damage that is non-Majykal. You cannot use your Reinforcing Gem/Protection gem for the next 3 rounds unless the player performs a Retain Roll at normal difficulty.

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