CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1 Charging Attack/Knock-Back [modified house rule]: Decide whether to inflict Damage or shove the opponent. Spend at least one round moving at twice hero s Speed. When hero reaches the target, the hero must make a running roll and a brawling, martial arts, or melee weapons roll. If the hero misses, they continue at their running speed for one more round. If wish to stop suddenly, must make a Heroic running roll. If they run into anything, takes obstacles BDV plus the charging modifier they had generated (may make an acrobatics roll to avoid obstacle). Charging characters may make turns of only 60 degrees or less, otherwise lose their charging modifiers. To do damage, every round the hero spends moving at twice their Speed, they receive a +1 to their BDV (maximum equal to hero s Physique, lifting, running, or Speed Manipulation die code, whichever is highest). To shove instead of damage, combine the amount of the Effect Value (attacking skill total Defense total) and a bonus of +1 for every round the hero spends moving at twice their Speed (maximum to the hero s Physique, lifting, running, or Speed Manipulation die code, whichever is highest); now take this combined number and multiply it by five. The final result is the number of feet the target is flung back. If there is anything in the way as the target is knocked back, the target takes the BDV of the obstacle plus a knock-back modifier (number of feet the target has left to travel, divided by five, and rounded up). Aerial attacks may only cause damage. Charging modifier is different. For every 30 feet the hero drops, they gain +1 to their BDV (maximum equal to the hero s piloting, Physique, lifting, or die code of the power, whichever is highest). After hitting and while in the same round, hero must make a piloting roll as an additional action (multi-action penalty applies). The difficulty is 1 plus the charging modifier they generated. If fail, slams into ground taking objects BDV plus the charging modifier. Choke (+3 to difficulty): Grab a person s neck and grip tightly. If successful, target takes damage (unarmed or weapons BDV plus P/L bonus). On subsequent rounds, both attacker and target make opposed Physique or lifting rolls (which count as actions). If hero wins, target takes damage. If target wins, they escape the hold. (brawling or martial arts) Clothesline (+1 to difficulty) [modified house rule]: The hero stretches out their arm suddenly, knocking his opponent to the ground. If successful, the opponent must spend one action to stand up again, and will be down 2D on their next Reflexes or Reflexes-related skill roll. (brawling, martial arts, or Clothesline Disarm (+3 to difficulty): Called Shot. If successful, target drops the weapon and takes 1D in damage, plus any bonuses. (brawling, martial arts, melee weapons, marksmanship, or thrown weapons) Dodge [modified house rule]: The hero attempts to anticipate the final location of any attack and be in another place when it comes. This can be used in place of the Passive Defense Value (PDV) for combat. Because the character is actively dodging, this counts as an action. The player rolls their skill die code and then replaces their PDV, until their next turn, with the resulting successes. If the skill roll is less than or equal to the characters normal PDV, disregard the skill roll and use their normal PDV plus 1 until their next turn. This ensures characters do better by taking active defense instead of passive. The only exception would be if the player rolls a critical failure on the skill roll. In these cases, the GM will determine the result. (acrobatics or dodge) Elbow: Hero slams their elbow into their opponent. (brawling, martial arts, or Elbow Flip (+3 to difficulty): Hero reaches out, grabs his opponents wrist, arm, leg, or other body part, and jerks violently, causing the opponent to fall to the ground. Damage is calculated like a normal attack. The opponent must spend the next round getting to their feet. (brawling, martial arts, or Flip
CLOSE COMBAT MANEUVERS (continued) Grab (+3 to difficulty): Latch onto an opponent. Depending on where the opponent was grabbed, he can take other actions. Attacker must continue to make Physique or lifting rolls, which count as actions, to keep hold of the target. (brawling or martial arts) Arm Pin (+3 to difficulty): Grab a target s arm and force it around behind them, pinning it there. May break the arm with a successful opposed Physique or lifting roll vs. the target s Physique or lifting. Also, may attempt to force target to the ground while maintaining Arm Pin; make a successful opposed brawling or martial arts roll vs. the target s Reflexes. (brawling, martial arts, or Arm Pin Bear Hug (+3 to difficulty): Grab your opponent in a massive hug and squeeze them tightly. With a successful Tackle combat option, you may squeeze your opponent for damage equal to your Physique/Lifting bonus. (brawling, martial arts, or Bear Hug Escape: Break a hold. Requires a successful opposed Physique or lifting roll against the attacker s Physique or lifting. This counts as an action. (Physique or lifting) Tackle (+4 to difficulty): Overcome an opponent by attacking him with your body. If successful, the character captures the target and may, if desired, do normal damage. Once tackled, the opponent can do nothing other than attempt to break the attacker s grip (Escape). (brawling or martial arts) Pin (+3 to difficulty): Pin an opponent by either holding him to the ground or tacking a piece of his clothing to a wall or other nearby object. When pinning clothing, this is a called shot. When pinning the whole opponent, use the tackling rules (brawling, martial arts, melee weapons, marksmanship, or thrown weapons) Headbutt: The hero rams his head into his opponent, causing extra harm. With a successful called shot to the head, the opponent must make a successful Difficult Physique roll or be stunned for 3D rounds (this Physique roll does not count as an action). Kick: Strike out at an opponent with a foot (brawling or martial arts) Double-Kick: The hero jumps into the air, and kicks twice. This may be one opponent or two, but still suffers from the multiple-action penalty. (brawling, martial arts, or Double-Kick Flying Kick: The hero leaps at the target, thrusting his leg out before him. (brawling, martial arts, or Flying Kick Knockout (+2 to difficulty) [modified house rule]: This option only does half of the damage total, but it renders the target immediately unconscious with a successful attack. To use this attack, the hero must have 1D more in BDV or the power die code than the target has in Physique. This attack counts as all of the hero s actions for this round. If the hero successfully causes damage to the target, the target makes a Physique or willpower roll against a difficulty number equal to the Effect Value of the attack. This counts as all of the targets action for this round. If the target fails the roll to resist, they fall unconscious for a number of rounds equal to the attack Effect Value, or until they are awoken by some other outside force. If the target is successful in resisting, they still receive the damage, but no other Knockout attacks may be made against them during the same battle. (brawling, martial arts, or power managing skill) Parry: Block an opponent s blow. If the hero successfully uses a sharp weapon to block an unarmed attack, the attacker takes the BDV of the weapon. If the hero successfully uses any part of their body to block a sharp weapon, the hero takes the BDV of the weapon. (brawling, martial arts, or melee weapons) Punch: Strike out at an opponent with a fist (brawling or martial arts) Backhand: Strike opponent with the back of your hand (brawling, martial arts, or Backhand Haymaker: The hero swings a roundhouse blow at their opponent. (brawling, martial arts, or Haymaker
CLOSE COMBAT MANEUVERS (continued) Punch (continued) Power Punch [modified house rule]: Works only with Brawling or Martial Arts. Characters without Speed Manipulation power can do a Power Punch once per round, and take no other actions whatsoever. For Speed Manipulation, the Power Punch option costs a base of two actions for the first punch, and the number of actions doubles for each subsequent punch. Use the chart below to figure how to calculate damage. Note: The damage bonus replaces the characters normal P/L bonus only when using the Power Punch. Physique New P/L Bonus 1D 15D (0.5 x Physique or lifting) +3, rounded down 16D 26D 0.75 x Physique or lifting, rounded down 27D Physique or lifting Pulling a Punch (+1 to difficulty): Allows the attacker to limit the damage done. The attacker chooses how much of the P/L bonus, or the power damage total, is done to the target (up to the maximum allowed). (brawling, martial arts, or power managing skill) Uppercut: The hero connects with a massive up-swinging blow. (brawling, martial arts, or Uppercut Push: Forcibly move an opponent. Use the charging attack/knock-back rules to determine the result (brawling or martial arts) Slam (+1 to difficulty) [modified house rule]: The hero picks up his opponent and slams him into the ground, a wall, a bus, or another obstacle. The hero must be strong enough to pick his opponent up to use this maneuver. (brawling, martial arts, or Slam Spin Attack: The hero whirls around and swings out one or more limbs, connecting for massive amounts of damage. Each target counts as a separate action. If the hero attempts to use this move more than twice in a single round, they must make a successful Difficult Physique roll (which doesn t count as an action) or fall to the floor dizzy, and spend the next round getting to their feet. (brawling, martial arts, or Spin Attack Trip (+1 to difficulty) [modified house rule]: Quickly force one or both of an opponent s legs upward. If successful, the opponent must spend one action to stand up again, and will be down 2D on their next Reflexes or Reflexes-related skill roll. (brawling or martial arts) Leg Sweep (+1 to difficulty) [modified house rule]: The hero crouches down and spins around, whipping their leg into the target s leg, causing the target to fall to the ground. If the attack is successful, the target takes 1D in damage, plus any bonuses, and the target must spend the next action getting to their feet. (brawling, martial arts, or Leg Sweep Weapon Maneuvers Bash: Hit an opponent with a blunt weapon (melee weapons) Lunge: Stab forward with a pointed weapons, such as a sword or a knife (melee weapons) Slash: Swing an edged weapon (melee weapons) Weapon Parry: This allows the hero to safely use their brawling or martial arts skill to deflect edged attacks. (melee weapons or Weapon Parry
OTHER COMBAT MANEUVERS Aim: May aim for up to three rounds. Each consecutive round of uninterrupted aiming adds +1D to the marksmanship, missile weapons, or thrown weapons skill. Catch: Stop the movement of a thrown or dropped object or person (catch) Dodge [modified house rule]: The hero attempts to anticipate the final location of any attack and be in another place when it comes. This can be used in place of the Passive Defense Value (PDV) for combat. Because the character is actively dodging, this counts as an action. The player rolls their skill die code and then replaces their PDV, until their next turn, with the resulting successes. If the skill roll is less than or equal to the characters normal PDV, disregard the skill roll and use their normal PDV plus 1 until their next turn. This ensures characters do better by taking active defense instead of passive. The only exception would be if the player rolls a critical failure on the skill roll. In these cases, the GM will determine the result. (acrobatics or dodge) Entangle: Throw an entangling weapon at an opponent no damage unless weapon is designed for it. Target may attempt to break or slip free. For target to break weapon, make Physique or lifting roll that meets or exceeds the Defense total of the weapon. To slip free from the Entangle, the target makes a Coordination roll equal to or exceeding the weapons Defense total. (marksmanship, missile weapons, or thrown weapons) Force Wave [modified house rule]: The hero strikes the ground to send a force at an opponent. The material must have a PDV of 3 or higher. Furthermore, the hero must have 1D more than the materials PDV in Physique, lifting, or a power that does damage. The hero strikes the ground with brawling, martial arts, or marksmanship roll (depending on the method of attack) vs. the materials PDV. The tremor or ground wave affects a corridor that starts at the hero and has a width of five feet. The corridor extends for up to five times the die code in whatever skill or power the hero is using in feet. If hero matches the difficulty number, sends out a tremor that knocks down the target. To remain standing, the target may make a Coordination roll vs. the BDV of the material plus the effect value of the attack. If hero beats the difficulty number, a ground wave of material does damage equal to the BDV of the material plus the effect value of the attack. For every five feet the ground wave travels, the damage increases by +1. Leap: Jump over an opponent or onto a table or any other such maneuver (leap) Move: Maneuver around the area up to your Speed Quick Draw [modified house rule]: Act rapidly in a round or draw and fire a weapon in one smooth motion. This option counts as all the actions for the hero s turn. Before initiative is rolled, hero announces their intention to do a Quick Draw. The player may then take some of the dice in the skill to be used this round, and add them to the Reflexes value for purposes of increasing initiative for that round only. The player must leave 1D in the skill. Once initiative is determined, the hero uses the remaining dice in the skill to determine their accuracy. (any attack skill) Ready a Weapon: Draw a gun, unsheathe a knife, reload a rifle, and similar actions. Run Away: Flee from the scene (running) Shoot: Fire a missile weapon (marksmanship) Throw a Person: One character may throw another person, as part of an attack, away from them, or into an object. First the hero must make a successful lifting roll, then make a thrown weapons roll. Meeting or beating the difficulty numbers set by the GM means the thrown person hits the target. If the lifting roll succeeds, regardless of the whether the thrown weapons roll succeeds, the thrown person travels a distance in feet equal to the number of successes generated by the thrown weapons roll. Weight can modify the distance. Failing the thrown weapons roll means the thrown character misses the target. The thrown character must then make a Difficult acrobatics or martial arts roll to land successfully. If they fail this, they take the BDV of whatever they smash into. The thrown person does their BDV to the target, plus their P/L, plus the effect value generated by the character making the throw. If the target is larger than the thrown character, the thrown character takes the BDV of the target. Throw a Weapon: Toss a weapon at an opponent (thrown weapons)
USEFUL INFORMATION Called Shots Using Hit Locations: Hit Location Difficulty Modifier Damage Bonus Modifier Head +4 +12 Heart +5 +12 Chest 0 0 Abdomen +2 +6 Arm +2-2 Leg +1-1 Hand or Foot +3-1 Taking Damage and Wound Levels Body Points Remaining Effect ¾ to all None ½ to ¾ Dazed (-1D to all rolls) ¼ to ½ Wounded (-2D to all rolls) 1 point to ¼ Mortally wounded (-3D to all rolls) Negative to 0 Unconscious or dying Massive Damage Modifiers If a character loses a few Body Points at a time, their body can cope with the loss. When they lose a massive amount of points in a single blow, their body can be dramatically shocked. The chart below shows the penalty for massive damage done in a single round. These penalties are cumulative with regular wound levels, however, these Massive Damage Modifiers only last one round. Body Points Lost in 1 round ¼ ¼ to ½ ½ to ¾ ¾ to All All Effect Dazed (-1D to all rolls) Wounded (-2D to all rolls) Mortally wounded (-3D to all rolls) Unconscious Dying Reducing Damage with Character Points Character Points may be spent to reduce damage immediately after the Damage Total is calculated; this may not be done at any other time. The amount of damage taken off the Damage Total depends on the face that turns up during a Character Point roll. Critical Failure (1) = 1 point Failure (2) = 2 points Success (3-5) = 4 points Critical Success = 5 (and another roll) Resisting Wound Modifiers with Willpower You may resist the Wound and Massive Damage Modifiers using your Willpower. If successful, you can ignore the effects of the modifiers and potentially stay conscious when you are at zero Body Points. To do this, you must roll your Willpower against a Difficulty number based on how injured you are. This counts as an action and takes the usual penalty from being wounded. Once successful, you may ignore any future penalties, until your Body Points drop to a new Wound level. The base difficulty to reduce the Wound or Massive Damage Modifier by one level is 1, plus any modifiers received for being injured. For
each success over the total difficulty, the player may lower the Wound or Massive Damage Modifier by one additional point (down to zero). The effect lasts until the hero receives Massive Damage or reaches a new Wound level. For example: After battling Gary the Challengers Fashion Consultant for several rounds, the Body Points of the Jester have been reduced by half, making him Wounded, which gives a +2 modifier to all difficulties. Jester decides to fight the pain, so he rolls his Willpower of 2D against a difficulty of 3 (1 for the base difficulty, plus 2 for the Wounded modifier). Jester miraculously rolls 4 successes (the Wild Die was good to him), which allows him to reduce the modifier by 1 point (4 successes, minus 3 difficulty equals a difference of 1). Jester is now functioning with 1D penalty, instead of 2D.