The Gathering
Combat
Maneuvers
Decapitate: This is a special attack in which the attacker tries
to take the defenders head from his body by cutting his throat.
If this attack is successful, the defender experiences Final
Death.
The roll is made using Melee only, and the difficulty is 9
minus the opponents current wound-level. This maneuver takes
two actions to preform.
Quick Draw: This is a swift maneuver in which the user draws his
sword and attacks in one fluid motion.
The roll is made using Melee only, and the difficulty id 6.
If successful, therre is no action used to draw the weapon,
and it inflicts normal damage as if used in a normal attack.
Quick Draw Parry: This is another swift maneuver, used to draw
and parry in the same action. If you use Quick Draw Parry, you
can not use Riposte on that parry.
The roll is made using Melee only, and the difficulty is 6.
If successful, there is no action used to draw the weapon to
parry.
Parry: This is a block with ones weapon to avoid being struck.
It is used the dame way as Dodge.
Parry is rolled using Dex+Melee, and the difficulty is 6.
Dodge: This maneuver is described in the Rules of any of the
other five parts of the Storyteller-system.
Dodge is rolled using Dex+Dodge, and the difficulty is 6.
Shield Parry: If one does not wish to parry with ones weapon and
has a shield, one can use that instead. It is worked out like a
Parry. One can not Quick Draw a shield.
This roll is made using Str+Melee, and the difficulty is 5.
Shield Attack: If one has a shield he or she may use it for an
attack in which the user smashes the shield into his or her
opponent.
This attack is made using Str+Brawl, with a difficulty of 6.
The damage is the same as the attackers Str.
Thrust: Normally attacks with swords are cuts and slashes, this
is a stab. It does less damage than a full swing, but is harder
to Parry (but not harder to Dodge).
This attack is made using Dex+Melee, with a difficulty of 8.
The damage is that of the weapon used, and the difficulty of
parrying this attack is increased by two.
Riposte: When one has succeeded in parrying an attack from
another, an attack may be launched using the attackers own,
parried, attack. It does not the full damage, but take up no
action in a turn
This manuever is rolled using Dex+Melee, and the difficulty is
that of the number of successes the attcker rolled in the attack.
It inflicts damage as the weapon used minus one, and takes no
action to preform.
Disarm: This maneuver is used to dislodge the others weapon so
that it leaves his or her hand and falls to the ground a few
meters away. This maneuver can only be used after a successful
parry has been preformed
This roll is made using Melee only. The difficulty is the number
of successes the attacker rolled in the attack. If successful,
the attacker's weapon becomes dislodged.
Lock hilts: The opponents weapon is locked in position and
cannot be used for attack or defence until the attacker chooses
to release the opponents weapon, or if the opponent succeeds with
an opposed roll vs. Strength.
This roll is made using Str+Melee, adn the difficulty is the
opponents Str+Melee.
Kick: If one does not wish to get ones sword blooded, one can
choose to Kick ones opponent instead.
This attack is rolled using Str+Brawl, and has a difficulty of 6.
The damage is the attacker's Str+1.
Punch: If one does not wish to get ones sword or shoes blooded,
one can choose to Punch ones opponent instead.
This attack is made using Str+Brawl, and has a difficulty of 6.
The damage is that of the attacker's Str.
Distract: This is not a maneuver used for attack, just to throw
the opponent off balance for a second or two. If the maneuver
is successful (throwing sand in opponents face, stomping his foot
or something like that) he or she loses one action, the one
closest to the Distract-maneuver.
This maneuver is made using Man+Alertness, and the difficulty is
the opponents Wit+Alertness. If successful, the opponents loses
one action.
Taunt: This is a very special maneuver, not really a combat
move, used to enrage the opponent so that he or she becomes
over-aggresive and makes a mistake of some sort. If the maneuver
is successful, the opponent must make a Frenzy/Rage check in
order not to be affected.
This maneuver is rolled using Man+Expression, and the dificulty
is the opponents Wit+Self-Control. The effect is that the
opponent must roll a Rage/Frenzy-check not to go into a blind
berserker-state, an such a state normally ends in Death.
This maneuver takes one Action, but if the opponents is
already upset about something, the manuever may be preformed
using no actions.
Death, and such
"Incapacitated" is not the same as "decapitated". However, an
incapacitated Immortal is sort of simple to decapitate. One does
not have to use the maneuver "Decapitate" to take the head off
the opponent. If 7 successes are rolled on a normal attack the
opponent becomes decapitated, and faces Final Death.
Below is a table with a few maneuvers an Immortal might use in combat.
Action Roll Difficulty Damage #A
Decapitate Melee 9-wound level Final Death 2
Quick Draw Melee 6 wpn, no action to draw 1
Quick Draw Parry Melee 6 N/A, no action to draw 1
Parry Dex+Melee 6 N/A 1
Dodge Dex+Dodge 6 N/A 1
Shield Parry Str+Melee 5 N/A 1
Shield Attack Str+Brawl 6 Str 1
Thrust Dex+Melee 8 wpn, Diff. Parry +2 1
Riposte Dex+Melee Opp. #Succ. wpn-1 0
Disarm Melee Opp. #Succ. Dislodged 1
Lock hilts Str+Melee Opp. Str+Melee Special 1
Kick Str+Brawl 6 Str+1 1
Punch Str+Brawl 6 Str 1
Distract Man+Alertness Opp. Wit+Alertness -1 Action 1
Taunt Man+Expression Opp. Wit+Self Control Rage/Frenzy check 1-X