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