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Re: Actions, Attacks, Skills, Martial Arts, Maneuvers, Stanc

Posted: Mon May 07, 2007 6:05 pm
by the_taken
You make an attack roll for the entire combo. Just to keep the game going.

The Reactive maneuvers mechanic is to allow characters to exchange blows in an organic manner. DR will be applied to each maneuver, so it is a good idea to wait for your opponent to enter a stance with less DR than to simply keep a flurry of attacks going regardless of your opponent's actions. You can also wait for the stances where your opponent has a lower edge score to pull off some disabling maneuver.
Or you can use higher level maneuvers to punch thru DR.

Basic Stances:
Amature Attacks (Offence, Proactive, Ineffective)
-2 DS

Reckless Attacks (Offence, Proactive, Ineffective)
+2 AS, -4 DS

Losing Defence (Defence, Proactive, Ineffective)
-4 AS, +2 DS

Snailing (Defence, Proactive, Balanced, Immobile)
-2 AS, +2 DS

Basic Maneuvers:

Swing and Pray: Lvl 1
Requires: Ineffective or Balanced Stance
AD +1d6

Basic Mobility: Lvl 1
Move up to x2 speed. Can only be performed once in a combo. Other maneuvers can be performed during this maneuver, subject to the character's stance as normal.

Basic Run: Lvl X*
Move up to x4 speed.

Basic Charge: Lvl X*
Requires: Offence, Proactive Stance
Move up to x2 speed, and deal 1d6 + STR mod in damage.

Note: Variable X = half character level rounded up.