Maneuvers

Aiming

Steady. Hold. Fire! Aiming delays the shot until the end of the Turn. The player rolls Perception + Getting Medieval (for thrown weapons or bows) or Gun Fu, and the amount of Success Levels is then applied to the actual attack roll, which is then processed at the end of the Turn. Since this is a vision-based roll, Acute/Superhuman Senses do add to these maneuvers, if you bought them.

Bite

Bite her! Bite her in the nose! Or somewhere else. Roll Dexterity + Kung Fu, and damage is half your base Strength rounded down (someone with a 5 Strength would do 2 damage, while a metahuman with a 14 Strength would do 7) plus success levels on the roll. One can break free of a bite by successfully beating the attacker in a Grapple roll. There is no damage modifier unless your damage is more than your full Strength when success levels are added (you have 6 Strength, roll an 18 (SL 5), which would make your damage 8 (3 Strength + 5 Success levels), and therefore more than your Strength (6). That means the damage is treated as slash/slicing damage and is doubled (you'd be doing 16 instead of 8, since the 1/2 Strength and SL were higher than your full Strength). Guess you hit an artery!

Brain Shot

BOOM! Head shot. Yup, you get to relive those glorious Counter-Strike days with a shot, kick, knife, or whatever to the head. Add a -4 penalty to whatever maneuver you feel like using. Damage goes like this: Bash (x2), Slash/Stab (x3), Bullet (x4).

Catch Weapon

What do you think? Dexterity + Kung Fu with a modifier of -5. In order to catch the weapon (no catching bullets, please), you must match or beat the roll of the attacker (defending roll always wins). If you fail, though, take an additional +5 Base damage to the hit.

Claw

For all you Wolverine-wannabes, of course. And angry girlfriends. Very angry girlfriends. Roll Dexterity + Kung Fu, and base damage is Strength x 2 with Slash/Stab modifier (an additional x 2). The defender can roll a dodge or parry.

Decapitation

Decapitation uses Dexterity + Getting Medieval, with a modifier of -5 to the to-hit roll. If successful, the damage is x5 after any armor or defensive qualities are applied - yeah, it's a major ouch. If the damage exceeds the amount of the defender's Life Points, their head starts to come off, and they could die! So let's say your victim had 55 Life Points, and you had three Strength. When you rolled your Dexterity + Getting Medieval - 5, you got a 13, lucky you. You hit (his dodge was a 9, and he was wearing a Leather Jacket), and when you connect, you're doing a lot of damage. Using a regular sword, you have a base damage of twelve (three multiplied by four) damage. After that, his leather collar was just enough to take off two to that base, meaning you are doing ten damage. But since the modifier is x5, you are doing a grand total of fifty damage. Yikes.

Disarm

So you wanna look cool and take his weapon away instead of running him through, huh? In the eternal words of Vin Diesel: "Pussy." Disarm uses a Resisted Action with a Dexterity + Getting Medieval or Kung Fu, with a modifier of -2 against the target's Parry action.

Dodge

Ahh, dodging. The art of getting the fuck out of the way. Dodging attacks can be done once per turn without penalty, dodging medieval missile attacks suffers a -2 penalty, dodging bullets with cover also suffers a -2 penalty, while dodging bullets1 without cover suffers a -4 penalty and dodging bullets point blank (within 10 meters) suffers a -6 penalty. Use Dexterity + the highest appropriate of any of the following skills: Acrobatics, Getting Medieval, or Kung Fu for any dodge. Regardless of what is being used to attack you or what you've got or not got in your hands.

Double Jump Kick

And she thought you couldn't multi-task. This works like a Jump Kick, but with a -4 instead of a -3 penalty. You attack two targets at once, though they must both be in attacking distance for you to do so. Opponents may defend as normal. You must have a minimum Dexterity of 4 to use this maneuver.

Feint

If you'd like to mislead your opponent into giving up an opening, this is the maneuver for you. Feinting counts as a Resisted Action, which means you don't lose an action when using it, it is simply an automatic roll. The person feinting rolls Intelligence + Kung Fu or Getting Medieval, while their opponent may roll Perception + Kung Fu or Getting Medieval. If the attacker wins, they may add their total Success Levels from the Feint roll to their next attack roll.

Grapple

So you wanna hug him but for some reason the idiot doesn't want to be hugged? No matter, just make a Dexterity/Kung Fu/+2 in order to do it anyway. The attacker must decide what part of their opponent's body they wish to have grabbed: limbs, the whole body, or the neck. When Grappled, the defender is at -2 to all actions involving the grappled limb, or at -1 to all actions if grappled around their body. A neck Grapple doesn't impair the target, but does set them up for a Break Neck or Choke maneuver. The defender can try to break free with a Strength + Strength roll versus another Grapple maneuver roll. Meeting or exceeding the Grapple maneuver roll will break the defender free.

Break Neck

First, you've got to grapple him. Then, you've got to roll a Strength/Kung Fu/-3. Your poor victim rolls Strength/Constitution. If you win the roll, the base damage is Strength x 5 Bash damage. If the total damage reduces the defender to -10 Life Points or below, he has to pass a Survival test at a penalty equal to the success levels of the attacker's roll, and if he doesn't pass, he's a corpse.

Choke

Obviously, you've got to succeed at a grapple first… then roll a Strength/Kung Fu, while the other dude rolls Strength/Constitution. If you win the roll, the base damage is Strength -1, Bashing damage. Further, the defender cannot breathe, and is at -2 to all actions and continues to take the same amount of damage for each round of combat that the Choke continues.

Head Butt

You remember 2006, right? This is for the Zinedine fans - if there are any left. The two opponents must either be in a Grapple, or be very close. Roll a Dexterity/Kung Fu (Or Strength, as a Power Attack) and if you win, you deal STR x 2 Bash damage. If you lose? You hurt yourself just as much. Of course, those who are grappled don't have to apply their grapple penalties to pull this off.

Toss

What else does Hulk do, besides smash? This, of course - well, so did Zangief. You probably couldn't do it to bears, though. Naturally, you grapple your victim - you've got have at least a Strength of 4, though. Then you roll a Strength/Strength/-4 versus your opponent's (single) Strength roll. If you win the roll, it does base damage of Strength, damage type Bash. Oh, and you get to throw the dude one yard per success level and he's on the ground, prone and idle for the round.

Wall Smash

If you put Jackie Chan on steroids, we bet this is what he'd be using against the masses, instead of throwing buckets and other things at those poor, evil henchmen. Roll a Strength/Acrobatics against your opponent's Strength/Acrobatics. If you win, you throw the poor sod into a wall and he takes STR x 3 damage. Oh, and the GM may add some damage on to that, depending on environmental factors. Glass, spikes, things like that.

Wrestling Hold

Okay, so you may have to look gay in that tight-ass wrestling singlet but hey, you get to put someone in a hold. Succeed at a grapple then roll a Strength/Kung Fu/-2 while the other guy can resist with the usual dodge or may struggle with a Strength/Kung Fu instead. Win, and he's at a -1 per success levels to all moves as long as he's in the hold.

Groin Shot

Let this be a lesson to you. Wear a cup. Seriously, because with a -3 tacked on to a maneuver, any male (or anything with junk) has to make a Willpower/Willpower roll with a penalty equal to the success levels of the hit or you're on the ground in the fetal position. You get to make more doubled willpower checks every round. Each round minuses the penalty by 1. Once you've succeeded, you're back up. Those not blessed with man-parts roll a simple Willpower/Willpower/-1 roll instead.

Gunshot

Dexterity + Gun Fu, base damage depends on the type of gun. Damage type is Bullet ( x 2). Modifiers due to range can be applicable - again at PGM discretion.

Jump Kick

If you want to look real cool, you can attempt this one at your own peril. First, make a Dexterity/Acrobatics roll. If you fail that, you look like an idiot. If you do pass it, roll a Dexterity/Kung Fu/-3 in order to do 3 x (STR-1) Bash damage. Add the bonuses from your Dexterity/Acrobatics roll to that.

Kick

Dexterity/Kung Fu/-1. In some cases, Sports or Art (Dance) may be substituted for Kung Fu. Base damage is 2 x (STR + 1) Bash.

Knockout

If you're that guy who doesn't believe in killing anyone, no matter how evil, you're probably going to end up using this one a lot. Basically, apply a -2 penalty to any maneuver that results in Bash damage and you do half the damage but your target has to make a Constitution/Constitution roll with a penalty equal to the successes of your attack. If his roll loses, well, lights out.

Melee Weapon

Dexterity + Getting Medieval. Take threatening object, advance, attack. You might want to look up the kind of weapon you'll be using.

Parry

It's like Dodge except when two swordsman do it there can be cool lightsaber sounds! Dexterity + Getting Medieval. Parrying thrown weapons requires an additional -2 modifier. Arrows and crossbow bolts can be parried with a modifier of -6. No character can parry bullets unless their name is Razor Eddie. Success Levels must be equal to or greater than the total of the attack roll.

Power Attack

You know how professional fighting clubs have things like weight-classes? They're there for a reason: more muscle means more quick reflex/fast muscle-twitch fibers. So that guy who towers over you? Looks like he can bench-press a small village? Don't be surprised when his punches come at you like a freight-train. For the bigger, heavy hitter who relentlessly smashes her way through defenses or gives up openings in order to get a hit in. She may use Strength to replace Dexterity in a Punch, Kick, or basic Melee Weapon attack. However, she suffers a penalty equal to her success levels on her next defensive action.

Punch

Classic! Dexterity + Kung Fu. Base damage is Strength x 2, damage type is Bash.

Slam-Tackle

Laying the Smackdown on one's candy ass. Expect football and wrestling types to know this one. Strength + Sports, and while this maneuver can be Dodged, it cannot be Parried. On a successful hit, base damage is Strength x 2, damage type is Bash. If the target fails to Dodge, they must make a Strength (not doubled) roll with at least two Success Levels, or go down hard. At the end of a successful Slam-Tackle, the attacker can Grapple their opponent's legs or torso without needing to roll, but cannot do so as part of taking multiple actions.

Slap

For theatrically-shocked wives, Pimps Named Slickback, and one-time abusive husbands who never live it down everywhere (we're looking at you, Hank Pym). Roll a Dexterity + Kung Fu - 1. Damage is Strength - 2, Bash. It's awesome, though. Expect some major Drama Points if you pull one off at an opportune time. Plus, it never hurts to have a back-up maneuver.

Spin-Kick

Please don't mention Chuck Norris. But feel free to roll a Dexterity/Kung Fu/-2 to do 2 x (STR + 2) damage, Bash.

Takedown

Sometimes you just wanna put someone down on the mat. Hard. Strength + Kung Fu. If the target fails to Parry or Dodge, they get thrown to the ground and take Strength damage without any modifiers. If they succeed, the Takedown fails and they stay up.

Target Limb

Maybe you want to do something short of death - but something that'll hurt enough for your enemies to remember you by? Use this. Roll the appropriate Combat Maneuver with a -2 penalty. By getting their LP down to below half of their total (From 40 to less than 20) Life Points, you cripple and fracture the limb or sever it completely, depending on the weapon and attack.

Thrown Weapon

So there's not a ranged weapon in sight and you need to get a hit in without getting up close. Or maybe you just like your specially made boomerangs that make cool sounds. Whatever the case, roll a Dexterity/Getting Medieval/-1. Check out weapons for the damage.

Wall Flip

We all know you're slowly trying to mimic Spider-Man. Guess you'll need to use this one. Roll a Dexterity/Kung Fu or Acrobatics -3. Succeed and get a +3 bonus to all defensive actions for the rest of the round. And if you don't succeed? You fall on your ass and take STR x 2 (your strength) bash damage.

Whirlwind

Spin around and around! You get to roll a Dexterity/Getting Medieval/-4 or Dexterity/Kung Fu/-5 (for a whirling kick) to attack or defend against everyone within reach. For each turn this is continued, you get a -2 penalty in order to keep it up.

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