Maneuvers

Maneuvers are specialized attacks that are more difficult than the standard melee and ranged attacks that characters can make as part of a combat round. Because these attacks accomplish additional effects above normal attack damage, they require Raises to your Agility / Weapon Skill roll in order to be made.

Improvisation. It should be noted that these maneuvers do not constitute an exhaustive list of the things which a character might be able to accomplish with an attack. Rather, they specify the maneuvers that are most likely to come up during combat. The GM and players should feel free to improvise other maneuvers based on the rules presented here.

#### **Called Shot**

(Variable Raises)

A Called Shot is an attack that specifically targets one section of the body. Without the Called Shot Maneuver, it is assumed that an attack is aimed at the target’s torso, but with an increasing number of Raises, smaller and more specific parts of the body can be targeted. A specific limb can be targeted with 1 Raise, a hand or foot with 2 Raises, the head with 3 Raises, or an eye, ear, finger, or another similarly small part with 4 Raises. For every raise called, any rolls the opponent does in their next turn, using that body part, has it's TN increased by 5.

A GM may rule that for an extra Called Shot may Mangle or Destroy a limb.

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#### **Charge**

(2 Raise)

Before you make this attack you may use your Free Action to perform a Simple Move Action. You may combine this Maneuver with other Maneuvers if you wish.

You cannot use the Charge Maneuver if you are Prone or Slowed.

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#### **Cleave**

(4 Raises per additional person hit)

When a warrior wants to hit more than one person then he must use what is called a cleave maneuver. The maneuver requires a medium or larger melee weapon and a minimum of two foes within striking distance. For every four raises called, one more attack can be made against a new target. All raises called are added to each attack.

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#### **Disarm**

(3 Raises, or 2 Raises against weapons held in one hand)

The Disarm Maneuver specifically targets a weapon held by the target, with the intent of flinging it out of the target’s grasp. With 1 additional raise, the attacker can damage the opponent's weapon as well as disarming them. Disarming an opponent and catching their weapon requires 2 additional raises. Recovering a dropped weapon requires a Simple Action on the part of a character who has been Disarmed. If an opponent is wielding their weapon in two hands you need 2 additional raises.

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#### **Extra Attack**

(Variable Raises)

The ability to make multiple attacks per Turn is normally only possible for well-trained warriors. This Maneuver allows the character to perform a secondary attack. To gain an additional attack, a character must make a number of successful Raises on the first attack roll, as shown below.

* Small Weapon - 5 Raises
* Medium Weapon - 6 Raises
* Large Weapon - 7 Raises

These Raises confer no benefits, but if they succeed, the character may immediately make a second attack roll as soon as the first attack has been resolved (including damage). The Extra Attack Maneuver may only be used once per turn.

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#### **Feint**

(2 Raises)

You may make an attack with two Raises to feint your opponent. This attack acts as a regular attack but grants three Free Raises on your next attack against the same opponent. The next attack must land the same, or following, round.

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#### **Grapple**

(2 Raises)

The Grapple Maneuver intended to grip and pacify or wrestle your opponent. Because this attack requires the character's full body to perform the Maneuver, the character needs to have at least one hand free. If the character is successful, the target is Grappled.

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#### **Guard**

(1 or 2 Raises)

During combat, a character can choose to dedicate himself to protecting another character, who is within close range, making it harder for enemies to attack that person. You do not have to attack to Guard another character, but if you do, that attack needs to be raised.

Each Raise gives the target who is Guarded +5 ATN.

You can perform the Guard Maneuver even if there are no opponents to attack.

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#### **Hamstring**

(2 Raise)

You strike at a particularly vulnerable spot on your target's legs and hampers their movement significantly for around. If you make 1 Raises the opponent treats all terrain as if is Difficult Terrain. This maneuver requires double the amount of raises for a four-legged opponent.

If a character is already in Difficult Terrain and is hit by a successful Hamstring maneuver, they treat the terrain as if it was Treacherous Terrain instead.

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#### **Knockdown**

(2 Raises, 4 Raises for a four-legged opponent)

The Knockdown Maneuver is a specialized attack intended to damage an opponent and knock them Prone. Because this attack generally targets the legs, it is only usable against two- or four-legged opponents. If the character is successful, the target is knocked Prone.

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#### **Maim**

(2 Raises)

You hit with such intense force that your opponent is left temporarily broken. If you hit the target with this Maneuver, they immediately deactivate any active Techniques; The TN to continue concentration on a spell is increase by +10; And if they are in the Focus stance, that stance ends, they lose all build-up Free Raises from the stance, and they revert to the Normal Attack stance.

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#### **Parry**

(Opposed)

You await the perfect opportunity, and with a deft swipe of your weapon, you turn a hit into a miss deadly miss. When you perform a Parry you delay your Turn until someone attacks you. As soon as you are hit, you may make a Contested attack roll against the enemy that attacked you. You may choose to use Reflexes for your Weapon Skill roll if you wish.

If you win, their attack is turned into a miss, and you land a normal attack against them. If you lose, they hit you regardless of Armor TN.

If you have synergy with this Maneuver, your target's TN is increased by +5 on the opposed roll.

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#### **Pin**

(2 Raises)

You trap your opponent between your weapon and a hard surface. Make two raises, if you hit, your enemy cannot add Reflexes to ATN on the next attack against them.

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#### **Power Attack**

(2 or more Raises)

The simplest of all Maneuvers, for every two raises, made this Maneuver adds a bonus of 1k0 to the total of the damage roll of that attack. If you combine Power Attack with Extra Attack or Cleave you call Power Attack raises independently per additional attack.

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#### **Push**

(2 Raises, 4 Raises for a four-legged opponent)

The Push Maneuver is a dominating attack that forces your target away from you. If successful, the attack deals normal damage and the target must move backward a distance equal to Close Range away from you (half the distance for four-legged opponents).

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#### **Sunder**

(1 or more)

The Sunder Maneuver specifically targets the weakness of armor, shield, or an item worn by the target, with the intent of bypassing its defense. Creatures who have innate Resistance are not exempt from being Sundered and suffer the consequences just like an object would. You may lower the target's Resistance by 3 for each raise.

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#### **Throw**

(1, 2 or 4 Raises)

You hurl your weapon at your enemy. 1 Raise lets you attack an opponent within Close Range, 2 raises lets you attack within Medium Range, 4 raises lets you attack within Long Range.