Basic Maneuvers




These maneuvers are the basics that are known to all fighters.


BLOCK
Prerequisites: None
Power Points: None
Description: A basic defensive action in which the character stops an opponent's attack from injuring him by blocking it, usually with his hand or forearm.
System: When a character uses Block, he adds his rating in Dodge to his Stamina for purposes of calculating Soak Dice. However, some attacks, such as Grabs, ignore Blocks and may only be soaked with the character's Stamina.
Block has two other advantages. First, the turn after a character uses a Block, he gets +2 Initiative to his maneuver that turn; this represents a character's ability to quickly counterattack after deflecting a blow. Second, Block prevents a character from suffering a Knockdown from any attack that would normally cause one (except for Knockdown from attacks that ignore Blocks, such as Grabs).
Block cannot be used to block an attack from a weapon. For that, the character must either know an Advanced Maneuver or use a weapon and the appropriate Weapon Maneuver.
Block can be played as an Abort Maneuver.
Cost: None
Initiative: +4
Accuracy: None
Damage: None
Move: +0


DODGE
Prerequisites: None
Power Points: None
Description: The invaluable art of getting out of the way of attacks.
System: When a character uses an action to dodge, she rolls her Dexterity + Dodge. The number of successes she scores indicates how many successes are subtracted from her opponent's to-hit roll. The difficulty to Dodge increases with the number of attackers. If attacked multiple times, the character may attack to dodge, or split her Dice Pool.
Dodge can be played as an Abort Maneuver.
Cost: None
Initiative: +6
Accuracy: None
Damage: None
Move: +1


GRAPPLE
Prerequisites: None
Power Points: None
Description: A simple grab and squeeze attack.
System: This is a sustained hold.
Cost: None
Initiative: -1
Accuracy: +0
Damage: +0
Move: +0


HEAVY KICK
Prerequisites: None
Power Points: None
Description: A hard-hitting kick, often used after an opponent has been set-up or Dazed. It can simulate a wide variety of side kicks, roundhouse kicks, and similar attacks.
Cost: None
Initiative: -1
Accuracy: -1
Damage: +2
Move: -1


HEAVY STRIKE
Prerequisites: None
Power Points: None
Description: An all-out punch (or other strike of some sort) in an attempt to injure the opponent.
Cost: None
Initiative: +0
Accuracy: +0
Damage: +1
Move: +0


QUICK KICK
Prerequisites: None
Power Points: None
Description: A fast, sometimes desperate, kick, usually to the opponent's abdomen or legs. It can simulate a wide variety of front kicks, snap kicks, low kicks and so on.
Cost: None
Initiative: +1
Accuracy: +0
Damage: +1
Move: +0


QUICK STRIKE
Prerequisites: None
Power Points: None
Description: A quick, basic attack with a fist, elbow, knee or other striking appendage.
Cost: None
Initiative: +3
Accuracy: +0
Damage: +0
Move: +1


SPRINT
Prerequisites: None
Power Points: None
Description: An all-out move, used to cross the battlefield quickly.
Cost: None
Initiative: +3
Accuracy: N/A
Damage: N/A
Move: +3