War of Ashes RPG: Manoeuvres, Continued

Following up on the post on manoeuvres from a few days ago, here is the illustrated version of what I’m thinking (go read the other post first or this one won’t make any sense).  Note that they have been rephrased in the captions, and example grid-based stunts are now each linked to a different approach—three are attacks, and three defenses.

Zathras is used to being beast of burden to other peoples’ needs. Very sad life. Probably have very sad death, but at least there is symmetry.

The Basic Manoeuvres

Push
Push: When you run into melee by running 2 spaces and succeed in an attack, you can push the opponent back up one space at the end of your action, to any of the three spaces in your front arc. At your discretion, you can end in the same space or only the opponent can be pushed.

Pull
Pull: When you succeed in a melee attack, you can move and pull the opponent with you one space to any adjacent location at the end of your action.
Charge
Charge: When you run into melee more than 3 spaces and succeed in an attack, you can push the opponent back up two spaces in a straight line at the end of your action and you both end in the same space.
Knock-Back
Knockback: When you succeed at a melee attack with a heavy weapon (e.g., two-handed mace), you can knock the opponent back one space to any of the three spaces in your front arc at the end of your action. You and the opponent end the action in two different spaces.
Footwork
Footwork: When you succeed in a melee attack, you can move one space to any adjacent location at the end of your action, even if it means temporarily breaking from melee.
Move-Through
Move-Through: Does not require expenditure of one fate point. With a success when you Carefully overcome, you can move through a space occupied by someone engaged in melee without needing a defense roll.

Grid-Based Stunts

Backstab
Backstab: Because I am stealthy, I get a +2 to Sneakily attack when I’m in a space adjacent to an opponent but not in his front arc.
Berserker Charge
Berserker Charge: Because I am a berserker, I get +2 to Forcefully attack when I run at least 3 spaces straight at the opponent in order to engage in melee.
Flank
Flank: Because I dart in like a wasp, I get +2 to Quickly attack an adjacent opponent who is already engaged in melee with someone else.
Back-to-Back Defence
Back-to-Back Defense: Because I trust [name] implicitly, we both get +1 to Careful defence actions this exchange when I am fighting back-to-back with him or her, either in the same space or in adjacent spaces.
Shielding
Shielding: Because I am trained to defend the weak, I give somebody else in the same space or an adjacent one +2 to all defence actions in the exchange when I spend this exchange protecting them by Cleverly defending.
Back Against a Wall
Back Against a Wall: Because I fight like a cornered badger, I get +1 to all Flashy defense actions this exchange when I have cover on at least one side in an adjacent space.
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