Difference between revisions of "Talk:Beatrice Miller"
From Fate's Harvest
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=Offensive= | =Offensive= | ||
− | ==General Unarmed | + | ==General Unarmed Attack== |
+ | Strength+Brawl-Defense | ||
+ | *Unarmed attacks deal Lethal damage. | ||
+ | *Unarmed attacks may be considered a 2L weapon. | ||
+ | *On successful Brawl attack, roll Dexterity and deal successes as bonus damage. | ||
− | == | + | ==Initiating a Grapple== |
+ | Strength+Brawl-Defense to Initiate a Grapple | ||
+ | *Add opponent's armor as bonus to initiating a grapple. | ||
+ | *May take -2 to attack roll to cause 1 bashing per 2 successes, min 1, and inflict the Agony Tilt. Target loses use of a hand until hand is healed. | ||
+ | ** Agony tilt not on the tilt references list for Fate's Harvest | ||
+ | |||
+ | ===During a Grapple=== | ||
+ | Strength+Brawl vs Opponent's Strength+Brawl. Winning chooses one option from below, or two if exceptional success. Rolled at highest initiative. | ||
+ | *+2 Strength for Resisting Overpower Maneuvers (You don't declare if you're overpowering or not until you win, so this must be rolled after an opponent wins the grapple and declares an Overpower option) | ||
+ | *May Inflict 1 Bashing damage per two successes scores, min 1, on ANY successful check during a grapple. If using the Damage option, add this to the Damage. | ||
+ | ===Grapple Options==== | ||
+ | *Standard Option: Break Free - Take standard Grapple check. Success is treated as reflexive action, allowing another immediate action. This is the ONLY Option that is not considered an Overpower option. | ||
+ | *Standard Option: Control Weapon - Draw a weapon or turn opponent's weapon against them. Keep control until your opponent uses this option. | ||
+ | *Standard Option: Damage - Deal bashing damage equal to rolled successes. If you previously succeeded in a Control Weapon action, add the weapon bonus to your successes. | ||
+ | *Standard Option: Disarm - Must first have succeeded at Control Weapon move. Disarm acts as normal other than being rolled as a Grapple. | ||
+ | *Standard Option: Drop Prone - You and opponent are made Prone. Must Break Free before standing. | ||
+ | *Standard Option: Hold - You and Opponent both lose Defense against incoming attacks. | ||
+ | *Standard Option: Restrain - Must already have succeeded at a Hold move. Opponent suffers the Immobilized Tilt. If equipment was used to Restrain opponent, you may leave the grapple. | ||
+ | *Standard Option: Take Cover - Use your opponent's body as a shield. Ranged attacks made against you automatically hit them. See the Human Shields rules. | ||
+ | *Special Option: Small Joint Manipulation - May take -2 to attack roll to cause 1 bashing per 2 successes, min 1, and inflict the Agony Tilt. Target loses use of a hand until hand is healed. | ||
+ | ** Agony tilt not on the tilt references list for Fate's Harvest | ||
+ | ** If declaring this option in advance, gain a +2 to the attempt, effectively eliminating the penalty. | ||
+ | |||
+ | |||
+ | ==Disarm Attempts== | ||
+ | Strength+Brawl vs. Opponent's Strength+Athletics. If in a Grapple, use that roll but below modifiers still apply (Never impacted by defense - worth remembering!) | ||
+ | *When using Disarm, step result up one level. | ||
+ | **Dramatic failure is just a failure. | ||
+ | **Failure still causes enemy to be drop their weapon. | ||
+ | **Success allows you to take their weapon. | ||
+ | **Exceptional Success allows you to take their weapon, and they take two bashing damage. | ||
==Inflicting Tilts== | ==Inflicting Tilts== | ||
+ | *Stunned Tilt: Treat opponent as 1 size smaller, 2 sizes smaller if targeting their head. Tilt lasts for turns equal to damage dealt and target must spend Willpower or be unconscious. | ||
==Special Abilities== | ==Special Abilities== | ||
*Choke - Grapple maneuver. Must first have succeeded at Hold move. If more successes than twice victim's stamina, they are unconscious for (6-Stamina) minutes. If unsuccessful may repeat each turn and stack successes until successful. | *Choke - Grapple maneuver. Must first have succeeded at Hold move. If more successes than twice victim's stamina, they are unconscious for (6-Stamina) minutes. If unsuccessful may repeat each turn and stack successes until successful. | ||
− | + | *Hard Surfaces - Requires grapple. Deal Lethal Damage, end Grapple. Cannot use with Armored Coffin or Turnabout. (Not useful, can do this anyway) | |
+ | *Prep Work - Dexterity+Stealth is Rote for Brawl/Weaponry ambushes. | ||
=Defensive= | =Defensive= | ||
− | ==Basic | + | ==Basic Defense== |
+ | *Defense Vs Brawl: +1 | ||
+ | **If opponent misses, they take 1 Bashing that ignores armor. | ||
+ | *Defense Vs Grapple: | ||
+ | **Treat Strength as 2 higher for resisting Overpower Maneuvers. | ||
+ | *Defense Vs Melee: | ||
+ | **If opponent misses, they take 1 Bashing that ignores armor. | ||
+ | *Defense Vs Ranged: | ||
+ | **May move twice Speed to reach cover as a reaction if shot at, sacrificing any other action that turn. | ||
+ | |||
+ | ==Armor== | ||
+ | |||
==Resisting Tilts== | ==Resisting Tilts== | ||
==Situational Defenses== | ==Situational Defenses== | ||
+ | Aimed Shot (Head): Attackers have -1 | ||
=Combat Merits= | =Combat Merits= |
Revision as of 16:02, 23 June 2017
Beatrice in Combat Cheat Sheet
Offensive
General Unarmed Attack
Strength+Brawl-Defense
- Unarmed attacks deal Lethal damage.
- Unarmed attacks may be considered a 2L weapon.
- On successful Brawl attack, roll Dexterity and deal successes as bonus damage.
Initiating a Grapple
Strength+Brawl-Defense to Initiate a Grapple
- Add opponent's armor as bonus to initiating a grapple.
- May take -2 to attack roll to cause 1 bashing per 2 successes, min 1, and inflict the Agony Tilt. Target loses use of a hand until hand is healed.
- Agony tilt not on the tilt references list for Fate's Harvest
During a Grapple
Strength+Brawl vs Opponent's Strength+Brawl. Winning chooses one option from below, or two if exceptional success. Rolled at highest initiative.
- +2 Strength for Resisting Overpower Maneuvers (You don't declare if you're overpowering or not until you win, so this must be rolled after an opponent wins the grapple and declares an Overpower option)
- May Inflict 1 Bashing damage per two successes scores, min 1, on ANY successful check during a grapple. If using the Damage option, add this to the Damage.
Grapple Options=
- Standard Option: Break Free - Take standard Grapple check. Success is treated as reflexive action, allowing another immediate action. This is the ONLY Option that is not considered an Overpower option.
- Standard Option: Control Weapon - Draw a weapon or turn opponent's weapon against them. Keep control until your opponent uses this option.
- Standard Option: Damage - Deal bashing damage equal to rolled successes. If you previously succeeded in a Control Weapon action, add the weapon bonus to your successes.
- Standard Option: Disarm - Must first have succeeded at Control Weapon move. Disarm acts as normal other than being rolled as a Grapple.
- Standard Option: Drop Prone - You and opponent are made Prone. Must Break Free before standing.
- Standard Option: Hold - You and Opponent both lose Defense against incoming attacks.
- Standard Option: Restrain - Must already have succeeded at a Hold move. Opponent suffers the Immobilized Tilt. If equipment was used to Restrain opponent, you may leave the grapple.
- Standard Option: Take Cover - Use your opponent's body as a shield. Ranged attacks made against you automatically hit them. See the Human Shields rules.
- Special Option: Small Joint Manipulation - May take -2 to attack roll to cause 1 bashing per 2 successes, min 1, and inflict the Agony Tilt. Target loses use of a hand until hand is healed.
- Agony tilt not on the tilt references list for Fate's Harvest
- If declaring this option in advance, gain a +2 to the attempt, effectively eliminating the penalty.
Disarm Attempts
Strength+Brawl vs. Opponent's Strength+Athletics. If in a Grapple, use that roll but below modifiers still apply (Never impacted by defense - worth remembering!)
- When using Disarm, step result up one level.
- Dramatic failure is just a failure.
- Failure still causes enemy to be drop their weapon.
- Success allows you to take their weapon.
- Exceptional Success allows you to take their weapon, and they take two bashing damage.
Inflicting Tilts
- Stunned Tilt: Treat opponent as 1 size smaller, 2 sizes smaller if targeting their head. Tilt lasts for turns equal to damage dealt and target must spend Willpower or be unconscious.
Special Abilities
- Choke - Grapple maneuver. Must first have succeeded at Hold move. If more successes than twice victim's stamina, they are unconscious for (6-Stamina) minutes. If unsuccessful may repeat each turn and stack successes until successful.
- Hard Surfaces - Requires grapple. Deal Lethal Damage, end Grapple. Cannot use with Armored Coffin or Turnabout. (Not useful, can do this anyway)
- Prep Work - Dexterity+Stealth is Rote for Brawl/Weaponry ambushes.
Defensive
Basic Defense
- Defense Vs Brawl: +1
- If opponent misses, they take 1 Bashing that ignores armor.
- Defense Vs Grapple:
- Treat Strength as 2 higher for resisting Overpower Maneuvers.
- Defense Vs Melee:
- If opponent misses, they take 1 Bashing that ignores armor.
- Defense Vs Ranged:
- May move twice Speed to reach cover as a reaction if shot at, sacrificing any other action that turn.
Armor
Resisting Tilts
Situational Defenses
Aimed Shot (Head): Attackers have -1
Combat Merits
Abilities granted by each merit
General Merits
Ambidextrous
No penalties with off-hand.
Choke Hold
Grants new grapple maneuver Choke.
- Choke - Grapple maneuver. Must first have succeeded at Hold move. If more successes than twice victim's stamina, they are unconscious for (6-Stamina) minutes. If unsuccessful may repeat each turn and stack successes until successful.
Danger Sense
Demolisher
Fast Reflexes 3
Fleet of Foot 3
Giant
Hardy 3
Heavy Hands 3
Indomitable 5
Iron Skin 4
Iron Stamina 3
Iron Will 2
Outdoorsman
Style Merits
Boxing 5 (Style: Striking)
- Head Protection * - Defense is +1 against attacks using Brawl skill. Attackers have -1 penalty to headshots.
- Defensive Jab ** - If an opponent misses with Brawl/Weaponry, they take 1 bashing that ignores armor. If Dodging, change to 1 bashing per 2 successes that exceed attack (Min 1, round down).
- Knockout Artist *** - Target's size 1 lower for Stunned Tilt. If taking a penalty for aimed headshot, target's size 2 lower for Stunned Tilt.
- Combination **** - If Brawl succeeds, roll Dexterity and add successes as extra damage.
- Out for the Count ***** - When inflicting Stunned Tilt, lasts for a number of turns equal to the damage dealt and target unconscious unless they spend a point of Willpower.
Close Quarters Combat 5 (Style)
- Firing Lines * - Can run to cover instead of falling Prone as a reaction to a ranged attack. Forfeits action, the cover must be within twice Beatrice's Speed.
- Hard Surfaces ** - When grappling, may inflict lethal damage as a Damage maneuver. Immediately ends grapple.
- Armored Coffin *** - When grappling, add target's armor as a bonus to the dice pool. When using a Damage maneuver, ignore opponent's armor. Can't be used with Hard Surfaces.
- Prep Work **** - When doing melee/brawl surprise attack, Dexterity+Stealth is rote.
- Turnabout ***** - When using Disarm, step results up one level. On a failure, weapon dropped. Success, you take the weapon. Exceptional success, take weapon and opponent takes two bashing.
- Note to self: Do I really need this? Other abilities disarm better, namely by breaking hands.
Grappling 5 (Style: Grappling)
- Sprawl * - Add 2 to Strength for resisting overpowering maneuvers.
- Small Joint Manipulation ** - Take -2 to attack roll cause 1 bashing per 2 successes, min 1, and inflict the Agony Tilt. If targeting a hand that hand cannot hold objects until healed.
- Joint Lock *** - Requires Grapple. Attempts to overpower Beatrice cause 1 bashing. Any successful overpowering maneuvers by Beatrice cause an extra 1L damage.
- Lock Flow **** - +2 to Grapple when declaring in advance you are attempting a Joint Lock. (Requires Joint Lock Maneuver)
- Positional Dominance ***** - Inflicts 1 bashing per two successes scored, min 1, on any successful grapple check regardless of maneuver used. If using a damaging grapple attack, add this damage to the base damage. Use of this merit is optional.
- Standing Throw * - May inflict Knocked Down Tilt as Grapple maneuver. If not prone, target breaks free. (Not learned)
- Takedown ** - May force target prone instead of establishing grapple. May also choose to cause bashing damage equal to successes rolled. (Not learned)
- Ippon *** - When using Drop Prone with the Takedown maneuver, double potency for purpose of inflicting the Stunned Tilt. (Requires Takedown) (Not learned)
- Dynamic Guard **** - While prone, enemies suffer Beatrice's Dexterity as penalty to Grapple. Cannot get up from prone while using Dynamic Guard. (Not learned)
- Tap or Snap ***** - In the turn after using a successful Joint Lock maneuver, allow opponent to choose Beaten Down Condition or suffer an Arm or Leg Wrack (Beatrice's choice) and lethal damage equal to the successes scores. (Requires Joint Lock) (Not learned)