"House Combat Rules" - читать интересную книгу автора (Call of Cthulhu RPG)Soft Parry/Block: Martial skill at x1/2 to defend, costs 0 fatigue.
Give Ground: Parry/block defense, x2 Martial skill. 1 fatigue (but very dangerous, as character can be backed into a corner. If so, Evade very limited and skills at x1/2) Beat: Martial skill at x1/2. If success, opponent is at x1/2 for next action. A Beat may be attempted even if the attack had failed. 1 fatigue. Attack All attacks may be negated by a successful defense roll. Attack: Regular attack, either Personal Attack or Weapons skill. 1 fatigue. Soft Attack: Attack at x1/2 skill or 1/2 damage (choose before roll). 0 fatigue. skill. If the roll is lower than Martial Arts as well, the attack does double normal damage. (Slight modification of Martial Arts description from Call of Cthulhu game book) 2 fatigue. Feint: Martial skill trick. If success, opponent looses initative and is at x1/2 for next action. 1fatigue. If an opponent can still act in the round, he must defend or loose his action if a feint attempt succeeds. Disarm: Martial skill trick, opponent can defend at x2. 0 fatigue. Knock Out: Not a specific action, but any damage-causing attack may use Knock Out rule to incapacitate the opponent. Keep in mind that the opponent's fatigue adds to the likelihood of a Knock Out. It's my fault! William H Timmins - [email protected] |
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