"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.

Power Attack: A strong non-impale attack, either Personal Attack or Weapons
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]