Referencia - Boj na blízko
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Street Fighting
10: Can have more than 3 moves in a Combo.
20: Can put two or more ‘2’ point Combo moves in a row.
30: Can use weapons. New Close Combat Combo Move: Floor Kicking (Offensive). If user is prone and they have a ‘kick’ move, they may use it as if they were standing.
40: Can split attacks between enemies.
50: New Close Combat Combo Move: Hold Reverse (Offensive). If in a hold, any attack can be changed into a Hold Reverse. Rather than breaking free, the situation is reversed and the user has the opponent in a Hold.
60: Precision hitting: When using a close combat weapon, allows user to choose the location to hit for each successful attack.
70: Rolling when prone. When prone (on the floor), attacks can be dodged with a successful Boj roll from the prone defender.
80: New Close Combat Combo Move: Rearm (Defensive). Must follow a disarm. Only works for close combat weapons when the user is empty handed. The user takes the weapon from their opponent and may use next turn.
90: New Close Combat Combo Moves: Spinning Punch and Spinning Kicks (Offensive). Like normal kicks, except they cannot be blocked.
Rail Fighting
20: Intimidating Style. Being able to fight like a rail fighter is intimidating. When rolling initiative, the opponent to the rail fighter must subtract the rail fighter’s Duša.
30: Glancing Blocks. If blocking a weapon, no damage is taken (only stun).
40: Improvise 1/3 of Boj, instead of 1/4.
50: Springboard. Character does not need to roll Presun to stand up at the end of a turn.
60: Floor fighting. Can still punch and kick while prone.
70: Flying Start. If starting a fight, the first move in the combo becomes a ‘flying’ manoeuvre (e.g. Flying Kick instead of kick). This does double stun.
80: Catch Punch. If the foe is punching and the character is doing an offensive move and wins, the punch is caught and the foe is in a hold next turn.
90: Pressure Points. If the foe is unarmoured, normal Punch and Kick manoeuvres do the same amount of damage as stun. The damage is applied to the Torso only.
Gun Fu
10. Quick Draw. May draw and pistol and fire in same turn.
20. New Close Combat Combo Move: Redirect Shot (Defence). If in close combat (point blank) with someone who is about to open fire, you can move the weapon so they shoot someone else. This should not be actually put into a combo, instead it automatically replaces a Block.
30. New Close Combat Combo Move: Reversal (Defence). Goes in a combo. Must follow a successful disarm. User of Reversal must not be holding a gun. Must end a combo. At the end of this combo the user is holding the weapon at the enemy at point blank.
40. New Close Combat Combo Move: Fire Kick (Offence). May fire a held weapon instead of kick. Only once in a turn. Resolve hitting in the same way you would resolve a kick.
50. Can fire 2 pistols at once. Must use this skill for the firing.
60. Can reload and fire a pistol in the same turn.
New Close Combat Combo Move: Dodge Reload (Defence). While doing a dodge manoeuvre (in close combat), they may reload a single pistol.
70. New Close Combat Combo Move: Dismantle (Defence). If in close combat with someone who is holding a gun (when you’re not). You can dismantle it. A Weapon Systems Roll is also required. Does not need to follow any move.
80. Can reload 2 pistols in a turn.
90. Perpetual Pistols: When using 2 pistols. While firing one, the other can be reloaded.
Akarak Art
10: 6 moves in a combo allowed.
20: Sword Fast Draw. Draw sword and use it in the same turn.
30: Dual Combos. If fighting 2 combatants, one combo can be assigned to each opponent. Different Combos can be performed simultaneously on different foes.
40: During a fight, one move in the combo may be changed for another. Do this only once in a combo.
50: New close combat move: Breath of Wind (Offensive). Is performed only in a combo as the first part of a improvisation. Character pushes foe away and onto the ground, doing them no damage but allowing the character to either leave the fight or do damage next turn. Requires successful Boj roll. If fails, then the character may continue to improvise.
60: Malleable. May still attack when in a Hold but cannot break free while attacking.
70: Five Foe Combo. May fight five separate people with 5 separate combos in one turn. Deal with each combo separately.
80: Complex Improvise. May improvise up to 5 moves.
90: Two Swords. May use two hardlight swords and deal twice as much damage.
Meno | Cena | Omráčenie | Poznámky |
Úder | 1 | Telo | |
Kop | 2 | 2 x Telo | |
Úder hlavou | 1 | 2 x Telo | Musí nasledovať za obranným pohybom. |
Oslobodenie | 1 | 20% | Udelenie telesného poškodenia. Predchádzajúcim pohybom musí byť Držanie. |
Prišliapnutie | 1 | 2 x Telo | Cieľ musí ležať na zemi. |
Podrazenie | 1 | nič | Pošle cieľ na zem. |
Vstatie | One Off | žiadna | Postava sa postaví. |
Uvoľnenie | One Off | žiadna | Zrušenie držania. |
Držanie | 1 | nič | Cieľ je zadržaný, kým ho útočník nepustí, alebo sa sám neuvoľní. |
Meno | Cena | Poznámky |
Blok | 1 | Zastavenie útokov rukou. Poškodenie pri použití proti zbraniam. |
Uhnutie | 2 | Úplné vyhnutie sa útoku. |
Odzbrojenie | 1 | Odňatie zbrane protivníkovi. |