Combat

Combat Postures

All actions you take in a round of combat fall under one of
these three general postures.

ATTACK
This is the default combat Posture. You may move normally and
attack as much as you are able. Anyone who has not yet declared
their Posture is assumed to be in this Posture, though certain Rank
Techniques, Skills, and other abilities might negate this.

FULL ATTACK
You charge your enemy with wild abandon, sparing little concern
for your own safety. You gain two Free Raises on each of
your melee attacks until your turn in the next round. These
Raises may only be spent to lower an enemy’s TN to Be Hit or
to inflict additional damage. Of course, attacking in such a brazen
manner leaves you virtually defenseless. Any enemy who
attacks you before your turn in the next round gains three Free
Raises, which they may use in any manner they like.

FULL DEFENSE
You have turned every effort toward self-preservation, moving
slowly and watching all enemies for any sign of attack. When you
declare this Posture and each Turn you maintain it, you make an
Agility / Defense roll and use this roll instead of your Reflexes time
5 for determining your TN to be Hit. You may only apply this bonus
against a number of opponents per Turn equal to your Insight
Rank. You may allocate these uses as you are attacked, but you cannot
allocate these uses versus attackers for which you are unaware.

DUELING STANCE
Dueling takes an enormous amount of focus. Characters in an
iaijutsu duel must have this Posture. While in this Posture, your
TN to be Hit from attacks (not Focus rolls) is 5 + Armor. Bonuses
to your TN to be Hit do not apply unless the bonuses
specifically mentions that can be used in a duel.

Raises (Maneuvers)

As with any Skill Roll , Raises may be declared in combat for
additional effect. The risk of using Raises during combat can be
much greater than normal, as a great deal of the time you will
have no idea what TN you are rolling against. Raises can be
used in combat for any of the follOWing effects.

DISARM (3 RAISES)
To disarm an opponent, you must first make a successful attack
against them. This attack deals no damage, and ignores all armor
bonuses to your opponent’s TN to Be Hit. If your attack is successful,
you must make a Contested Roll against your opponent
using the TraitlSkill you used for the attack. Your opponent uses
Strength / Weapon Skill if being disarmed of a weapon, or Strength
/ Jiujitsu if being disarmed of any other sort of object. If you win the
Contested Roll, your opponent has dropped the object in question.
This maneuver may not be attempted with a Ranged Attack.

CALLED SHOT (1, 2, OR 3 RAISES)
Called shots inflict no additional damage (Increased Damage Raises
are, in effect, called shots aimed at such a result), but might have
additional effects depending on the situation. A vain enemy might
become enraged by a called shot to his face. An opponent standing
on one leg might fall if an attack is directed to that leg. The full effects
of called shots are left to the GM, but require Raises as follows: torso
- 1 Raise, arm or leg – 2 Raises, Head – 3 Raises.

EXTRA ATTACK (4 RAISES)
This maneuver requires a standard attack against your opponent
using his normal TN to Be Hit. If successful, you may
immediately make a second attack roll against your opponent,
making four Raises. This second roll should use whatever Skill
applies to the weapon with which you are making the second
attack. If the second attack roll is successful, you may make
appropriate damage rolls for each attack. If the second attack
misses, then both attacks are considered misses. You may make
additional Raises for other effects on one or both of these rolls.
Both attacks must be made against the same target unless you
are using weapons held in different hands, in which case they
may be made against adjacent targets within range. You may
only use this maneuver once per round.

FEINT (1 RAISE)
You can make a qUick, non-damaging attack to throw your opponent
off-guard. If your attack roll is successful, you inflict no damage.
For every Raise made on this attack roll, you gain two Free
Raises on your next attack against that same opponent, as long as
that attack not a Feint and is made before the end of your next Turn
following your Feint.

GUARD (1 OR MORE RAISES)
If you are standing next to an ally, you may declare that ally
to be under your guard against a specific enemy. If you make
a Raise and make a successful attack roll against that enemy,
the ally you are guarding gains a +5 bonus to his TN to Be
Hit against that enemy for the following round. You may make
any number of Raises (up to your maximum) in this manner,
increasing your ally’s TN to Be Hit respectively. If you have multiple
attacks, only the attack with the greatest number of Raises
remains in effect for any single enemy (though you may target
multiple enemies, guarding your ally from each of them). You
need not actually attack your enemy, but simply make an attack
roll (though this counts as an action as if you had attacked). At
your option, your character can merely take a defensive stance
and make it clear that your ally is under your protection.

INCREASED DAMAGE (1 OR MORE RAISES)
You may declare a Raise on an attack roll to increase your
damage on that attack. A single Raise increases your damage
by lkO. Two Raises increases your damage by lkl. You may
make any number of Raises to increase your damage by +lkO
and +lkl increments, up to your normal maximum number of
Raises. Regardless of the total number of Raises made, they
count as one pool for the purposes of effects that reduce the
cost of Raises for damage.

KNOCKDOWN (3 RAISES)
If this attack hits, make a contested Strength + Insight Rank
roll versus your opponent Earth + Insight Rank. If you win this
roll, the opponent is knock prone and then the damage of the
damage if any is applied. Each Raise beyond those required
for this maneuver give you a Free Raise on the contested roll.
If you are fighting unarmed, you may instead Throw the target
a number of feet equal to twice you Juijutsu Skill Rank. You
may perform this Maneuver as a Takedown that ignores the
target’s armor and does no damage.

GRAPPLE (0 OR MORE RAISES)
This attack ignores the target’s armor and does no damage. If
this attack hits, you start a grapple with your opponent. Each
Raise made on this maneuver grants you an additional die on
the initial Contested Roll. If you are unarmed while performing
this Maneuver, you opponent’s TN to be Hit is increased by the
Weapon Skill of anyone weapon his is wielding.

Combat

The Magnificent 6+1 notMidas