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[DL] Maneuvers for Eagle Claw style.



Eagle Claw Style Maneuvers:

Pressure point attack: The hero’s knowledge of pressure points allow him 
to concentrate his attacks on nerve clusters, increasing the effects of 
his strikes. Each raise causes a additional 1d6 of wind damage, but the 
hero may not change his hit location with the same raises. Opponents 
wearing at least one point of armor are immune to the special effects of 
this attack.

Eye gorge: The hero sinks his claws right into his opponents eyeball, 
nasty. This maneuver requires two raises to target the eyeball, even then 
the target gets a nimbleness check against your attack roll to avoid the 
hand flying right at his eye. If successful this attack gives the unlucky 
target 1d6 wind and a –4 to all roll that are effected by being blinded 
(listening is about the only one that ain’t). A botched nimbleness check 
means he freezes up and ends up with a nasty case of not having a eye.

Body lock: The hero grabs and twists his opponents up like a pretzel 
using his knowledge of anatomy to grab and pull in just the right ways. 
This maneuver requires a raise to use, and is opposed by a Strength check 
to avoid being pinned helpless to take any actions or to free himself 
with his other actions. The hero holding the target in a body lock has 
too keep both hand on the target to keep him pinned, but is free to kick 
the target or anyone else that gets close. The body lock may be used on 
the targets arms alone, allowing the hero to move at half speed dragging 
the target with him, but this leave the target the option of kicking at 
the hero at a –2 to hit instead of trying to free himself.

Off balance attack: The hero can beat the snot out a unskilled opponent 
in a very embarrassing way. Each Off balance attack requires a raise to 
hit and may not target a location or be moved with the same raise. The 
martial artist loses his bonus 1d6 damage but in return can cause his 
target to lose their next action card if they fail a nimbleness check 
against the attack roll, even then their next action is at a –2 for being 
off balance.

Body Slam: A attack that requires a raise, or a defense that has to beat 
the attack roll and uses your next action card, but prevents all effects 
of one attack. Target is thrown to the ground within 6 feet of the hero, 
he takes no damage but must make a Easy (3) vigor roll to avoid being 
stunned, each raise add a +2 to the Vigor roll.

Paralysis Attack: The hero has mastered pressure point to the point of 
paralyzing limbs. A paralysis attack required two raises, which may not 
be used for changing hit locations, the attack causes no damage by 
itself. The paralysis attack is resisted by a opposed vigor roll to avoid 
all effects of the attack, if the vigor roll fails the target loses the 
use of part of his body, each limb on its own, both legs if hit the lower 
guts, all four limbs for a hit in the upper gut, or it is treated as a 
failed stun check if they get hit in the Noggin. Recovery from a 
Paralysis attack is based on the attack roll treated as if it had been a 
damage roll. Targets wearing at least one point of armor are immune to 
this attack.