


Combo Maneuvers Players cannot buy combos whose AP cost exceeds their AP total (ie a character with a base AP of 9 can't purchase a combo maneuver with an AP cost of 10 or more). Players can only use combo maneuvers once per combat (unless it makes the scene look cool and cinematic), otherwise a player would simply buy a Jab-Cross-Hook combo and use round after round (thing that of course is very cheesy and looks goofy). Succesful combos inflict a penatly for the oponent to dodge the rest of the combo of -1 per each succesful blow (ie first blow connects, the second can be dodged with a Penalty of -1, if the second also connects, the third has a Penalty of -2 to dodge, -3 for the fourth, -4 for the fifth and so on). Ranged Attacks at Point-blank distance Whenever a ranged attack (Chi Blasts, gunshots, etc) is performed on the same hex the oppenent is, the attack is considered “point-blank”. Damage from succesful point-blank attacks is soaked at half the soak roll. However, if this attack is a sneak attack (target unaware of the incoming attack and so, unable to defend) or the target is unmoving (ie inmobilized or otherwise unable to dodge), the attack inflicts FULL damage and half soak penalty on the defender (I mean, that's the stuff assasins like the ninja are made of, isn't it?). Short Blasts, Chi Bursts and similar energy attacks that are specifically used at short range are not considered point-blank attacks. Called Shots A “called shot” is when an attack is aimed at a specific part of the body, usually with the purpose of inflicting more serious damage (ie a hook in the stomach, a directed blow on the solar plexus). Players can attemp called shots with a penalty of -1 on accuracy per every +1 to damage they intend to inflict. Called shots for disarming opponents are a different matter entirely (see the Disarm maneuver). Notes on Style level and damage modifiers Actually, while a jab from a just-initiated boxer would do little more than bug you, one from an experienced boxer may well sit you on your bottom. With sufficient training, a person can learn to inflict even more damage than people stronger than him, this because years of training teaches you how to best place your strikes. To reflect this, characters recieve a bonus to their base damage of +1 per each 3 levels of Style. Critical Strikes Even Dan Hibiki can have a "lucky shot" every now and then and, on the other side, even Akuma could trip over a stone while fighting. As much as ability, luck can also play an important role in fights. Besides, in a system like Thrash where fighting stats go directly con a vertical basis, a newly-created character would have absolutely zero chance against a master... unless he gets lucky, after all, the occasional newb foiling a master is an old cliche isn't it? In game terms, every die roll of "10" on the 10-sided die for attack purposes is considered a "Critical Strike". A critical strike is a "lucky shot" that can only be defended by another "10", succesful critical strikes do maximum damage (ie if the blow is 1d4+3 the damage is automatically 7) and the defender doesn't enjoy the benefit of a soak roll. On the other side, a die roll of "1" on the attack roll automatically means "bad luck"....strike fails, and it do so SPECTACULARLY (GM's discretion). Critical Strike rolls apply only for strike rolls, never for damage. If applying Karma rules, characters with the Negative Chi disadvantage are more propense to bad luck and so, in their case, all attack dice rolls of "1" & "2" are treated like 1's for bad luck purposes (bad karma). Soak Rolls DAMAGE SOURCE REDUCED DAMAGE Hand-to-Hand combat Soak roll / 4 no changes here, same old rule Blunt Weapons Soak roll / 5 even a wimp can cause you some serious bruises with a baseball bat Energy Attacks/Bladed Weapons/Firearms Soak roll / 6 a hadouken is suposed to be a (including Chi blasts,ray guns, and any man devastating attackand a blade or bullet in sized's weaponry) the gut ARE suposed to kill you Heavy Weapons/Super Maneuvers (including Soak roll / 7 one's NOT suposed to come out particle beams, Chi Star, mecha artillery of this one and the like) Of course when applying damage one first must apply logic. Even if I deliver enough blows to deliver 150 points of damage I will NEVER crumble to dust a steel door bare handed! (still, if that 150 points of damage were made via energy attacks now things would be different). The only exception are superhumans with superstrenght, whose hand-to-hand damage can also damage metallic, stone, or otherwise very hard surfaces and structures. Unless possesing an enchanted weapon, characters are sure NOT likely to slice a tank in half (still, given the nature of anime, they may slice the tank's cannon if the blow delivers enough damage to match the cannon's structural capacity *or if it makes the combat scence look damn cool for that matter*) Counter maneuvers Table Maneuver Type Counter Punching Any Slam, Joint Lock, Body Flip, Footsweep / Iron Broom, Slide Kick, Monkey Grab Punch. Also, if the attacker is still not close enough to close range, almost any succesful kick or ranged attack will counter and keep him at bay. Kicking Grab (for Kempo practitioners), Footsweep / Ironbroom & Slide Kick (for high kicks only. Also, Muay Tai practitioners can also use a Light Kick to counter high kick and causes knockdown). Grapping Grappling, or can also try to keep the attacker at bay with ranged attacks and kicks as in the case of countering punches. Aerial Uppercut / Rising Uppercut, Rising Handstand Kick, Powersword: Rising, Any Rising strike, Air Slam, or any ranged attack if the attacker is jumping from a distance. NEW ADVANTAGES & DISADVANTAGES Lucky (+7)(Revised Trait) As the character is favored by Lady Luck, good things tend to happen to him at GM's discretion. For game purposes, all attack dice rolls of "9" & "10" are treated as 10's for critical strike purposes and, as oponents are concerned, every "1" & "2" on their part rolled for attack are treated as 1's for "bad luck" purposes ("1", "2" & "3" if the oponent has negative Chi). If applying the Karma rules, the character wakes up every day with an allotment of SYA points equal to his Focus damage (not cumulative). Characters with the Negative Chi disadvantage or other evil and otherwise selfish (ie lamer apply-lethal-force-on-everything-that-moves muchkins) characters cannot have this trait due to their "bad karma". Whenever a character with this trait decides to abuse of his advantage, the GM is free to revocate its privileges and applying Bad Karma on the offender until behavior is corrected... or take it away completely if required (the Luck, not necesarily the Bad Karma). Despised by group(-1) Certain group of people rejects and despises you for any conceivable reason or for no reason at all. Social rolls for dealing with such groups have their dificulty increased by +4 and some are likely to maim or hurt you if you keep "pestering" them. The player must state clearly the kind of group (ie darkies, the high society, grunge people, etc.). Also, the advantages given by the "Cuteness" anime shlock are negated when dealing with this group of people. ***POSSESSED BY: Any, we all have our own natural enemies after all. Selective(-1/-3) For some reason, you always end up getting along with the same type of people, be it the forceful need to share the same interests, luck, or downright intolerance, this lack of social expertise with the rest of people makes it more dificult for you to deal with anyone not of your "selected group". This selection can be any stereotype of people (ie athletes, intelectuals, darkies, etc.). All social rolls for dealing with any not of your "likings" have the dificulty increased +2, on the good side, social rolls for dealing with your selected groups have their dificulty decreased -2. The (-3) version forces the player to choose a VERY specific (and reduced) group (ie conspiracy theorists, otaku, death cultists, etc.). POSSESSED BY: Snobs, the high society, fanboys, Clan Tremere (just kidding =p). Socially Unfortunate(+6) You never had much social interaction as a child and as a result you just don´t know how to handle the outside world. The world has many names for you, be it geek, nerd, worm, brute, jerk, or just idiot. Cannot choose any social related skills or traits, charisma cannot exceed 5 and appearance is considered half for ANY&ALL social acts that involves opening your mouth or using corporal language. People´s first reactions towards you will always range from aversion to plain hostility. Penalties can only be voided when dealing with another looser (er, social unfortunate) character. POSSESSED BY: Nerds, computer geeks, hentai, mama boys, Clan Tremere (just kidding again ^_^, NO! ˇCAULDRON OF BLOOD NO PLEASE!). |