fc actions copy

2
Actions (including my additions and changes) and the governing skill or roll Any that are not followed by a description are the same as in the book (page 220). Standard Attack Standard Move Aim All-Out Attack- Standard attack,take a penalty from 1 to 4 on attack rolls and add twice the amount to damage. Cannot use any other tricks or actions until your next turn (for example no Parrying) Bull Rush- Athletics. There is a bonus or penalty based on each size category difference. Quadrupeds (and more than quadrupeds) receive a bonus also. Called Shot: Free action. Character attempts to find a chink in the opponents armor. Attack penalties: -3 for partial armor, -6 for moderate armor, -9 for full armor. If successful ignore Damage Reduction of the target. Disarm- Attack bonus Distract- Bluff or Impress or Feint- Bluff or Prestidigitation Grapple- Athletics Parry/Shield Block: Melee only. Reflex (Parry) or Fortitude (Shield Block) check versus a DC of opponent’s attack check. There is a bonus or penalty based on each size category difference. If successful take no damage. This can be done a number of times/combat equal to the number of starting action dice. Parry can use any item that can be conceivably used to knock an attack aside (such as a thick chair leg). Shield block can use anything that could be used as a shield such as a chair, small table. Pummel- full action standard attack Ready an Action- Refresh- In combat must make a Resolve roll to recover 2 wounds and an action dice of Vitality dice of vitality Reposition- stand up, go prone, etc. Run- 4x speed

Upload: hollbk01

Post on 10-Nov-2015

216 views

Category:

Documents


2 download

DESCRIPTION

for FC

TRANSCRIPT

Actions (including my additions and changes) and the governing skill or rollActions (including my additions and changes) and the governing skill or roll

Any that are not followed by a description are the same as in the book (page 220).

Standard Attack

Standard Move

Aim

All-Out Attack- Standard attack,take a penalty from 1 to 4 on attack rolls and add twice the amount to damage. Cannot use any other tricks or actions until your next turn (for example no Parrying)

Bull Rush- Athletics. There is a bonus or penalty based on each size category difference. Quadrupeds (and more than quadrupeds) receive a bonus also.

Called Shot: Free action. Character attempts to find a chink in the opponents armor. Attack penalties: -3 for partial armor, -6 for moderate armor, -9 for full armor. If successful ignore Damage Reduction of the target.Disarm- Attack bonus

Distract- Bluff or Impress or

Feint- Bluff or Prestidigitation

Grapple- Athletics

Parry/Shield Block: Melee only. Reflex (Parry) or Fortitude (Shield Block) check versus a DC of opponents attack check. There is a bonus or penalty based on each size category difference. If successful take no damage. This can be done a number of times/combat equal to the number of starting action dice. Parry can use any item that can be conceivably used to knock an attack aside (such as a thick chair leg). Shield block can use anything that could be used as a shield such as a chair, small table. Pummel- full action standard attack

Ready an Action-

Refresh- In combat must make a Resolve roll to recover 2 wounds and an action dice of Vitality

dice of vitality

Reposition- stand up, go prone, etc.

Run- 4x speed

Taunt- opposed Sense Motive

Threaten- Intimidate

Tire- opposed Resolve

Total Defense

Trip- opposed rolls using double Strength bonus. Can be opposed with Dexterity bonus. There is a bonus or penalty based on each size category difference. Quadrupeds (and more than quadrupeds) receive a bonus also.