banner_nemesis

Project Nemesis

Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.

Login

Who's Online

We have 59 guests online

Total Users

2510 registered
0 today
0 this week
57 this month
Last: RacerDawg
Home
Melhanese Staff Fighting PDF Print E-mail
Written by Hafjack   
Thursday, 27 August 2009

Melhanese Staff Fighting can only be performed with a long walking staff, properly weighted. It is a very athletic discipline and benefits greatly from high levels of dodge, parry, and weapon:staff in order to get all of the synergistic effects as well as the basic benefits of the talents. The intention of this path is to provide a very active, cinematic fight scene with plenty of multiple actions driving the narration. It was inspired by a Livejournal discussion regarding Star Wars combat stunts using Reign.

One High and One Low (1 point): A natural arc is described striking at the body or head and following around to sweep through the shins.
When performing multiple actions and one is a Trip, one multiple action penalty die is waived.

Both Ends are Dangerous (2 points): The staff has two good ends, and a well trained staffsman can strike with both blindingly fast.
When performing multiple strike actions one multiple action penalty die is waived.

Arc of the Serpent (3 points): Specialists in the staff are not only adept at sweeping their opponent's feet from beneath them, but also in taking immediate advantage to crush their skulls.
Strikes against a prone opponent can do killing damage instead of shock damage.

Spinning Parry (4 points): The staff is whirled dizzyingly providing a near perfect barrier that could easily catch a weapon and hurl it far away.
A successful parry is also treated as a successful Disarm.

Vault (5 points): The staff wielder plants his staff firmly in his opponent's person and uses the leverage to vault over him. This maneuver not only escapes danger, but also tends to be lethal.
A successful dodge also does its width in killing damage.

Note that One High and One Low and Both Ends are Dangerous combine to allow the declaration Strike + Strike + Trip to occur with no penalty. If the Trip happens before a Strike, Arc of the Serpent may be invoked.

Comments
Add NewSearchRSS
Only registered users can write comments!

Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
< Prev   Next >

Latest Comments

One Roll Nemesis PC

Generate Nemesis Character

REIGN Mook Minder


Mook Minder

Greenbox Generator

Generate Green Box

Insanity Generator


Generate Insanity

One Roll Companies

Generate Company

One Roll Talents


Generate Talent
Free Joomla Templates