Combat Expanded - Non Magical Abilities in Cyberpunk/Shadowrun Prototype | World Anvil
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Combat Expanded - Non Magical Abilities

Special Actions in Combat:

 

Perilous Stunts:


Perilous Stunts give an opportunity for Characters to shine in a cinematic way, act courageously or simply inflict crippling conditions on their foes.  

Melee Perilous Stunts:

Choke Hold(1 AP):
You tighten the grip around your enemy’s neck, restricting their ability to breath.
Effect: When Engaged with a foe, make an Athletics Test. If successful, your foe may attempt to Resist by making a successful Athletics Test or be Choked. While Choked, your foe immediately suffers 1D10+your [BB] in physical Peril and again at the start of each of your Turns if you maintain the Chokehold. If the foe drops to Incapacitated!, they fall unconscious for a number of Turns equal to your [BB]. It costs 3 APs to maintain a Chokehold, requiring no additional Skill Tests to maintain. Your Choked foe cannot use any Actions In Combat, but may attempt to Resist again at the beginning of their Turn to escape.

Disarm (1 AP):
With a weapon in-hand, you try to deprive your enemy of their only means of offense.
Effect: When Engaged with a foe, make a Coordination Test. If successful, your foe may attempt to Resist by making a successful Coordination Test or be temporarily Disarmed. While Disarmed, your foe loses the weapon they were fighting with, it being thrown 3 yards away. In addition, your foe cannot use their primary hand to strike until the beginning of their next Turn.

  Charge (2 AP):
You build up speed, using momentum to punch through your enemy’s defenses.
Effect: Charge a Distance equal to two times your Movement. If you move at least three yards and then successfully strike with a melee weapon on the same Turn, add an additional 1D6 Fury Die to Total Damage results. However, this provokes an Opportunity Attack if you leave an Engagement.

Stunning Blow (1 AP):
With a kidney punch or a solid bludgeoning instrument, you strike to stun your opponent.
Effect: When Engaged with a foe, make an Athletics Test. If successful, your foe may attempt to Resist by making a successful Toughness Test or be Stunned. While Stunned, your foe begins their Turn with 1 less AP until they successfully Resist at the beginning of their Turn to shake off the Stunned condition. A foe cannot be forced to suffer from multiple Stuns at once.

  Dirty Tricks (1 AP):
Grabbing a handful of sand or dirt, you fling it into your opponent’s eyes to temporarily blind them.
Effect: When Engaged with a foe, make a Guile Test. If successful, your foe must Resist by making a successful Awareness Test or be temporarily Blinded. While temporarily Blinded, your foe cannot Counterspell, Dodge or Parry until the beginning of their next Turn. You can only use Dirty Tricks if you have a handful of sand, silt, dirt or something else to throw at your foe.

 

Ranged Perilous Stunts:

Full Auto (3 AP):
  Firing blindly, you hope that a wall of lead will eventually hit it's target
Make 3 ranged attacks towards any targets in sight. They do not need to be on the same target. The first attack is resolved as a normal attack without additional penalty, the second at -20% and the third at -30%. This empties your entire magazine.

Called Shot (2 AP):
Lining up the perfect attack, you attempt to debilitate your enemy with a precise shot
With an increased Difficulty Rating the GM assigns, you target either the arms, body, head or legs of a foe with a relevant Combat-based Skill Test. After successfully striking, refer to your [CB] and add a 1D6 Fury Die to determine Total Damage. A foe cannot Dodge or Parry a Called Shot.

Suppressing Fire (1 AP):
Carefully striking around your target's cover, you keep them in place
Effect: spend half of your magazine and make a guile check. On a success, your target is pinned and unable to move. On their turn, they must succeed in a leadership test, or this effect continues.

 

Decker Stunts:

Remove Adblocker(1 AP):
Uh oh... I think we clicked on a seedy link. I can't see anything!
Effect: Make a decking check against a target that has Wireless enabled sensory devices. Upon success, the target is bombarded by thousands of popup ads from the NET. The target loses any bonuses that the cybernetic device provided, and will be stunned for one turn (lose 1 AP).

Target "re-calibration" (2 AP):
Why is the drone pointing that thing at me?
Effect: make a decking check against a drone, or a target with a SMART-link weapon. If successful, the enemy may only target friendlies ( or themselves ) for 1 turn. You may alternatively flip their results to failure for 2 turns.

Assume Direct Control (1 AP):
How many times do I need to tell you? I HATE when you move my arms for me.
The decker may choose to take direct control of an ally with a SMART-link weapon, or cybernetic arms. They can make an attack roll through their ally using their combat stats. Alternatively, they can choose to make the next attack their ally makes an automatic success. They will still roll for the attack to determine if a critical happens. If a Critical failure happens, it is treated as a critical success.

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