Weapon Moves & Maneuvers in Zamzara, The Hollow Earth | World Anvil
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Weapon Moves & Maneuvers


ADEPT WEAPON MOVES

ADEPT WEAPON MOVES

Physical Moves

Beatdown

Type: Normal
Freq: EOT
AC: 2
DB 4: (1d8+6+ATK)
Class: Physical
Range: Melee, 1 Target
Effect: On an 18+, the target becomes Disabled in a move of your choice.
Special: Once per Scene per foe, if the target is unaware of the user’s presence, hitting with Beatdown causes the target to become Disabled in a move of your choice.
Limitations: Melee Weapons Only
Weapon Suggestions: Clubs, Staves, Hammers, Mauls
 

Called Shot

Type: Normal
Freq: EOT
AC: 3
DB 5: (1d8+8+ATK)
Class: Physical
Range: WR, 1 Target
Effect: On a 17+, the target loses one Combat Stage in a stat of your choice.
Special: Once per Scene per foe, if the target is unaware of the user’s presence, hitting with Called Shot automatically makes the target lose a Combat Stage in a stat of your choice.
Limitations: No Large Melee Weapons
Weapon Suggestions: Daggers, Short Swords, Throwing Weapons, Firearms, Bows, Batons
 

Disarming Strike

Type: Normal
Freq: EOT
AC: 3
DB 5: (1d8+8+ATK)
Class: Physical
Range: Melee, 1 Target
Effect: After you hit a target with this attack you may attempt a Disarm maneuver against it. This maneuver automatically hits, but you still have to make the Opposed Roll.
Special: Once per Scene per foe, if the target is unaware of the user’s presence, hitting with Disarming Strike automatically Disarms the target.
Limitations: Melee Weapons Only
Weapon Suggestions: Swords, Two-Handed-Swords
 

Draw Blood

Type: Normal
Freq: EOT
AC: 4
DB 2: (1d6+3+ATK)
Class: Physical
Range: Melee, 1 Target
Effect: The target becomes Lacerated.
Special: Once per Scene per foe, if the target is unaware of the user’s presence, hitting with Draw Blood Badly Lacerates the target.
Limitations: Edged Weapons Only
Weapon Suggestions: Axes, Swords, Bows, Spears
 

Impale

Type: Normal
Freq: EOT
AC: 2
DB 7: (2d6+10+ATK)
Class: Physical
Range: WR, 1 Target
Effect: Impale causes the target to become Stuck on 15+ for 1 full round.
Special: Once per Scene per foe, if the target is unaware of the user’s presence, hitting with Impale at melee range allows you to Grapple as a Free Action, and it automatically hits. If you use Impale at range instead, then you may use Hinder as a Free Action that automatically hits.
Limitation: Large & Long Range Weapons Only
Weapon Suggestions: Lances, Harpoons, Greatbows, Heavy Crossbows, Javelins
 

Leading Strike

Type: Normal
Freq: EOT
AC: 3
DB 5: (1d8+8+ATK)
Class: Physical
Range: WR, 1 Target
Effect: Any of your Weapon Attacks made on your next turn have +2 Accuracy.
Special: Once per Scene per foe, if the target is unaware of the user’s presence, hitting with Leading Strike causes the next Weapon Attack to never miss.
Limitation: Off-hand Weapons Only
Weapon Suggestions: Claw, Main Gauche, Wakizashi, Pistols
 

Quick Draw

Type: Normal
Freq: EOT
AC: 2
DB 6: (2d6+8+ATK)
Class: Physical
Range: WR, 1 Target, Priority
Effect: None
Special: Once per Scene per foe, if the target is unaware of the user’s presence, hitting with Quick Draw does not cause the target to become aware of the user.
Limitations: Small Melee and Small Ranged weapons only
Weapon Suggestions: Swords, Daggers, Small Firearms, Throwing Weapons
 

Rising Momentum

Type: Normal
Freq: EOT
AC: 3
DB 3: (1d6+5+ATK)
Class: Physical
Range: WR, 1 Target
Effect: If Rising Momentum is used successfully, the Damage Base is increased by +2 to a maximum of 9. For example, the first hit would have a DB of 3; the second hit a DB of 5; the third hit a DB of 7; the fourth and further hits a DB of 9. The Damage Base does not reset if Rising Momentum misses or fails to damage its target.
Special: Once per Scene per foe, if the target is unaware of the user’s presence, hitting with Rising Momentum increases the DB by +4.
Limitation: Small Weapons Only
Weapon Suggestions: Edged Weapons, Throwing Weapons, Dual-Wielded Weapons
 

Shield Bash

Type: Normal
Freq: EOT
AC: 2
DB 4: (1d8+6+ATK)
Class: Physical
Range: Melee, 1 Target
Effect: Flinches the target on 16+. You get 5 damage reduction against foes flinched this way.
Special: Once per Scene per foe, if the target is unaware of the user’s presence, hitting with Shield Bash automatically Flinches them and you gain 5 DR against them.
Limitations: Shield Only
Weapon Suggestions: Shields, Greatshields
Special Moves

Arcane Ray

Type: Normal
Frequency: EOT
AC: 2
Damage Base 3: 1d6+5 / 9
Range: WR, 1 Target, Double Strike
Class: Special
Effect: Arcane Ray Flinches the target on 19+.
Limitation: Ranged Weapons Only
 

Merciful Smite

Type: Normal
Frequency: EOT
AC: None
Damage Base 5: 1d8+8 / 13
Range: WR, 1 Target
Class: Special
Effect: Merciful Smite's damage cannot bring a target lower than 1 HP. Merciful Smite cannot miss.
Limitation: None
 

Puvanam (Earth)

Type: Ground
Frequency: EOT
AC: 4
Damage Base 8: 2d8+10 / 19
Class: Special
Range: 6, 1 Target, Groundsource
Effect: Puvanam creates a 2 meter tall pillar of earth under the target, causing the tile to become Blocking Terrain until the end of the encounter or until it is destroyed. It has 20 Hit Points,15 Damage Reduction, and takes damage as if it was Ground Typed.
Limitation: Earth Tomes Only
 

Touch of Fatigue

Type: Normal
Frequency: EOT
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Special
Range: Melee
Effect: Touch of Fatigue Slows the target for one full round on 15+.
Limitation: Melee Weapons Only
Status Moves

Magic Weapon

Type: Normal
Frequency: EOT
AC: None
Class: Status
Range: Self
Effect: The user gains +1 Special Attack, and increase the user's Accuracy by +1.
Limitation: None
 

Shield Summons

Type: Normal
Freq: EOT
AC: 3
DB 0
Class: Status
Range: 6, 1 Target, Social
Effect: The target becomes Enraged until the end of its next turn and must Shift to attack you if possible.
Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Shield Summons causes the target to become Confused.
Limitations: Small Melee Weapon + Shield or Greatshield Only
Weapon Suggestions: Blunt Weapons + Shields, Greatshields
 

Shield Wall

Type: Normal
Freq: EOT
AC: -
DB 0
Class: Status
Range: Self
Effect: You gain +1 Defense Combat Stage. Choose a direction - you gain 5 Damage Reduction against attacks coming from that direction and become Blocking Terrain until the end of your next turn.
Limitations: Greatshield Only
Weapon Suggestions: Tower Shields, Pavises, Greatshields

MASTER WEAPON MOVES

MASTER WEAPON MOVES

Physical Moves

Boomerang Toss

Type: Normal
Freq: Scene x 2
AC: 2
DB 5 (1d8+8+ATK)
Class: Physical
Range: Line 6, Double Strike
Effect: None
Special: Once per Scene per foe, if the target is unaware of the user’s presence, hitting with Boomerang Toss automatically Confuses them.
Limitations: Shield or Greatshield Only
Weapon Suggestions: Bucklers, Kite Shields, Tower Shields
 

Perforate

Type: Normal
Freq: Scene x 2
AC: 2
DB 10: (3d8+10+ATK)
Class: Physical
Range: WR, 1 Target
Effect: This attack ignores Damage Reduction and other changes to the target's Defense stat.
Special: Once per Scene per foe, if the target is unaware of the user’s presence, hitting with Perforate automatically crits. If this is done at Melee range, it deals +15 damage, which is affected by critical multipliers as normal.
Limitations: Piercing Weapons
Weapon Suggestions: Rapiers, Spears, Firearms
 

Shield Rush

Type: Normal
Freq: Scene x 2
AC: 2
DB 7: (2d6+10+ATK)
Class: Physical
Range: Melee, Pass
Effect: You may initiate a Trip maneuver against every foe hit with Shield Rush. The maneuver automatically hits, but you must still make an Opposed Roll. For every enemy you target you gain a penalty of 1 AC on successive trip maneuvers initiated by this Shield Rush.
Special: Once per Scene per foe, if the target is unaware of the user’s presence, hitting with Shield Rush automatically Trips them.
Limitations: Small Melee Weapon + Shield Only
Weapon Suggestions: Swords, Maces, Axes + Shield
 

Whirling Dervish

Type: Normal
Freq: Scene x 2
AC: 3
DB 5 (1d8+8+ATK)
Class: Physical
Range: WR, 1 Target
Effect: You may use Whirling Dervish as a Swift Action.
Special: Once per Scene per foe, if the target is unaware of the user’s presence, hitting with Whirling Dervish raises your Speed by 2 Combat Stages.
Limitations: Dual-Wielded Weapons Only
Weapon Suggestions: Anime Swords, Fist Weapons, Knives, Derringers, Sawn-Off Shotguns
 

Whirlwind

Type: Normal
Freq: Scene x 2
AC: 3
DB 11: (3d10+10+ATK)
Class: Physical
Range: Melee, Burst 1
Effect: If your accuracy roll for this attack is 9 or lower, you are Confused. If it is between 9 and 15, nothing happens. If it is 15 or higher you are immune to the Confused Status Affliction for the next two rounds.
Special: Once per Scene per foe, if the target is unaware of the user’s presence, hitting with Whirlwind allows you to use the Push Maneuver as a Free Action, but you cannot move to occupy any newly free spaces.
Limitations: Large Melee Weapons Only
Weapon Suggestions: Claymores, Greatshields, War-Axes
Special Moves

Arupuva (Sunder Earth)

Type: Ground
Frequency: Scene x 2
AC: None
Class: Status
Range: 6, Groundsource
Effect: You rip the ground apart and set 8 square meters of Pits, all 8 meters must be adjacent with at least one other space of Pits. Pits cause the terrain to immediately sink 4 meters into the ground like a sinkhole.
Limitation: Earth Tomes Only
 

Enervation

Type: Normal
Frequency: Scene x2
AC: 4
Damage Base 9: 2d10+10 / 21
Class: Special
Range: WR, 2 Targets
Effect: If Enervation hits, all legal targets become Vulnerable for 1 full round. Enervation Suppresses all legal targets on 15+.
Limitation: None
 

Glitterdust

Type: Normal
Frequency: Scene x2
AC: 2
Damage Base 10: 3d8+10 / 24
Range: Cone 2
Class: Special
Effect: Glitterdust Blinds all legal targets for 1 full round on 15+.
Limitation: None
 

Magic Missile

Type: Normal
Frequency: Scene x2
AC: None
Damage Base 3: 1d6+5 / 9
Class: Special
Range: WR, 1 Target, Five Strike
Effect: Magic Missile cannot miss.
Limitation: None
Status Moves

Mage Armor

Type: Normal
Frequency: Scene x2
AC: None
Class: Status
Range: Self
Effect: Raise the user's Defense by +1 Combat Stage and raise the user's Special Defense by +1 Combat Stage. The user gains +2 Evasion.
Limitation: None
 

Perfect Defense

Type: Normal
Freq: Scene x 2
AC: None
Class: Status
Range: Self, Interrupt, Shield, Trigger
Trigger: The user is targeted by a Move.
Effect: The user gains +4 Evasion until the end of their next turn. If the Move still hits the user, then they may Resist the damage one step further.
Limitations: Shields & Greatshields Only
Weapon Suggestions: Targes, Tower Shields, Heater Shields

CHANGED WEAPON MOVES

CHANGED WEAPON MOVES

All following additions are triggered once per Scene per foe, if the target is unaware of the user’s presence.   Backswing
Special: Using Backswing increases the Damage Base by 2 if used against 2 targets or 3 if used against 1.   Bash!
Special: Hitting with Bash inflicts the target with Confused.   Bullseye
Special: Using Bullseye increases the Critical Range by 4. If this is done at Melee range, it deals +10 damage, which is affected by critical multipliers as normal.   Cheap Shot
Special: Hitting with Cheap Shot refreshes its Frequency.   Double Swipe
Special: Hitting with Double Swipe allows you to Disarm as a Free Action, and it automatically hits.   Pierce!
Special: Hitting with Pierce deals an additional +10 damage.   Salvo
Special: Hitting with Salvo allows you to use Hinder as a Free Action, and it automatically hits all targets of Salvo.   Take Aim
Special: Using Take Aim causes the next Weapon Move or Struggle Attack against your next target to be unable to miss.   Wear Down
Special: Hitting with Wear Down lowers the target’s Defense by two Combat Stages.   Wounding Strike
Special: Hitting with Wounding Strike causes the target to lose another Tick of Hit Points.   Bleed!
Special: Hitting with Bleed! causes the target to be Slowed for their next three turns.   Deadly Strike
Special: Hitting with Deadly Strike gives one more use of Deadly Strike back.   Furious Strikes
Special: Hitting with Furious Strikes maximizes your Five Strike roll.   Gouge
Special: Hitting with Gouge causes the target to gain an Injury.   Maul
Special: Hitting with Maul causes the target to become Paralyzed.   Slice
Special: Hitting with Slice allows you to use Push as a Free Action, and it hits automatically.   Sweeping Strike
Special: Hitting with Sweeping Strike automatically Trips the target.   Titanic Slam
Special: Hitting with Titanic Slam causes the target to become Slowed for the rest of the Scene.   Triple Threat
Special: Hitting with Triple Threat raises your Attack by 1 Combat Stage.

Adept Arcane Moves

  Arcane Fury
AC2, DB6, 16-20 Effect Range   Energy Blast
AC3, DB6, 16-20 Effect Range   Energy Sphere
AC3, DB6, 16-20 Effect Range   Rending Spell
AC2, DB7, 15-20 Effect Range   Resonance Beam
AC2, DB6, 18-20+ Effect Range   Secret Force
AC3, DB7

Master Arcane Moves

  Arcane Storm
AC2, DB9   Bane
AC2, DB8   Cone of Force
AC2, DB9   Energy Vortex
AC4, DB5   Magic Burst
AC2, DB9   Spirit Lance
AC2, DB10
 

NEW WEAPON TYPES

  Greatshields are an Off-Hand weapon that grant a +1 Evasion boost and +5 Damage Reduction, but -1 to all movement speeds. These are shields so large that they nearly cover the entire body.   NOTE: All Weapon Moves used with Melee Weapons can be attempted as a Coup de Grâce against targets unaware of the user's presence. This also applies to Melee Moves.

NEW COMBAT MANEUVERS

 
NOTE: All Combat Maneuvers except for Disengaging, Sprinting, and Intercepting may be used in place of a Struggle Attack during Attacks of Opportunity.
 
GRAPPLING
Grappling is collectively 3 separate maneuvers that all fall under the super-heading of "grappling". Being the attacker in a Grapple attempt provokes an attack of opportunity unless the attacker has Expert Combat Rank or higher. The old Grapple Maneuver has been renamed to "Pin Down". Attempting a Grapple always involves making an AC 4 attack, followed by an opposed Combat or Athletics Check, where the defender may use Combat, Athletics, or Acrobatics to defend. If a target has the Phasing or Teleporter Capability, they may also use those to escape from a Grapple on their turn with no check required.   Maneuver: Grab On
Action: Standard
AC: 4
Class: Status
Range: Melee, 1 Target
Effect: You attempt to Grapple the target. If you win, you move yourself into your target's space and move where they do automatically (this movement does not provoke attacks of opportunity or count against your movement in any way). While holding on, you may attack with any Small Melee Weapon or non-Dash Melee Move, and your opponent is Vulnerable.
Being Held On To: If another creature has grabbed on to your character, your Movement Capability is lowered by their Weight Class (You can ignore 1 person grabbing you per Mountable you have - from the lightest to the heaviest.). You can attempt to attack a creature holding on to you, but you take a -4 penalty while doing so. You may attempt to shake your opponent off as a Shift Action by making a Combat or Athletics check against a DC of 10 + the WC of your opponent.
Being Grappled: If someone is Grabbing Onto you while you are Grabbed Onto someone, then the creature you are Grabbed Onto has its movement reduced by their Weight Class, and you suffer a -6 penalty to Grapple Checks. If they Lift or Pin you, then you stop Grabbing Onto your target.
  Maneuver: Lift
Action: Standard
AC: 4
Class: Status
Range: Melee, 1 Target
Effect: You attempt to Grapple the target. If you win, you move the center of the target into your space and heft them into the air. You may move around freely while carrying your opponent, but your Movement Capability is reduced by half their Weight Class. You may perform a Struggle Attack as a Coup de Grace on a character you have lifted, but doing so ends the lift whether it succeeds or fails.
If you start your turn while Lifting someone, as a Standard Action you may throw them X meters, where X is your Power minus the target's Weight Class. If they collide with Blocking Terrain while being thrown, they take a Tick of HP in damage. The target is Prone after being thrown unless they pass a DC 10 Acrobatics check. If another creature would be struck by the thrown creature, the thrower must succeed on a Struggle Attack to hit them. This damage affects both the thrown and struck creatures. If the thrown creature is smaller than the struck creature, it stops moving after collision, but if it is larger, the struck creature is also rendered Prone after damage. If the thrower misses with the Struggle Attack or if the thrown creature is larger than the struck creature, the thrown creature travels the full distance thrown.
Escaping a Lift: When you've been lifted, you cannot take Shift Actions, but you can attack. Attacks against the creature which has lifted you are at a -4 penalty. You may get out by making a Grapple attempt that automatically hits where you are the defender.
Being Grappled: If someone Grapples you while you are Lifting someone, then you drop the creature you are Lifting in a square adjacent to you.
  Maneuver: Pin Down (Old Grapple Maneuver)
Action: Standard
AC: 4
Class: Status
Range: Melee, 1 Target
Effect: You attempt to Grapple the target. If you win, your opponent is pinned to the ground for one round. You and they cannot take Shift Actions, or any actions that would cause you or them to Shift. At the end of any turn you are pinning your opponent, you may make a Attack of Opportunity or attempt to secure the target with ropes or manacles as a Free Action, if you succeed on an AC 4 attack. If you start a turn while pinning your opponent, you may use a Swift Action to gain a +3 Bonus to the next opposed check you make in the Grapple.
Escaping a Pin: If you're pinned you can attempt to fight back, but you're Prone and suffer an additional -4 penalty to attack the creature pinning you (generally a -8 total penalty to attack your attacker). You may get out by making a Grapple attempt that automatically hits where you are the defender.
Being Grappled: If someone Grapples you while you are Pinning someone, then you suffer a -6 penalty to Grapple Checks.

Changed Afflictions

Tripped has been expanded into Prone.   Prone: The character is on the ground. An attacker who is prone has -4 Accuracy on Melee attack rolls and cannot use most Long Ranged Weapons. A defender who is prone gains +4 Evasion against ranged attacks, but takes a -4 Evasion penalty against melee attacks. A pokemon or trainer who is Prone needs to spend a Shift Action to get up, but this action provokes Attacks of Opportunity, taking defending bonuses/penalties as normal. If they want to crawl or roll around, then they are Slowed while doing so.

MISCELLANEOUS

  Lasso: If you are at least Novice Rank in Survival, you may attempt to lasso a creature. A Lasso has a range of up to 12 meters (you require an extra 3 meters of rope to make the actual lasso). When used, you initiate the Grab On maneuver at range and must roll Survival instead of Athletics or Combat to grapple them. If successful, you Grab Onto them and follow them at a distance. You cannot attack them until you are within Melee range.

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Comments

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Sep 12, 2019 07:35 by Jairo (Ceres) Lugilde Paz

I wish wordanvil showed some kind of changelog

Sep 13, 2019 03:13 by The Chronicler

You know, I was just thinking that today. If you're wondering, I added the Draw Blood Adept Move and the Throw Combat Maneuver. If you're wondering why the AC is so high, that's because it's strictly superior to Trip, which has an AC of 6. I figure it's harder to quickly grab something and throw it properly without it escaping your grasp.

Sep 13, 2019 19:21 by The Chronicler

Aaaaaand I just wound up scrapping that and remaking grappling altogether. I think it's simultaneously simpler and more expansive.

Sep 13, 2019 20:08 by Jairo (Ceres) Lugilde Paz

I do have alternate grappling rules that somebody shared with me. Give me a sec... here https://docs.google.com/document/d/1PnBTV5Y-cnCPzOSF-twdKSsGSOIEFHmS8_YePEex9yY/edit?usp=sharing

Sep 13, 2019 22:01 by The Chronicler

Bleh, I hate the Dominance mechanic. It's unnecessarily kludgy and gamey without needing to be. If your grappling system doesn't let me, at the minimum, pick a motherfucker up and throw him at another motherfucker, hang on to birds trying to fly away from me, and chokeslam some punk, WITHOUT having to add on a weird subsystem, then I'm probably never going to use it because it sucks.

Sep 13, 2019 23:21 by Jairo (Ceres) Lugilde Paz

I feel some supressed anger? Well, if you manage to come up with a system that meets those requisites, count me in

Sep 14, 2019 19:20 by The Chronicler

I'm not that angry, it's just that nobody I play with ever really bothers with grappling. Have you read the article lately?

Sep 14, 2019 20:31 by Jairo (Ceres) Lugilde Paz

...not really. Let's fix that

Sep 14, 2019 20:54 by Jairo (Ceres) Lugilde Paz

Done. First of all, congrats of getting rid of the dominance. It looks so much clean now! There is still a decent amount of stuff to consider, but is to be expected on grappling rules of any kind. I have to admit that this version does make me feel interested in using it outside of a grappling build, it justa looks fun and versatile. Congratulations.   Let's see if I understand everything. This new version lets you choose between 3 kinds of grapple (nice touch on allowing the defender to choose and even use acro). Grab on consists on using your wight to slow and annoy your enemy, and gives you the freedom to attack properly. Pin Down is focysing on immobilizing them completely, with detriment to your own attack options. Lift is, well, lifting. Clear enough. That one does mean, tho, that a handless pokemon can lift and throw anybody as long as they win the check?   In regards to balance, I can't say much. You will probably need to go to the forum/discord for advice on that

Sep 14, 2019 20:58 by Jairo (Ceres) Lugilde Paz

Last thing, is prone basically tripped but with other penalties instead of vulnerable and 1 advantage? Does it exist so edges for been tripped can't be used? In any case, I might use it on my "injuries cause extra stuff" rules, since one of the "stuff" is "you are tripped but not vulnerable"

Sep 14, 2019 23:55 by The Chronicler

Uh, yes, I guess you're right in that a handless pokemon can lift and throw something. I'm sure there are ways to figure it out, depending on the pokemon... Prone replaces Tripped, and you're right. Sometimes you just want to be on the ground so it's harder to get shot, it happens in my game all the time. You can count anything that says "Tripped" as "Prone". Either way, you're on the ground, which is sometimes a terrible place to be.

Sep 14, 2019 23:55 by The Chronicler

Uh, yes, I guess you're right in that a handless pokemon can lift and throw something. I'm sure there are ways to figure it out, depending on the pokemon... Prone replaces Tripped, and you're right. Sometimes you just want to be on the ground so it's harder to get shot, it happens in my game all the time. You can count anything that says "Tripped" as "Prone". Either way, you're on the ground, which is sometimes a terrible place to be.

Sep 15, 2019 15:51 by Jairo (Ceres) Lugilde Paz

We'll to try it, see how it goes. But looks nice for now

Nov 10, 2020 09:52 by Jairo (Ceres) Lugilde Paz

A bit of confusion, Pin Down specifies that the opponed is pinned for one full round, but later on that they need to make a check to escape. So what is it? For one round or after they win a check?