Base idea: Much like brawl, melee and other combat skills should have special maneuvers associated with them, which you can take in any order - they are not heirarchial, but are intended to reflect a particular maneuver that you have practiced. Others can try the same maneuver, but the difficulty is higher. Brawl special maneuvers Evasive Action Any form wits + dodge, diff 6, 0 damage 1 action Like a dodge. Fur Gnurl Crinos - Hispo Dex + Brawl, diff 8, Str+1 2 actions For every 2 levels of damage rolled (presoak), the opponent loses 1 die from their soak pool. Can be used on clothes, or anything similarly baggy as well as fur Hamstring Crinos - lupus Dex + Brawl, diff 7, Str 1 action If sucessful, the opponent in unable to walk. Sufficient amount of damage may tear the limb off. Diff drops by one if synchronised with another packmate attacks from the front at the same time. Jaw Lock Crinos - Lupus Dex + Brawl, diff 6, Str+1 1 action If 'damage' successes excede the opponent's strength, opponent is immobilised. Str + Aths vs Intimidiation+4 roll to escape - need to equal initial damage sucesses. If less than enough sucesses, take initial damage roll of damage. If equal, same, but escape. If more, throw opponent off, escape. Reaping Lake Crinos Dex + Aths, diff 3, Dex + Brawl, diff 8, Str+2 2 actions Dex + Aths roll to leap first, then attack on the way past, end up beyond the opponent, hopefully. Taunt Homid - Lupus Man + Expression, diff wits+4, 0 damage 1 action Jumping up and down around an opponent until they are totally baffled and confused. Repeated over turns, allows another roll on top of existing sucesses until reaching maximum. Victims lose dice from rolls. For every additional person taunting, diff drops by one. Haymaker Homid - Crinos Dex + Brawl, diff 6, Str + successes 2 action By putting absolutely everything into a blow, a character can do a devastating amount of damage. The downside to this maneuver is the opponent's dodge roll is against diff 4, reflecting the obviousness of the windup needed for this sort of maneuver. Pull the Punch Homid - Crinos Dex + Brawl, diff 6, Damage roll vs diff 7 1 action The character using this maneuver is choosing to not accidentally punch their opponent's head off. The damage roll is the same for the method used to attack (punch, kick, whatever), but the difficulty is 7. The player can choose to apply up to the full amount of damage sucesses to his opponent, presoak. eg: Bill wants to knock out Fred. Bill rolls his Dex+Brawl, 6 dice, vs 6 and gets three sucesses. He rolls damage, 8 dice vs 7 and gets 8 sucesses. This may well kill Fred, so he opts to just apply 5 of those sucesses to Fred, who can now soak. Fred only gets 1 sucess, and therefore takes 4 damage. Knockout Homid - Crinos Dex + Brawl, diff 7, Damage roll vs 7 1 action Rather than pulling their punch, the character using this maneuver tries to just knock the wind or consciousness out of their opponent. The damage is rolled as usual, but the opponent won't die from a good roll, instead being knocked out. Bodyslide Dex + Brawl, diff 7, Damage 1 action (well, probably 2) Rather than slamming into someone, you slide into their legs, bringing them down on top of you, and entangling them completely. Clothesline Dex + Brawl, diff 7, Str 1 action Like a bodyslam, but you aim to catch their head and flip them rather than use your entire body to hit them, and therefore you cannoy end up slamming into them and hurting yourself. Vertical bodyslam (Dex + aths) Melee Specialities Quickdraw Normally to draw a weapon is a full action. With the quickdraw maneuver, you can pull the weapon and strike with it, and only lose 2 dice off the strike action. This maneuver can also help you draw the weapon in awkward situations at the ST's discretion. Specialisation You've practiced so much with a certain type of weapon that you can roll 10's again on the hit roll, even if you don't have 4 in the skill. However, the downside is that any other sort of weapon is at +1 difficulty, due to your monomania. Types of weapons include 'slashing weapons', 'biffing weapons', etc. You can take this maneuver several times. Parry Dex + Melee, diff 6 1 action You can use your weapon to block incoming attacks. You can decide to parry without any dice pool penalties as if it were a dodge. Feint&Strike Man + Melee, diff Wits+Melee (rage for spirits) 2 action By distracting your opponent with a false move, you can pull them significantly off balance before striking again. Add any sucesses from the man+melee roll to your dex+melee roll to hit them. A botch on the otherhand, means that your feint was seen through and that if your opponent still has an action, they can strike you and hit automatically. Disarm Dex + Melee, Str + succ 'damage' 1 action If the Dex+Melee roll suceeds, roll strength and add your initial sucesses to the roll. If you equal their strength attribute, they are forced to drop their weapon. If you exceed their strength attribute, their weapon is tossed [succ] yards. Double Up No roll no action You can attack two opponents at the same time without any penalties. (See Errol Flynn for examples). SouthPaw No roll no action You have practiced using the weapon with your offhand, and suffer no penalties to your roll. Reverse attack Dex + Melee, diff 7, normal damage. You can attack an opponent behind you without turning around. Backstab Dex + Melee, diff 4, damage as per weapon + succ 1 action This action only works if you attack an opponent with no warning from behind. You can add the sucesses on the roll to hit to the dice pool for the damage. Throw weapon Dex + Melee, diff 7 or 8, var. damage 1 action You can throw a normally hand-held weapon and still hurt your opponent. Doublestrike Dex + Melee * 2, +2 diff, normal damage 1 action With a small weapon (knife) you can hit the same opponent twice in quick sucession and do full damage with each strike. FireArms Specialities Quickdraw No roll No actions You can yoik a gun from a holster and use it while only suffering a 2 dice penalty. Trickshot Dex + Firearms, diff 8 2 actions Shooting the rope your compatriot is hanging from, or the video camera that blocks your stealthy entry is nothing to you. You have practiced hitting small stationary targets with uncanny accuracy. Doesn't apply to shooting people in the eye, etc. Twin auto fire Dex + firearms, diff at -2 1 turn/action You can blaze away with an auto in either hand (3 round bursts or full auto) without being knocked over. jump&fire Dex + Aths, diff 6, Dex + firearms, diff 7 2 turn A bit like Reaping Lake, except that you leap into cover rather than past your opponents, shooting as you fly. See Woo, John. two guns Dex + firearms, diff 7 1 action You can fire two handguns at the same time without suffering any penalities. quick reload/unjam No roll normally (Dex + firearms in some cases) 1 action (or less) You are familiar with the mechanical aspects of your weapons and can reload or unjam it quickly. Misc (dunno in otherwords) BoingyBoingy Dex + Athletics, diff 7 1 action You can rush your opponent in such a way as to make it difficult for them to shoot you as you approach. Accompanied by flips and such. Roll any Dex + aths, diff 6 1 action If you are bodyslammed or otherwise knocked down, you can make a Dex+Brawl check to see if you are able to roll with it and come to your feet. The roll should include any dice penalities you suffer (if any) from the event that knocked you down in the first place.