Techniques

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The following techniques can be used inside of combat or outside of combat, depending on the circumstances involved. Each Technique is a Full Round Action, and grants the character a die bonus equal to the number of Actions sacrificed to perform it.

Countering Techniques

A character can attempt to counter the use of a Scene-Long Technique. Doing so is a Full Round Action with a Difficulty equal to the Growth of the person who initiated the Technique, plus the number of Successes rolled. Each Technique is countered by the skills of that Technique.

Position

In Physical Combat, the character attempts to gain superior ground over their opponent in combat, using the terrain and any obstacles present to assist. This can be things such as using higher ground, hedging an opponent into a corner, or pinning them down in a narrow pass. In Social Combat the character attempts to gain the upper hand in a conversation, putting their opponent on the defensive, confusing them, or taking the higher moral ground and leading the opponent into making a blunder.

  • Duration: Scene
  • Results: For every Success rolled, the character gains a +1 Defence (Physical Combat) or Resolve (Social Combat) against the target the character is frustrating. This bonus lasts for the Scene.

Frustrate

In Physical Combat, the character studies their opponent’s fighting style, and deliberately moves to frustrate the opponent’s techniques, opening the target to a punishing attack later. In Social Combat, the character studies the opponent’s mannerisms, discovering what the target may like or dislike, then uses this knowledge to perform a scathing assault later.

  • Duration: Scene
  • Results: For every Success rolled, the character gains a +1 die bonus on all appropriate rolls made against the target. In physical combat, this would be for all attack rolls, or rolls to set up a trick or ambush. In social combat, this can include any social attacks or distracting the opponent just long enough to perform an ambush to assassinate them (for example).

Guard

The character directs a physical or social attack meant for another to themselves instead. This is considered a Full Round Action unless the character expends a point of Essence, in which case it is an Instant Action. The attacker has the choice of either going after the Guard against the guard’s normal Difficulty, or going after the target, at an increased Difficulty . The Difficulty to go after the person protected is increased by either the defender’s Combat Skill if it is a physical attack, or by their Integrity if it is a Social Attack. In addition, if the Guard was a Full Round Action, the defender may use one of their Actions to strike at any opponent who attempts to bypass them and make an Attack upon the person the character is defending.

Related Links

Active Defence | Combat | Duelling