• SOS Melee Combat Manuevers

    Beta 2.0 (neo)

  • Attack >>

  • Defense >>

  • Adjustments >>

  • Steal Initiative [Target PER + Variable]

    Variable: 2CP each to add 1 dice to initiative pool of ADR for initiative contest.

  • Quick Defense [2]

    TN: Resolves at +1 TN instead

  • Ally Defense [2]

    Note: GM to abjucate if can be used under specific spatial cases..

  • Double Attack [1]

    Cost note: Zero cost with Ambidextrous Boon

  • Guarded Attack

    Cost note: Arm Parry with off-hand yields 2 point activation cost unless you have Ambidextrous Boon

  • Master Strike [2]

    Requirements: Parrying Weapon.
    Superior: If used without initiative, add BS (if any) of Parry to Attack roll . If used with initiative and no attack was made against the parry, you may add half of the parry dice back to your attack roll instead of returning them to your CP,

  • Grappling >>

  • Hilt Push >>

  • Mounted >>

  • Beast >>

    • Unarmed >>

    • Pommel Strike

    • Push Cut [1]

      • Requires both Thrusting and Swinging Weapon with Cut damage.

      208

    • Melee Shoot [Variable]

    • Throw >>

    • Shield >>

    • Feint [2 + Variable]

      Variable: 2CP each to add 1CP to attack pool.
      Superior: 1CP each to add 1CP to attack pool.

      206

    • Hook [1]

      Effect: BS Stun. BS Stability(AGL) check for knockdown.
      Superior: +2 damage on followup attack after any successful knockdown.

      206

    • Thrust

    • Swing

    • Void

      Cost: [All Void-type manuevers have [Encumbrance Penalty] as additional cost]

      TN: 8

      • +2 BS required to gain initiative

      216

    • Block

      215

    • Parry

    • Do Nothing

      Superior (with Focus): Pain temporarily reduced by WIL for entire bout.

    • Unarmed >>

    • Mobility >>

    • Sword >>

    • Quick Draw [[1]]

      Instant

    • Elbow

    • Straight Punch

    • Kick

    • Disarm (Unarmed) [1]

      • Weapon Throw [1]

      • Blind Toss [Variable]

      • Shield Bash

      • Shield Beat [2]

      • Shield Feint [1]

      • Joint Thrust [Variable]

      • Beat

        • Aggressive Orientation required.
      • Break [2]

      • Disarm [1]

      • Butt Strike

      • Hew

      • Cleaving Blow [2*]

        Instant

        • * Only to be applied during resolution of successful Swing to a given target.
        • Requires Swinging weapon of L reach or higher.
        • Only usable if multiple enemies in front of you in a row and there‚Äôs enough space to perform it. Clarify with GM if cleaving might be possible. Allows multiple attacks to possible occur over multiple enemies within a single resolved Action, within dice limits.
        • If successful attack (assumed at least 1 BS against defense, if any), available dice for next subsequent attack to next target is only based off the BS of current resolved target. May add more attack dice by investing additional 2CP per attack dice.
        • Cost Note: Difference in relative reach costs (if any) are to also be paid from current resolved target (depending on swing direction) to subsequent targets along swing direction.

        217

      • Flee

        TN: 5

        • Max investment of MOB only.
        • Cannot use this unless in Defensive Orientation or did not attack at all in previous Action.
      • Mobile Void

        TN: 8

        • +1 BS required to gain initiative

        Comment: (Why is this better than regular Void? TYPO? )

      • Shield Bind [1]

      • Total Block

      • Riposte

        • Arm Parry

        • Thread the Needle [2 Per Opponent]

          Instant

        • Rapid Rise [[3]]

          Instant

        • Half Sword [[1]]

          Instant

        • Murder Strike [[2]]

          Instant

        • Hook Punch

        • One-Two Punch [2]

        • Knee

        • Trip

        {"cards":[{"_id":"7aebdeff68b09e321d000046","treeId":"7aebdfdb68b09e321d000043","seq":11738293,"position":1,"parentId":null,"content":"# SOS Melee Combat Manuevers\n*Beta 2.0 (neo)*"},{"_id":"7acd2ac3a1aa18a21300003f","treeId":"7aebdfdb68b09e321d000043","seq":11737882,"position":2,"parentId":null,"content":"## Attack >>"},{"_id":"7acd06baa1aa18a21300004f","treeId":"7aebdfdb68b09e321d000043","seq":11737963,"position":0.125,"parentId":"7acd2ac3a1aa18a21300003f","content":"## Unarmed >>"},{"_id":"7accea4da1aa18a21300005e","treeId":"7aebdfdb68b09e321d000043","seq":11738054,"position":0.015625,"parentId":"7acd06baa1aa18a21300004f","content":"## Elbow"},{"_id":"7acced3ba1aa18a21300005c","treeId":"7aebdfdb68b09e321d000043","seq":11738045,"position":0.0625,"parentId":"7acd06baa1aa18a21300004f","content":"## Straight Punch"},{"_id":"7accecb6a1aa18a21300005d","treeId":"7aebdfdb68b09e321d000043","seq":11738050,"position":0.5,"parentId":"7acced3ba1aa18a21300005c","content":"## Hook Punch"},{"_id":"7accee75a1aa18a21300005b","treeId":"7aebdfdb68b09e321d000043","seq":11738051,"position":1,"parentId":"7acced3ba1aa18a21300005c","content":"## One-Two Punch [2]"},{"_id":"7accef3aa1aa18a213000059","treeId":"7aebdfdb68b09e321d000043","seq":11738064,"position":0.5,"parentId":"7acd06baa1aa18a21300004f","content":"## Kick"},{"_id":"7acceeaea1aa18a21300005a","treeId":"7aebdfdb68b09e321d000043","seq":11738058,"position":1,"parentId":"7accef3aa1aa18a213000059","content":"## Knee"},{"_id":"7acce90ba1aa18a21300005f","treeId":"7aebdfdb68b09e321d000043","seq":11738117,"position":2,"parentId":"7accef3aa1aa18a213000059","content":"## Trip"},{"_id":"7acd0598a1aa18a213000050","treeId":"7aebdfdb68b09e321d000043","seq":11738039,"position":1,"parentId":"7acd06baa1aa18a21300004f","content":"## Disarm (Unarmed) [1]"},{"_id":"7accf6a4a1aa18a213000054","treeId":"7aebdfdb68b09e321d000043","seq":11738008,"position":0.15625,"parentId":"7acd2ac3a1aa18a21300003f","content":"## Pommel Strike"},{"_id":"7accf564a1aa18a213000055","treeId":"7aebdfdb68b09e321d000043","seq":11738319,"position":0.171875,"parentId":"7acd2ac3a1aa18a21300003f","content":"## Push Cut [1]\n- Requires both Thrusting and Swinging Weapon with Cut damage.\n\n`208`"},{"_id":"7accfd60a1aa18a213000052","treeId":"7aebdfdb68b09e321d000043","seq":11737988,"position":0.1875,"parentId":"7acd2ac3a1aa18a21300003f","content":"## Melee Shoot [Variable]"},{"_id":"7acd0881a1aa18a21300004d","treeId":"7aebdfdb68b09e321d000043","seq":11737959,"position":0.25,"parentId":"7acd2ac3a1aa18a21300003f","content":"## Throw >>"},{"_id":"7acd07a0a1aa18a21300004e","treeId":"7aebdfdb68b09e321d000043","seq":11738005,"position":1,"parentId":"7acd0881a1aa18a21300004d","content":"## Weapon Throw [1]"},{"_id":"7accdf8da1aa18a213000067","treeId":"7aebdfdb68b09e321d000043","seq":11738123,"position":2,"parentId":"7acd0881a1aa18a21300004d","content":"## Blind Toss [Variable]"},{"_id":"7acce3aaa1aa18a213000062","treeId":"7aebdfdb68b09e321d000043","seq":11738101,"position":0.375,"parentId":"7acd2ac3a1aa18a21300003f","content":"## Shield >>"},{"_id":"7acce32ba1aa18a213000063","treeId":"7aebdfdb68b09e321d000043","seq":11738102,"position":1,"parentId":"7acce3aaa1aa18a213000062","content":"## Shield Bash"},{"_id":"7acce2f5a1aa18a213000064","treeId":"7aebdfdb68b09e321d000043","seq":11738104,"position":2,"parentId":"7acce3aaa1aa18a213000062","content":"## Shield Beat [2]"},{"_id":"7acce277a1aa18a213000065","treeId":"7aebdfdb68b09e321d000043","seq":11738105,"position":3,"parentId":"7acce3aaa1aa18a213000062","content":"## Shield Feint [1]"},{"_id":"7acd1c0aa1aa18a213000049","treeId":"7aebdfdb68b09e321d000043","seq":11738316,"position":0.5,"parentId":"7acd2ac3a1aa18a21300003f","content":"## Feint [2 + *Variable*]\nVariable: 2CP each to add 1CP to attack pool.\nSuperior: 1CP each to add 1CP to attack pool.\n\n`206`"},{"_id":"7acd13c2a1aa18a21300004c","treeId":"7aebdfdb68b09e321d000043","seq":11738315,"position":0.75,"parentId":"7acd2ac3a1aa18a21300003f","content":"## Hook [1]\nEffect: BS Stun. BS Stability(AGL) check for knockdown.\nSuperior: +2 damage on followup attack after any successful knockdown.\n\n`206`"},{"_id":"7acd2b22a1aa18a21300003e","treeId":"7aebdfdb68b09e321d000043","seq":11737860,"position":1,"parentId":"7acd2ac3a1aa18a21300003f","content":"## Thrust\n"},{"_id":"7accff78a1aa18a213000051","treeId":"7aebdfdb68b09e321d000043","seq":11737982,"position":1,"parentId":"7acd2b22a1aa18a21300003e","content":"## Joint Thrust [Variable]"},{"_id":"7acd2b76a1aa18a21300003d","treeId":"7aebdfdb68b09e321d000043","seq":11737864,"position":2,"parentId":"7acd2ac3a1aa18a21300003f","content":"## Swing"},{"_id":"7acd20b3a1aa18a213000045","treeId":"7aebdfdb68b09e321d000043","seq":11738302,"position":1,"parentId":"7acd2b76a1aa18a21300003d","content":"## Beat\n- Aggressive Orientation required."},{"_id":"7acd206da1aa18a213000046","treeId":"7aebdfdb68b09e321d000043","seq":11737886,"position":2,"parentId":"7acd2b76a1aa18a21300003d","content":"## Break [2]"},{"_id":"7acd1ceba1aa18a213000048","treeId":"7aebdfdb68b09e321d000043","seq":11737966,"position":2.5,"parentId":"7acd2b76a1aa18a21300003d","content":"## Disarm [1]"},{"_id":"7acd1dbfa1aa18a213000047","treeId":"7aebdfdb68b09e321d000043","seq":11737893,"position":3,"parentId":"7acd2b76a1aa18a21300003d","content":"## Butt Strike"},{"_id":"7acd1491a1aa18a21300004a","treeId":"7aebdfdb68b09e321d000043","seq":11737927,"position":4,"parentId":"7acd2b76a1aa18a21300003d","content":"## Hew"},{"_id":"7accbe23a1aa18a213000073","treeId":"7aebdfdb68b09e321d000043","seq":11746854,"position":5,"parentId":"7acd2b76a1aa18a21300003d","content":"## Cleaving Blow [2*]\nInstant\n- \\* Only to be applied during resolution of successful Swing to a given target.\n- Requires Swinging weapon of L reach or higher.\n- Only usable if multiple enemies in front of you in a row and there's enough space to perform it. Clarify with GM if cleaving might be possible. Allows multiple attacks to possible occur over multiple enemies within a single resolved Action, within dice limits.\n- If successful attack (assumed at least 1 BS against defense, if any), available dice for next subsequent attack to next target is only based off the BS of current resolved target. May add more attack dice by investing additional 2CP per attack dice.\n- Cost Note: Difference in relative reach costs (if any) are to also be paid from current resolved target (depending on swing direction) to subsequent targets along swing direction.\n\n`217`"},{"_id":"7acd2a80a1aa18a213000040","treeId":"7aebdfdb68b09e321d000043","seq":11737881,"position":3,"parentId":null,"content":"## Defense >>"},{"_id":"7acd2cd8a1aa18a213000038","treeId":"7aebdfdb68b09e321d000043","seq":11738311,"position":1,"parentId":"7acd2a80a1aa18a213000040","content":"## Void \n\n**Cost:** [All Void-type manuevers have [Encumbrance Penalty] as additional cost]\n\nTN: 8\n- +2 BS required to gain initiative\n\n`216`"},{"_id":"7accce68a1aa18a213000071","treeId":"7aebdfdb68b09e321d000043","seq":11738186,"position":1,"parentId":"7acd2cd8a1aa18a213000038","content":"## Flee\nTN: 5\n- Max investment of MOB only.\n- Cannot use this unless in Defensive Orientation or did not attack at all in previous Action."},{"_id":"7accca26a1aa18a213000072","treeId":"7aebdfdb68b09e321d000043","seq":11738198,"position":2,"parentId":"7acd2cd8a1aa18a213000038","content":"## Mobile Void\nTN: 8\n- +1 BS required to gain initiative \n\n**Comment:** (Why is this better than regular Void? TYPO? )"},{"_id":"7acd2bf0a1aa18a21300003b","treeId":"7aebdfdb68b09e321d000043","seq":11738314,"position":2,"parentId":"7acd2a80a1aa18a213000040","content":"## Block\n\n`215`"},{"_id":"7acccf3ea1aa18a21300006e","treeId":"7aebdfdb68b09e321d000043","seq":11738163,"position":2,"parentId":"7acd2bf0a1aa18a21300003b","content":"## Shield Bind [1]"},{"_id":"7acccf14a1aa18a21300006f","treeId":"7aebdfdb68b09e321d000043","seq":11738161,"position":3,"parentId":"7acd2bf0a1aa18a21300003b","content":"## Total Block"},{"_id":"7acd2c5ea1aa18a21300003a","treeId":"7aebdfdb68b09e321d000043","seq":11737859,"position":3,"parentId":"7acd2a80a1aa18a213000040","content":"## Parry"},{"_id":"7accd237a1aa18a21300006b","treeId":"7aebdfdb68b09e321d000043","seq":11738150,"position":1,"parentId":"7acd2c5ea1aa18a21300003a","content":"## Riposte"},{"_id":"7accdef8a1aa18a213000068","treeId":"7aebdfdb68b09e321d000043","seq":11738138,"position":4,"parentId":"7acd2a80a1aa18a213000040","content":"## Do Nothing\nSuperior (with **Focus**): Pain temporarily reduced by WIL for entire bout."},{"_id":"7accd16da1aa18a21300006c","treeId":"7aebdfdb68b09e321d000043","seq":11738153,"position":5,"parentId":"7acd2a80a1aa18a213000040","content":"## Unarmed >>"},{"_id":"7accd149a1aa18a21300006d","treeId":"7aebdfdb68b09e321d000043","seq":11738157,"position":1,"parentId":"7accd16da1aa18a21300006c","content":"## Arm Parry"},{"_id":"7acd23a9a1aa18a213000041","treeId":"7aebdfdb68b09e321d000043","seq":11737880,"position":3.5,"parentId":null,"content":"## Adjustments >>"},{"_id":"7acca667a1aa18a21300007c","treeId":"7aebdfdb68b09e321d000043","seq":11738266,"position":0.5,"parentId":"7acd23a9a1aa18a213000041","content":"## Mobility >>"},{"_id":"7acca614a1aa18a21300007d","treeId":"7aebdfdb68b09e321d000043","seq":11738272,"position":1,"parentId":"7acca667a1aa18a21300007c","content":"## Thread the Needle [2 Per Opponent]\nInstant"},{"_id":"7acca5c7a1aa18a21300007e","treeId":"7aebdfdb68b09e321d000043","seq":11738271,"position":2,"parentId":"7acca667a1aa18a21300007c","content":"## Rapid Rise [[3]]\nInstant"},{"_id":"7acd2335a1aa18a213000042","treeId":"7aebdfdb68b09e321d000043","seq":11737950,"position":1,"parentId":"7acd23a9a1aa18a213000041","content":"## Sword >>"},{"_id":"7acd2270a1aa18a213000043","treeId":"7aebdfdb68b09e321d000043","seq":11738030,"position":1,"parentId":"7acd2335a1aa18a213000042","content":"## Half Sword [[1]]\nInstant"},{"_id":"7acd2243a1aa18a213000044","treeId":"7aebdfdb68b09e321d000043","seq":11738032,"position":2,"parentId":"7acd2335a1aa18a213000042","content":"## Murder Strike [[2]]\nInstant"},{"_id":"7accf3afa1aa18a213000057","treeId":"7aebdfdb68b09e321d000043","seq":11738027,"position":2,"parentId":"7acd23a9a1aa18a213000041","content":"## Quick Draw [[1]]\nInstant"},{"_id":"7acd31bca1aa18a213000035","treeId":"7aebdfdb68b09e321d000043","seq":11742695,"position":4,"parentId":null,"content":"## Steal Initiative [Target PER + *Variable*]\nVariable: 2CP each to add 1 dice to initiative pool of ADR for initiative contest."},{"_id":"7accd726a1aa18a21300006a","treeId":"7aebdfdb68b09e321d000043","seq":11738149,"position":5,"parentId":null,"content":"## Quick Defense [2]\nTN: Resolves at +1 TN instead"},{"_id":"7accbbc4a1aa18a213000074","treeId":"7aebdfdb68b09e321d000043","seq":11738222,"position":6,"parentId":null,"content":"## Ally Defense [2]\nNote: GM to abjucate if can be used under specific spatial cases.."},{"_id":"7accb803a1aa18a213000075","treeId":"7aebdfdb68b09e321d000043","seq":11738229,"position":7,"parentId":null,"content":"## Double Attack [1]\nCost note: Zero cost with Ambidextrous Boon"},{"_id":"7accb4dca1aa18a213000076","treeId":"7aebdfdb68b09e321d000043","seq":11786117,"position":8,"parentId":null,"content":"## Guarded Attack\nCost note: Arm Parry with off-hand yields 2 point activation cost unless you have Ambidextrous Boon"},{"_id":"7accb4afa1aa18a213000077","treeId":"7aebdfdb68b09e321d000043","seq":11738298,"position":9,"parentId":null,"content":"## Master Strike [2]\nRequirements: Parrying Weapon.\nSuperior: If used without initiative, add BS (if any) of Parry to Attack roll . If used with initiative and no attack was made against the parry, you may add half of the parry dice back to your attack roll instead of returning them to your CP, "},{"_id":"7acca9aea1aa18a213000078","treeId":"7aebdfdb68b09e321d000043","seq":11738254,"position":10,"parentId":null,"content":"# Grappling >>"},{"_id":"7acca957a1aa18a213000079","treeId":"7aebdfdb68b09e321d000043","seq":11738260,"position":11,"parentId":null,"content":"# Hilt Push >>"},{"_id":"7acca840a1aa18a21300007a","treeId":"7aebdfdb68b09e321d000043","seq":11738259,"position":12,"parentId":null,"content":"# Mounted >>"},{"_id":"7acca7b4a1aa18a21300007b","treeId":"7aebdfdb68b09e321d000043","seq":11738263,"position":13,"parentId":null,"content":"# Beast >>"}],"tree":{"_id":"7aebdfdb68b09e321d000043","name":"Song of Swords Melee Combat Manuevers","publicUrl":"sos-manuevers","latex":true}}