Manipulation


Manipulation - The attacker gets his size as a bonus to manipulate, plus 1 for every hit point he uses to manipulate. The total bonus is then compared to the target's size. The difference in favor of the attacker is subtracted from the target's next combat roll in either this round or the next. In addition a successful manipulation attack can be used to disarm, hold, choke, wrench or throw an opponent.

Manipulation with Missile Weapons - Most missile weapons (such as thrown weapons, slings, bows and guns) cannot be used to hold, choke, wrench or throw. When using a missile weapon to manipulate, use the weapon's attack power minus 5 - instead of the attacker's size and hit points used to manipulate - to determine the attacker's manipulation bonus.

Disarm - disarms an opponent if the opponent is armed with a weapon not attached to its body.

Hold - A hold attack can hold an opponent. The attacker must use as many hit points to maintain the hold each round as it originally used to manipulate the attacked character at the beginning of the hold, and each round the hold is maintained the character being held gets the manipulation minus from all of their combat rolls. If a holding attack is half successful, the attacker must use the same amount of hit points to maintain the hold, but the hold only gives half of the manipulation minus.

Choke/Wrench - A choke or wrench is a hold with half of the usual manipulation bonus and a damage bonus equal to the half manipulation bonus. These effects are appplied each round that the choke or wrench is maintained. If a choke or wrench is half successful, the attacker must use the same amount of hit points to maintain the choke or wrench, but the choke or wrench only gives half of the damage bonus and half of the manipulation minus.

Throw - The thrown character ends up in a lying down or "prone" position (or crouching "semi-prone" position if half-succesful) The thrown character takes the appropriate type of damage from any weapons or other objects they are thrown into. Most objects and surfaces are considered blunt weapons. The thrown character can also be considered a blunt hand to hand weapon in the hands of the attacker while being thrown. The thrown character's size is the power bonus of this weapon. The total reach of this weapon is 3/4 of the thrown character's height (or length or wingspan, whichever is longest,) plus the thrower's reach, plus the thrower's stride times the number of hit points the thrower used to move during the throw.

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Copyright © 1997 - 2003 Seth Galbraith and Benjamin Galbraith