Arcane Maneuvers

APPENDIX

Arcane Maneuvers

The following maneuvers are described in the same language as melee combat – attacks, parries, evades. It is important to remember, however, that the caster is not actually physically moving about. His soul and all his essences are doing intense battle with one another. The player and seanachai are encouraged to come up with names for the maneuvers that would be appropriate for the characters.

The maneuvers listed here are only the most commonly known and practiced.

Aggressive maneuvers attempt to bend and twist arcane forces against an opponent in order to wrestle away control of sarrum. To those with the Sight, this might appear like streaks of light and sound, a mighty wind, or phantasmal bolts and ripples.

Defensive maneuvers nullify sarrum by diminishing magical force or setting up obstacles between the attacker and the defender. To those with the Sight, this might appear as explosions of light and sound, howling torrents of wind, or ghostly shields of ripples and echoes.

Block & Strike Counter Divert Drain
Double Strike Feint Fortify Parry
Release Stop Short Strike Support Surge

Block & Strike | Defensive | Requires ART 8 | Activation Cost 1 | ATN 6, DTN 5

The defender attempts to simultaneously wrap an attacker with the force from his own attack.

  • The defender divides his ACP into Strike and Parry. One of these must be at least twice as large as the other (therefore 9 ACP could go into 6 Strike and 3 Parry).
  • Roll defense against the original attacker’s attack first then the defender’s strike against the aggressor’s defense, if any.

Counter | Defensive | Requires ART 6 | Activation Cost 2 | DTN 5

The defender has such control that he is able to use the force of the attack against the attacker.

  • Roll as if it were a parry
  • If successful, the defender gains 1 die to his next attack for every success the attacker earned.

Divert | Aggressive | Requires ART 6 | Activation Cost 0 | ATN 7

The attacker attempts to disrupt the arcane flow around the defender, preventing them from using it for defense on the next exchange. This is the arcane equivalent of the melee maneuver Beat.

  • This may only be done at the start of the arcane combat.
  • If the Beat is successful then the opponent may not Parry on the next exchange.
  • In addition, every success reduces the opponent’s ACP by 2 for the next exchange.

Double Strike | Aggressive | Requires ART 9 | Activation Cost 0 | ATN 7

The attacker strikes at his opponent with an attack which suddenly comes at the defender from multiple sides.

  • The attacker may divide up his ACP for both attacks in anyway
  • The defender may evade as a single maneuver or may attempt to parry one or both of the attacks
  • If both attacks are successful, apply Arcane ST and Arcane TO for both attacks.

Drain | Master | Requires ART 11 | Activation Cost 0 | TN 6 or 8

The spell caster feeds off the life force of those within his sphere to engage his opponents.

  • The caster uses his ACP to roll against a TN 6 for sarrumiza or TN 8 for mundanes.
  • Each success removes a point of Health from a mundane.
  • Each successes drains an SP die from sarrumiza as if it had been used in spellcasting. If the sarrumiza is completely depleted, he begins to lose Health as if he were a mundane.
  • For each success acquired either way, the caster gains 3 ACP dice for the next two rounds.

Feint | Aggressive | Requires ART 5 | Activation Cost 2 + Special | ATN 6

The attacker suddenly redirects his strike.

  • The attacker announces a Strike and how many dice are being used
  • The defender announces his defense and number of allotted dice
  • The attacker may then announce a Feint, spending an additional 1 ACP for every 1 ACP he adds to the attack

Fortify | Master | Requires ART 10 | Activation Cost 0 | TN None

The master duelist wraps the manifested flow of sarrum across his sphere, fortifying it from physical and magical attack with crackling arcane energy.

  • A duelist may not use Fortify unless arcane combat has reached round 3 or higher
  • If the duelist succeeds at a defensive maneuver, he may Fortify.
  • The sphere penalty for missile weapon ATNs increases to 4
  • The CTN of all incoming spells is increased by 4
  • Those who would physically breach the caster’s sphere must past a WP contest versus TN 9.
  • If they succeed and enter the sphere, they suffer a level 4 wound.
  • Being adjacent to the sphere immediately causes a level 2 wound.

Parry | Defensive | Requires ART 4 | Activation Cost 0 | DTN 5

The arcane flow is warped by opposing force.

  • Up to 3 dice may be expended from the SP to add extra power to the parry when announced.
  • SP dice spent in this way are expended as if they had been used in spell casting.

Release | Defensive | Requires ART 5 | Activation Cost 0 | DTN Special

To one degree or another, the defender releases the flow of sarrum for just long enough to allow strikes to fly past him. He then grabs hold once again with all of his might. The defensive target number depends on what type of evasion-like maneuver the defender is attempting.

  • For a full release the DTN is 4. Doing this will end the round immediately and initiative will have to be determined again.
  • In partial release the DTN is 7. The successful defender only gains initiative if he pays 2 ACP for the next exchange, or if the opponent fumbles or fails completely.
  • In a drop and weave the DTN is 9. The payoff, however, is that the successful defender may attack on the next exchange as if his opponent had botched his attack: ACP is reduced by half during the next exchange.
  • Fumbling any of the release maneuvers means the attacker has struck the failing defender solidly. Increase the ACP lost by 2 dice.

Stop Short | Aggressive | Requires ART 8 | Activation Cost Special | ATN Special

Like a complicated Feint, the attacker distracts the defender with long, drawn out strikes but then suddenly stops short, leaving the defender over extended.

  • Roll a contest:
    • Attacker rolls WP versus the defender’s SGT or PER, whichever is higher.
    • Defender rolls REF versus TN 7 + 1 for every die the attacker spent in the maneuver.
  • If the defender wins, he takes initiative as usual.
  • If the attacker wins, the defender loses ACP equal to the attacker’s MOS.

Strike | Aggressive | Requires ART 4 | Activation Cost 0 | ATN 6

The arcane flow is bent into an assault against the opponent.

  • Up to 3 dice may be expended from the SP to add extra power to the attack when announced.
  • SP dice spent in this way are expended as if they had been used in spell casting.

Support | Defensive | Requires ART 6 | Activation Cost 0 | TN 6-8

All spellcasters within another spellcaster’s sphere may use the support maneuver if they have learned it.

  • Roll the caster’s base ACP versus a TN of 7
  • All successes are added to the ACP value of the lead spellcaster for that round
  • In following rounds if the lead spellcaster has the initiative, the TN for Support is 6
  • In following rounds if the lead spellcaster does not have the initiative, the TN for support is 8
  • If the lead caster is successful any of the casters may then cast a spell
  • If the lead caster is not successful, all supporting sorcerers lose a number of SP dice equal to the number they lent the lead spellcaster during the last round of arcane combat. * * These lost dice are exhausted as if they had been used in spellcasting.

Surge | Master | Requires ART 10 | Activation Cost 0 | TN Special, ATN 8

The master duelist has such control over the flow of magic that he can bring the torrent of violent energies over into the temporal realm long enough to damage his enemies.

  • The dice committed to a maneuver, such as Strike, is rolled a second time.
  • Surge uses the turbulent flow of magic that has been building up. Add an additional die for every round of arcane combat already passed to a maximum of the caster’s VIM.
  • The ATN of the physical attack is 8.
  • The range of the physical manifestation is 10’ from the caster for every round of arcane combat already passed.

Arcane Maneuvers

Legacy of Orphans seanpmcochran