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Paleomythic Tactics PDF

The document describes various combat tactics including feinting, leaping at opponents, restraining them, shoving them away, damaging weapons with a strong attack, strangling foes, and using tricks to create dangers in the combat area like spilling oil or knocking over statues. Most require tests of attributes like agility or strength for success. Tactics generally incapacitate opponents temporarily or cause injury but often depend on the foe's traits and the combatants' relative sizes.

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0% found this document useful (0 votes)
517 views2 pages

Paleomythic Tactics PDF

The document describes various combat tactics including feinting, leaping at opponents, restraining them, shoving them away, damaging weapons with a strong attack, strangling foes, and using tricks to create dangers in the combat area like spilling oil or knocking over statues. Most require tests of attributes like agility or strength for success. Tactics generally incapacitate opponents temporarily or cause injury but often depend on the foe's traits and the combatants' relative sizes.

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0avio
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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  • Restrain: Details the act of trying to physically restrain an opponent to limit their movement.
  • Rally: Covers the tactic of regaining strength or morale to boost combat capabilities.
  • Leap: Describes an attack involving a running leap towards an opponent to knock them prone.
  • Feint: Explains how a combatant attempts a fake move to mislead opponents, compromising their defense.
  • Trick: Discusses the creation of deceptive tactics to mislead an opponent in combat.
  • Smash: Focuses on damaging a foe's items or weapons to weaken them.
  • Take: Examines the action of attempting to seize an item from an opponent's grip.
  • Strangle: Describes the tactic of grabbing and choking an opponent to restrict their airflow.

TACTICS

Feint Note: only intelligent beings tend to make use


of this tactic, animals and many beast men do
The combatant makes an attempt at a not.
deceptive attack to ‘wrong-foot’ a foe, so that
their ability is weakened for future attacks. Restrain

When a combatant tries to make a feint, a The combatant grips an opponent, restraining
successful dexterous test means they do so their limbs and holding them in place, so that
and throw a foe off guard. For the remainder of they may not act unless they escape.
the combat encounter the foe loses any benefit
gained from a relevant trait (such as brave or When a combatant is trying to restrain a foe, a
strong) against the character, until one of their strong test success means the opponent is
attacks is successful. Once the foe makes a held and loses their action for the turn, if they
successful attack, this effect is negated and have not already acted. On future turns the
may not be used versus the same foe again restrained combatant can try to escape or
for this encounter. attack. The victim escapes if an agile test is a
success (which may be attempted once per
Leap turn). Alternatively, a restrained person can
attempt an unarmed attack on their restrainer.
The combatant takes a running leap towards a In this case, the person remains held
foe, in an attempt to knock them prone. irrespective of wether they injure their
assailant or not. Note that the combatant doing
When a combatant is trying a leap, an agile the restraining is unable to act (other than to
test success means the attacker crashes into continue to restrain or to release the victim).
their opponent. This causes a wound to the They may voluntarily release their victim at any
foe, and will cause them to fall prone. If the foe time.
has the strong trait (and it has not been lost to
injury), they do not fall prone. Only combatants of a similar or smaller size to
the attacker can be restrained.
Note that only human and human like (bipedal)
opponents can be affected by this tactic. In Shove
addition, this is a risky tactic, since if the
attacker fails the test, they fall prone instead. Instead of causing damage to an opponent,
they are forced back.
Rally
If a combatant is trying to shove a foe, a strong
The combatant gathers their strength, pausing test success means the target is forced back
to manoeuvre and catch their breath. from hand to rock range. If the foe has the
strong trait (and it has not been lost to injury),
This special tactic does not adversely affect they cannot be shoved.
the opponent. Instead, the character uses their
action to circle their foe and recover from the Note that a combatant may only shove
shock and pain of wounds. opponents of equal or smaller size to
themselves. If a shove forces a combatant
If a resilient test succeeds, the character against a hard or dangerous obstacle (jagged
recovers from one wound (as if it were rocks, or a pit), the shoved opponent may be
healed). The player may thus restore one trait. injured (as judged by the GM).
Failure indicates no healing occurs. This can
be attempted once, and further attempts are
not possible until the character is again
injured. Note that it is possible only in combat,
it is not a tactic to be used for other incidents
of injury (such as wounds from hazards). Once
combat ends, a rally cannot be attempted.
Smash Take

Instead of damaging a foe, the attack The combatant tries to take an item in the grip
damages an item or weapon. of another (such as a weapon or tool).

If a combatant is trying to damage an item held Note that only held or easily accessible items
by an opponent, a strong test success means can be taken. Items that are concealed or fixed
they do so. If the foe has the fortunate trait (such as a tool within a bag, a knife tied to a
(and it has not been lost to injury), this tactic belt or a gem attached to a staff) cannot be
will not work against them. taken without first defeating the opponent.

Only items that are held or easily targeted can When a combatant is trying to take an item
be damaged. In addition, the weapon used to held by an opponent, a dexterous test success
smash must be larger and more resilient than means they do so. If the foe has the dexterous
the target item. For example, a bone knife trait (and it has not been lost to injury), an item
could damage a bag held by a foe, but would cannot be taken from them with this tactic. A
be unlikely to cause significant damage to a combatant needs both hands free to use this
cudgel or spear. tactic.

A damaged item can be repaired (see crafting Trick


in the activities section for details). Only armed
characters may smash items in this way. This is a special tactic which creates a danger
Damaged weapons and tools are no longer in the combat area. Tricks are tactics that
useable, and will not confer a bonus die, until increase the threat or difficulty of fighting in the
repaired. location. Examples include, causing pots to
smash on the floor to make it hazardous for
Strangle barefooted opponents, knocking over a brazier
of hot coals to cause a fire, thereby burning an
The combatant grabs and chokes the foe. opponent, casting oil on the floor to cause an
opponent to slip, toppling a statue so that it
If a combatant is trying to strangle a foe, a falls onto an opponent, throwing a cloud of ash
strong test success means the opponent is into the air to befuddle a foe and so on.
grabbed by the throat.
The effects of such tactics should be
Each subsequent turn that the attacker described; the GM has final say as to what is
continues to strangle (and doing no other p o s s i b l e . Ty p i c a l l y, d a n g e r s d e l a y a
action), they inflict one wound on the victim combatant, cause them to fall, cause them to
automatically. If the foe has the resilient trait drop something or cause injury.
(and it has not been lost to injury), they take a
wound every other turn. The attacker may If a combatant wants to create a trick, a
voluntarily release their victim at any time. guileful test success is required. If successful,
Each turn the victim can either attempt to the opponent is exposed to the created
break free, or attempt to injure their attacker as danger. If the foe has the wise trait (and it has
their action. To break free requires a not been lost to injury), this tactic will not work
successful agile test. Alternatively, the victim against them.
can try to cause the attacker injury with an
unarmed attack or a melee attack using a
short weapon. A long weapon (such as a
spear) cannot be used in this situation. An
attacker successfully struck by their victim
immediately breaks their stranglehold.

Only combatants of a similar or smaller size to


the attacker can be strangled in this manner.

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