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Witch Hunter A D
Witch Hunter A D
Witch Hunter A D
Major Actions
Repartee (Flair vs. Flair, Savvy, or Daring) +0
You try to Taunt (vs. Flair) or Intimidate (vs. Daring) a foe to cause
them to lose 1 Composure; or Trick (vs. Savvy), to give them a Penalty
Die. A taunted foe takes -1 penalty to Defense instead of dice rolls
from Composure loss. Each side gets career bonus if appropriate to the
situation.
Regain Composure (Automatic)
You spend a Major action collecting yourself, and recover 1
Composure. * If the attacker is using a 2-handed weapon, they get +2 to their
modifier. If the Defender is using a 2-handed weapon, increase the
Bladework (Daring + Melee vs. Defense) +0
This is a standard armed melee attack. difficulty by 2.
Reactions
Dodge (Automatic)
You get +2 to your Defense for this Phase, turning a hit into a miss.
Barehand Parry (Daring + Brawl +1 vs. Attack Roll) +0
You knock aside the foe’s sword with your hand, taking 1d3 dmg.
Gloves and Gauntlets lessen the damage.
Brawling Parry (Savvy + Brawl vs. Attack Roll) +0
You block opponent’s Brawling attack if your roll ties or exceeds their
Attack roll.
Cloak Parry (Flair + Melee vs. Attack Roll) +0
This works like a Parry, but you use a cloak, hat, etc.
Parry (Savvy + Melee vs. Attack Roll) +0
You block opponent’s attack if your roll ties or exceeds their Attack roll.
Riposte (Savvy + Melee vs. Defense) +0
After a successful Parry or Dodge, you make an attack on your
opponent.
Stop-Thrust (Daring + Melee vs. Attack Roll) +0
Instead of parrying, you hold your blade out to impale your attacking
foe. Success= you hit w/ +2 Damage. If they live, they hit you. If you
fail, the enemy hits you w/ +2 Damage. Neither of you can Yield
Advantage.