Players enjoy a nearly limitless number of Power possibilities in the Atomic Role Playing Game, but they they also have access to a common set of abilities used in Battle Time called Combat Maneuvers. Combat Maneuvers are similar to many of the “special actions” players are able to use in other games such as Dungeons and Dragons, but Atomic makes them easier.
Combat Maneuvers are abilities that are always available to both PCs and NPCs. They can be used over and over and are never expended. This means that a player character will always be able to use a Combat Maneuver even if they have already used it during Battle Time. In fact, a player could use nothing but Combat Maneuvers and still be quite effective!
To use a Combat Maneuver requires an Action. If the character is unable to use an Action, they unable to use Combat Maneuvers. Combat Maneuvers are considered At-Will Powers when determining when they can be used.
Trait Based Combat Maneuvers
The following Combat Maneuvers are based off one of the three Character Traits: Body, Mind, and Spirit. Combat Maneuvers use these Traits to determine the Attack and Defenses involved. They loosely align with the different Archetypes in the Atomic Role Playing Game but any PC or NPC can use any of these Combat Maneuvers.
Combat Maneuvers Can Be Modified by Powers, Items, and Specialties.
Additional Considerations with Combat Manuevers
General Use Combat Maneuvers
The following Combat Maneuvers can also be used by any PC or NPC. They can be very handy in a wide variety of situations.
These Mobility Combat Maneuvers cover all of the actions the player can make in a round. Think of them as a specific Bonus/Buff the character gets for the round which has conditions on their Action.
Parley Combat Maneuver Trait Examples
Parley is great to use when characters want to stop a battle without further bloodshed, to capture prisoners, or to confuse a poor dumb NPC about whose side it is actually on.
An example of using the Body Trait would be posturing and intimidating through size and might.
An example of using the Mind Trait would be explaining to someone the reasons they don’t want to continue the fight.
An example of using the Spirit Trait would be trying to convince someone you’re want to be friends.
Important Note: If the target of a successful Parley is attacked afterward or other offensive actions are taken it will immediately cancel the Parley. If that target was Delaying Actions they can immediately act.
GM Parley Modifications
Since Parley is more focused and subduing a group, the GM can add situational modifiers to the Parley. Here are some modifiers that the GM may assign to Parley Attacks or Defenses:
- If the target’s party is attacked after the Parley, the GM may give the party a Minor Bonus (Character Tier) Defense against further attempts.
- If the character’s party stops attacking immediately after the first Parley, the GM may assign an additional Minor Bonus (Character Tier) for each of the character’s party members that have Parleyed instead of attacked.
- A pack of extremely hungry wolves may have a Major Bonus to Defenses (Character Tier) against Parley due to the fact they are starving.
- A character’s group might get a Major Bonus for each Parley against friendly troops that mistakenly attacked them thinking they were enemies.
Using Powers With Combat Maneuvers
Players may use Powers with Combat Maneuvers if the Power only affects Combat Maneuvers themselves. Defensive Powers that increase the character’s Combat Maneuvers can automatically be applied. Offensive Powers that affect a target of a Combat Maneuver must still be attacked. However, either type of Power happens before the actual Combat Maneuver attempt. This does not use up any extra Actions and is considered part of the Combat Maneuver Action.
Powers that modify Combat Maneuvers Attack or Defense only work for those specific actions. These Powers do not increase the character’s normal Attack or Defense.
Examples of Combat Maneuver Powers
- A character may have a Power that increases their Combat Maneuvers for one round. This is a simple Power to increase to the Combat Maneuver Roll.
- A character may have a Power that lowers the Combat Maneuver Defenses of a target for a few rounds. In this case, the character must first roll an Attack against the appropriate Defense for the Power. Then if that is successful, the character will then roll the Combat Maneuver against the newly lowered Defenses.