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Aberrant RPG - Aberrant RPG Enhancement: Improved Feint


Matt

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Improved Feint (Mega-Manipulation)

Prerequisites: At least 3 dots of a personal close combat Ability, an appropriate quantum power or the Tactics Ability.

Despite the seeming straightforward nature of combat, deceiving one's foes has always been a cornerstone of strategy and tactics, both in group warfare and personal combat. A nova with this enhancement has a gift for deception on the battlefield that few can match.

System: In personal combat, the nova can use this enhancement by spending 1 quantum point and performing a Feint maneuver (as listed in New Maneuvers in this chapter) using either a personal close combat Ability (Brawl, Martial Arts or Melee) or an appropriate quantum power (Storyteller's discretion). If the nova's Feint is successful, for each success she gains her opponent will lose 1 additional die on his next defensive action against the nova. Using this enhancement in group combat requires the nova to spend 3 quantum points and use Manipulation + Tactics to perform the Feint maneuver. Also, the nova must be in command of an organized group that's been trained to follow orders reliably in combat situations. Otherwise, the mechanics are identical. This enhancement costs either 1 or 3 quantum points to use, and lasts for the duration of the opponent's defensive maneuver.

This is a part of Aberrant RPG: The New Flesh. Aberrant is a role playing game from White Wolf that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: The New Flesh.

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