from ars ludi
Next time you want to do something a little different but have no idea how the M&M rules support it, try the Universal Combat Maneuver:
1) Think of an appropriate description of your maneuver, including how it's different from your normal attack.
2) Use a Move action to perform the maneuver.
3) Take a +2 on either Attack, Damage or Defense and a -2 on one of the other two. The adjustments apply to your next attack and last for a full round.
The description can be anything you want, so long as it fits your character and at least vaguely describes why you are getting the bonus and penalty you picked. For example:
• Stand very still and take careful aim with your bow, shooting more accurately but making yourself an easier target (+2 attack, -2 defense)
• Grab a telephone pole and swing it wildly (+2 damage, -2 attack)
• Use your telekinesis to hurl a spray of small rocks at your target instead of one big rock (+2 attack, -2 damage)
• Throw up a sheet of fire to singe the werewolf and keep him away from you (+2 defense, -2 damage)
• Dig in and channel the spirit of the thunder god and throw sizzling bolts of electrical death (+2 damage, -2 defense)
There are as many as you can think of. They can be actions specific to the character (”I'm doubling-down on my wrist gattling guns!”) or they can be based on the situation or the environment (”Water on the floor? Instead of grabbing him I'll lean down and electrify it with my Shock Gauntlets!”).
The same move doesn't have to use the same bonus and penalty each time. It all depends on how it is described. One round Uber Girl picks up a telephone pole and takes a vicious wild swing (+2 damage, -2 attack). Later she picks up a similar pole and swings it in a broad arc that's hard to avoid, but throws herself off-balance in the process (+2 attack, -2 defense).
The idea is to encourage players (and the GM) to come up with creative descriptions in combat, and let them adjust the odds a little bit in the process.
No comments:
Post a Comment