Combat Maneuvers
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Brandish Whip
Spinning a whip in a circle is easy. Spinning a whip in a circle effectively - in a way that can harm others but won't hurt you - is hard. Brandishing a whip requires a Dexterity + Getting Medieval - 4 roll (or Combat Score -4), or a Dexterity + Wild Card (Whip) - 2 roll. Any target who comes within range (half the normal range of a whip - you have to choke up on it to do this) is automatically attacked (as with a normal whip attack). These attacks can not be "called," and usually will not snare an object. Brandishing a whip is tiring, but can usually be done for at least a few minutes before the wielder suffers fatigue penalties. This is the only action (including movement) the whip user can take this Turn.
(Many of the heroes of the Castlevania game series had this move in their repertoire.)
Konoko: You're gonna get beat by a girl!
-Oni

Devil Spin Kick
One of the most devastating hand-to-hand attacks imaginable, the Devil Spin Kick is loads of fun if pulled off properly. To perform it, the character leaps up from a crouching position, swinging her legs in a complete circle around her before landing gracefully back on her feet. The Devil Spin Kick requires a Dexterity + Kung Fu - 4 roll (or Combat Score - 4), and does 3x (Strength + 1) damage to everyone within kicking distance of the character. A Devil Spin Kick is the only attack action the character can attempt on this Turn.
Note: If the player yells "Devil Spin Kick!" while rolling the die, the Director should consider giving a +1 or +2 bonus on the roll.
(The Devil Spin Kick is one of Konoko's best moves in the Bungie computer game Oni.)

Haymaker
A wild roundhouse punch commonly employed to finish off a dazed or staggered opponent. The Haymaker uses a Dexterity + Kung Fu - 2 roll (or Combat Score - 2), and does 2x (Strength + 2) damage. There is a +1 bonus to the roll for every Punch the character has landed this Turn, making this an ideal "finishing move" for characters who get multiple attack actions. (A Punch-Punch-Haymaker combo has the same roll as three Punch attacks, and does four more points of damage.)
(The Haymaker is another fun combat move from the Bungie game Oni.)
Running Lariat
With enough of a running start the character can "clothesline" her opponent and swing around him in a move that brings all but the toughest baddies to their knees. Performing a Running Lariat first requires at least one Success Level in a Dexterity + Constitution (or Dexterity + Sports) roll (lining up and the running start), followed by a Dexterity + Kung Fu - 2 roll (the actual doing-damage part). The Success Levels from the running roll are added to the attack roll. The unnatural strain on the victim's throat and neck does 2x Strength damage, and he must get at least one Success Level in a Dexterity + Acrobatics roll (or the Combat Score) with a penalty equal to the Success Levels of the attack roll to stay on his feet. If this attack takes the victim to -10 Life Points, the effect is the same as the Break Neck maneuver. The Running Lariat leaves a character very vulnerable: this is the only action, attack or defense, that she can attempt this Turn.
(You guessed it, another Oni move.)
Telekinetic Parry
Characters with the ability to move things through force of will alone also have the ability to parry moving things with force of will alone. Convenient, no? By rolling Telekinesis (or Sorcery) + the average of Perception and Willpower (round up), the character can deflect a hand-to-hand, weapon or thrown attack as the standard Parry combat maneuver. This does not catch the weapon or stop it in midair - it merely puts just enough telekinetic force in the weapon's path to throw it hopelessly off target. This counts as a normal defensive combat action. Telekinetic Parry can also deflect an arrow or crossbow bolt, with a -4 penalty to the roll. (Bullets are still not parryable.)