Tag: combat

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  • Combat Mobility

    You are skilled in the art of making your way through the battlefield efficiently and unscathed. 1: You may ready a weapon while moving unless it is heavy. You may charge. You may [[Defenses|dodge]]. 2: You may move up to half your normal movement …

  • Combat Prowess

    You are skilled in using hand-held weapons to do more than just attack and block. 1: In addition to normal attacks, you may choose to [[Defense|parry]], press (granting +2 to attack and damage rolls, but applying a -4 penalty to your AC) or fight …

  • Heavy Melee

    Each point invested in this skill increases the character's to-hit value by one for all heavy weapons.

  • Light Melee

    Each point invested in this skill increases the character's to-hit value by one for all light weapons wielded (not thrown) and for unarmed combat.

  • Weapon Finesse

    This is the art of doing extra damage to those you have caught off-guard. A successful [[Saves|Evasion]] save by the target reduces the effects by one step on the chart below. 1: Off-guard attacks do +1d4 damage instead of +1 2: As (1), and reduce the …

  • Grapple

    When you make a successful unarmed attack, roll 1d8. If the result is greater than your skill level, you do 1 point of minor damage. If the result is equal or less, you may choose any of the following effects which has a point value equal to or less than …

  • Hard Hand

    The art of hitting things. Very hard. With your body. 1: Your unarmed attacks do 1d3 minor damage or 1 major damage[1], as you desire. 2: Your unarmed attacks do 1d6 minor damage or 1d3 major damage. 3: Your unarmed attacks do 1d6 minor or major …

  • Soft Hand

    The art of flexibility, mobility, and misdirection in combat. You may add this skill's point value to your [[Drop]] roll when damage equals or exceeds your HP. 1: Your unarmed attacks do 1d3 minor damage. 2: Your unarmed attacks do 1d4 minor damage …

  • Defense

    When attacked, a character has four possible methods of defense to avoid being hit and damaged. Each has advantages and disadvantages to its use. 1. The default is *Armor Defense* (AD). This is determined by the character's [[Armor|protective gear]] …

  • Lock

    Some situations allow you to lock weapons with an opponent. You must be fighting hand-to-hand with them, either with weapons or unarmed. Tied to-hit rolls against [[Defense|active defenses]] can result in locks, or you may attack with the specific intent …

  • Withdraw

    Sometimes it helps to put some distance between yourself and an attacker. * The simplest kind of withdrawal is a defensive retreat; you may choose to retreat from combat up to half your move in distance, although this uses up your entire turn. * On …

  • Attack

    The basic element of combat is a "to-hit" roll; this is almost always an opposed roll against a target's [[Defense|defense]]. Each attack type (ranged weapons, light hand-held weapons, etc.) gives a bonus to the base 2d10. It is recommended that you …

  • Area Attack

    Check this skill when you use an attack that strikes an area instead of a single point on a single target. This includes nets, siege weapons, cabers, and some spell effects, but not flasks of acid or flaming oil -- those target points, and use a normal …

  • Combat

    (Surprise and Initiative) (Positioning) (Weapon attacks) {background:#ccc}.|Type|Attack Mod|Damage|Dual|Notes| |Light|Dex|1d4|Yes|Allows called shots; can be thrown; must be used one-handed| {background:#eee}.|Normal|Str|1d6 or 1d6+1|Yes|Can be …