See Also: Skills, Skills Martial, Melee, Missile
These skills relate to combat. Skills are for weapons, armor, defense and missiles. Unless stated otherwise in the skill description, each skill grants the character 1 action per level in the skill. Unless stated otherwise in the skill description each skill level the character adds 5% to the skill value. Unless stated otherwise in the skills description Actions can also be used for defense (See Melee). Unless stated otherwise in the skills description, all combat actions take the full second to perform.
Description: This skill provides the character with the knowledge required to maintain, adjust and assembly light armor. Without this skill, the character would need someone else to adjust and maintain their armor. Without this skill the characters movement while wearing light armor is reduced by 25%. There are no actions associated with this skill.
Description: This skill provides the character with the knowledge required to maintain, adjust and assembly medium armor. Without this skill, the character would need someone else to adjust and maintain their armor. Without this skill the characters movement while wearing medium armor is reduced by 50%. There are no actions associated with this skill.
Description: This skill provides the character with the knowledge required to maintain, adjust and assembly heavy armor. Without this skill, the character would need someone else to adjust and maintain their armor. Without this skill the characters movement while wearing heavy armor is reduced by 75%. There are no actions associated with this skill.
Description: This skill is the fundamental skill of close combat techniques. It allows the character to use any weapon that Basic Melee is a prerequisite for at 1/2 attribute without any further training. With out this skill a character is at 1/4 attribute with a weapon that Basic Melee is a prerequisite for. For each skill level in Basic Melee the character gains a melee action. These points can be used for attack or defense with a weapon. There is a maximum of 10 actions in one round, there is no benefit to a skill level beyond 10 in Basic Melee. No matter the skill level in a particular melee skill for which basic melee is the prerequisite, the skill level in Basic Melee is the maximum number of melee actions for the character. Additional skill levels in Basic Melee gain no bonus for attack/defense.
Description: This skill is for training in the use of combat hammers and axes in close in fighting.
Description: This skill is for training in the use combat blades wielded in one hand for close in fighting: spear, trident, short sword, long sword, rapier, scimitar, etc.
Description: This skill allows the player some a defense against missile weapons. Similar to melee action's "Attempt to block" Melee action. The player can make 1 dodge attempt per skill level per round. It only applies to incoming missiles or thrown weapons: bolts, arrows, spears, javelins, bullets etc. If the player is struck by a missile the character can also perform a defensive bump per skill level in dodge (See Melee). Dodge action can not be performed when the character is engaged in melee. Dodge action can not be performed when the person prone.
Description: This skill is for training in the use of two handed combat blades for close in fighting: two handed sword, bastard sword, great sword, etc.
Description: This skill gives the character competence in the use of very long weapons: long spear, pike, hook or halberd, etc.
Description: Power Attack helps the character maximize their strength bonus on damage rolls in melee. The skill level in Power Attack is the minimum damage bonus the character can roll, after a successful attack. The Power Attack can not exceed the character's Strength Bonus. (See Melee for more information on Strength Bonus). For example: A character has a Strength bonus of 6 and Power Attack of level 2. The character hits in melee, rolls the weapons damage and then a 1d10 for the bonus damage from strength. With the Power Attack skill, the character will always get 2 points of damage bonus from strength even if they roll a 1,2,7,8,9 or 10. Rolls of 3,4,5 or 6 are not effected. Without this skill, rolls of 7,8,9 or 10 do no bonus damage.
Description: This skill gives the character a defense against weapons in melee and missile attacks. Similar to Melee Attempt to block the player may use the shield to block attacks in melee or from missiles. The shield may be used in conjunction with other melee skills that only require one hand. A successful shield check blocks the blow. Failed checks can be bumped 1 zone per skill level in shield. Unlike Dodge Skill, Shield Skill can be used in melee against missile attacks. Successful shield checks block the missile. The player can choose at anytime during melee to use either the shield skill check or the weapon's skill check for defense.
For example:
A player with Blade 3 and Shield 1 has FOUR actions in a round. A player may not use more then one check per attack. In other words if the weapon check fails to block a blow, the shield skill check can not be used to block that blow. Only one check per attack. See Also Armor. The shield can also be used as weapon in melee doing 1d4 bruise damage, if the shield is spiked, it can do 1d4 wound damage.Description: This skill gives the character a defense against weapons in melee and missile attacks. Similar to Melee Attempt to block the player may use the shield to block attacks in melee or from missiles. The shield may be used in conjunction with other melee skills that only require one hand. Failed checks can be bumped 1 zone per skill level in shield. Unlike Dodge Skill, Shield Skill can be used in melee against missile attacks. A successful shield check blocks the missile. The player can choose at anytime during melee to use either the shield skill check or the weapon's skill check for defense.
Description: This skill is for training in the use simple weapons: knife, dagger, quarter staff, club, mace, morning star, flail, whip.
Description: This skill allows the character to fight with 2 weapons at the same time. This style of fighting is more about dexterity and finesse then brute force and strength. When using two weapon fighting the character looses their strength bonus. You can not use a shield. You do not have to have the same weapon in both hands. You can use any combination of 1 handed melee weapons you choose. A penalty is that each weapon used is at half its base attribute. All of the bonuses from skill level are applied to the half attribute. In one second you can take up to 2 melee actions. You can attack and defend, defend and defend or attack and attack. The character gains an additional 5% bonus on skill checks per skill level in two weapon fighting. The total number of combat actions the character can take in 1 round is the skill level in each weapon used times two. This number can not be be greater then the basic melee skill level times two. With two weapon fighting the maximum actions the character can have is 20.
Example:
Description: This skill gives the character competence in fighting in close without a weapon. This turns the characters entire body: fists, elbows, feet, etc into a melee weapon. With out this skill a character is at 1/4 attribute when attacking without a weapon, or any skill that Hand to Hand is a prerequisite for. Hand to Hand attacks do 1d4 bruise damage.
Description: This skill gives the character ability to more effectively use their fists. For each skill level in Boxing the character gains a Hand to Hand action. Boxing attacks do 2d4 bruise damage. Actions in Boxing can also be used for defense (See Melee).
Description: The character does multiple punches in rapid succession to the same body zone.
Description: When an opponent makes an unsuccessful attack, characters with this skill can try to disarm them. Roll a skill check to make the attempt. If successful make an opposed Strength check. Character with disarm skill gains a 5 point bonus on the skill check and opposed Strength check per level in disarm. Characters defending against a disarm attack who have the disarm skill, gain their bonus for the opposed Strength check.
Description: This skill allows the unarmed (or armed) to attempt to evade a melee attack with a skill check. Successful check means the attack was evaded and has no effect. Unsuccessful check allows the defender to bump the blow one zone per skill level. The skill can not be used for missile attacks, See Dodge. This skill can not be stacked with other skills.
Description: The character charges an opponent (double move) ending with a leap into the air and a kick at the opponent. The action takes 1 second, but requires sufficient distant between the character and the opponent to make the double move.
Description: With this skill the character can force an opponent into a prone position. The attacks does 1d4 bruise damage plus strength bonus to the opponent. Alternately the character can force the opponent into a hold that immobilizes them. Roll a skill check to make the attempt. If successful make an opposed Strength check. Characters with this skill gains a 5 point bonus on the skill check and opposed Strength check per level in this skill. Characters defending against a hold attack who have this skill, gain their bonus for the opposed Strength check.
Description: This skill gives the character ability to more effectively use their feet in melee. Kick Boxing attacks do 2d6 bruise damage.
Description: This Skill helps the character maximize their strength bonus on damage rolls in melee. The skill level in Martial Arts is the minimum damage bonus the character can roll, after a successful attack. The Martial Arts bonus can not exceed the character's Strength Bonus. (See Melee for more information on Strength Bonus). For example: A character has a Strength bonus of 6 and Martial Arts of level 2. The character hits in melee, rolls the damage and then a 1d10 for the bonus damage from Strength. With the Martial Arts skill, the character will always get 2 points of damage bonus from strength even if they roll a 1,2,7,8,9 or 10. Rolls of 3,4,5 or 6 are not effected. Without this skill, rolls of 7,8,9 or 10 do no bonus damage.
Description: This skill is the fundamental skill of projectile combat techniques. It allows the character to use any projectile weapon that Basic Missile is a prerequisite for at 1/2 attribute without any further training. With out this skill a character is at 1/4 attribute with a weapon that Basic Missile is a prerequisite for. This skill also gives the character the ability to accurately judge distances with a simple skill check. For each skill level in Basic Missile the character gains a missile action. These points can be used for attack with a missile weapon. There is a maximum of 10 actions in one round, there is no benefit to skill level beyond 10 in Basic Missile. Missile skills can not be used for defense.
Description: This skill gives the character competence in the use and maintenance of strung bows: short bow, long bow, compound bow, re-curve bow etc. Bows have no defense value and actions in bows can not be used for defense. There are additional rules regarding missiles, See Missile.
Description: This skill gives the character competence in the use and maintenance of mechanical bows: cross bow, heavy cross bow etc. This skill gives the character one crossbow action no matter the the skill level. Cross bows are slow to reload and may take multiple rounds to reload. points in Cross Bow may NOT be used for defense. There are additional rules regarding cross bows, See Missile
Description: This skill gives the character competence in the use and creation of slings. The character gains an attack action for each skill level. Slings have no defense value and actions in slings can not be used for defense. There are additional rules regarding missiles, See Missile.
Page Last Updated: 2008-07-11 06:54:39