Postby josh_manga » Sat Aug 20, 2011 12:49 am
Since this is going to have more emphasis on role playing, consider the following skills to be specialties that your character can take to improve them, but really, any physical skill should be able to be performed by any character. If you try to use a skill you've not trained, there will be a lower chance that it will succeed, but not impossible. Combat is intended to be cinematic and exciting, so describe your combat however you see fit and i'll apply the appropriate skills in addition to those you state you are using.
[color="PaleTurquoise"][SIZE="3"]Arms and Armor[/SIZE][/color]
Rank 1
Armor Training
Increases the effectiveness of Armor worn by 20% per Rank. Rounded to nearest whole number.
Dual Wielding
You can equip a second one-handed weapon in your off-hand in addition to a one-handed weapon in your main hand. This grants one extra Attack Action during your turn. Cannot use with a shield.
Favored Weapon
+5 Attack per rank with one weapon type (1H Swords, 2H Swords, Bows, Hammers, etc...)
Rank 2
Critical Strike
Increases your critical hit range in melee +1 per rank. Rank 2: 19-20, Rank 3 18-20, Rank 4 17-10, Rank 5 16-20.
Shield Bash
When using a shield, knocks the target one space away from you. Does 1D6 Blunt Damage + Strength with any shield. Follows rules for Dual Wielding.
Rank 3
Double Strike
Attack with both your main-hand weapon and your off-hand weapon in a single action while receiving an attack penalty. Cannot be used with Dual Wielding in the same turn. Rank 3: -6 Attack, Rank 4: -4 Attack, Rank 5: -2 Attack.
Rank 4
Tower Shield Proficiency
You no longer have reduced mobility when using a Tower Shield.
Rank 5
Heavy Armor Proficiency
You no longer have reduced mobility when wearing Full Plate.
[color="Sienna"][SIZE="3"]Brawling[/SIZE][/color]
Rank 1
Knock Back
Knocks the target 5 Feet away from you. Must be same size or taller than the target. Causes 1d6 + Strength Blunt Damage regardless of weapon type.
Improvised Weaponry
Rank 1: +1 Attack with improvised Weapons in Melee. Rank 2: +2 Attack with improvised Weapons in Melee. Rank 3: +3 Attack with improvised Weapons in Melee. Rank 4: +4 Attack with improvised Weapons in Melee. Rank 5: +5 Attack with improvised Weapons in Melee.
Improvised Missiles
Rank 1: +1 Attack with improvised thrown Weapons.Rank 2: +2 Attack with improvised thrown Weapons.Rank 3: +3 Attack with improvised thrown Weapons.Rank 4: +4 Attack with improvised thrown Weapons.Rank 5: +5 Attack with improvised thrown Weapons.
Rank 2
Unarmed Training
Increase sides of die rolled per rank for Unarmed Damage.
Rank 2: 1d6, Rank 3: 1d8, Rank 4: 1d10, Rank 5: 1d12.
Rank 3
Martial Arts
Increases the number of unarmed attacks you may make.
Rank 3: +1 Unarmed Attack Action, Rank 4: +2 Unarmed Attack Actions,
Rank 5: +3 Unarmed Attack Actions
Rank 4
Disarm
Make a normal Melee attack. Opponent gets +10 Defense. If successful, the opponent drops a weapon. Does not work on armor, requires a second Disarm action for offhand weapons and shields. Two Handed weapons are immune to Disarm.
[color="Lime"][SIZE="3"]Marksmanship[/SIZE][/color]
Rank 1
Ranged Mastery
+1 Ranged Attack per Rank.
Rank 2
Critical Shot
Increases your critical hit range in ranged combat +1 per rank. Rank 2: 19-20, Rank 3 18-20, Rank 4 17-10, Rank 5 16-20.
Rank 3
Multi Shot
You are so fast you can attack one extra target in a single action per Rank. Rank 3: 3 Targets, Rank 4: 4 Targets, Rank 5: 5 Targets. Costs 5 Vigor.
Rank 4
Quick Shot
On an enemy's turn you may attack one target. If the attack is successful, you not only do damage, but also interrupt the target's turn. Costs 5 Vigor.
Rank 5
Aimed Shot
Declare a part of the body of your target that you wish to attack. Make a normal Ranged Attack against your target. The target gets +10 to Defense. If you hit the target, the part of the body that you aimed at will be disabled. For instance, if it was an arm, that arm cannot be used. If it was the head, then the target is rendered unconscious, even if its Health is greater than 0. Max 1 Rank. Costs 2 Actions.
[color="Red"][SIZE="3"]Melee[/SIZE][/color]
Rank 1
Melee Mastery
+1 to Melee Skill per Rank.
Rank 2
Riposte
May be used on an enemy’s turn to counter attack a melee opponent on his turn. May be used only once between your turns. Costs 5 Vigor.
Wardance
The Melee fighter dances and whirls wildly in unanticipated moves, but lowering his guard in the process. Roll for your attack twice and take the higher roll as your attack. Rank 1: -10 Defense, Rank 2: -8 Defense, Rank 3: -6 Defense, Rank 4: -4 Defense, Rank 5: -2 Defense. Lowered Defense lasts the remainder of the turn and does not stack upon multiple uses of the Wardance. Costs 5 Vigor. Costs 1 Action.
Rank 3
Bleeding Wound
With Melee weapons, you inflict a wound that pierces all Protection and continues to bleed until First Aid is used. Inflicts 1D6 Damage per Rank per turn after the initial attack. costs 5 Vigor.
Wild Blow
If your Melee attack is successful, add +1 multiplier to your attack, but if you miss you damage your own Vigor instead.
Rank 4
Breaker
Requires a 2-Handed weapon. Make a Melee attack and name an equipment piece as your target. If you hit your target you do damage to the enemy and reduce that equipment’s effectiveness by 1 point per Rank. If you attack Armor, then reduce Protection by 1. If you attack Weapon, then reduce Damage by 1. Costs 1 Action, and 3 Vigor.
Whirling Attack
Make one attack roll versus all opponents’ Defense. If you have Dual Wielding, add both weapons’ Damage together. 1 Rank. Costs 1 Action and 5 Vigor.
Rank 5
Crushing Blow
Requires a 2-Handed weapon. +5 multiplier to Damage. Costs 2 Actions and 5 Vigor.
[color="RoyalBlue"][SIZE="3"]Tactical[/SIZE][/color]
Rank 1
Feint
Roll 1D20 + Mind against an opponent’s Mind + 1D20. If you succeed, your opponent’s physical Defense against the next Attack is lowered. Rank 1: -2 Defense, Rank 2: -4 Defense, Rank 3: -6 Defense, Rank 4: -8 Defense, Rank 5
-10 Defense.
Rank 2
Forced March
Character may make one extra Move Action. Cannot be made when in Melee Combat. Rank 2: -4 Health, Rank 3: -3 Health, Rank 4: -2 Health, Rank 5: -1 Health
Rank 3
Ambush
You prepare an ambush and lay in wait for your enemy where they can not see you till it is too late. Roll 1d10 per rank versus the enemy's Perception to succeed. If you succeed, you get to attack first with +10 to all attacks the first round.
Rank 4
Valiant Charge
Run toward the target and roll to check if you hit your target. If successful, the attack will deal x2 damage. If your attack is a Critical, then add 1 to the multiplier. If Critical is x2, then it becomes x3. Costs 5 Vigor.
Rank 5
Intercept
You may move up toblock an opponent’s movement on the enemy’s turn. Roll 1d20 +Agility versus your opponent’s roll and Agility. Costs 1 action point against your next turn.
[SIZE="3"][color="DarkOrange"]Valor[/color][/SIZE]
Rank 1
Second Wind
Regain 1D6 Health per Rank at the beginning of your turn and +1 Attack and +2 Defense which both last 1 turn per Rank. Costs 5 Vigor.
Rank 2
War Cry
Grants a buff to Attack and Damage to you and your party, lasts 1 turn per Rank. Rank 2: +2 Atk and Dmg, Rank 3: +3 Atk and Dmg, Rank 4: +4 Atk and Dmg, Rank 5: +5 Atk and Dmg. Costs 5 Vigor.
Rank 3
Rage
Increases the number of melee weapon attacks you may make. Requires you to only attack this turn. If the target dies before your actions are all used, then you forfeit the choice to attack any other targets or perform any other action. +1 Attack Action per Rank. Costs 5 Vigor per Attack.
Rank 4
Fierce Yell
Your raging yell causes opponents to halter their approach, and lesser opponents to flee. Roll 1d20 + Will versus opponent's 1d20 + Will. Costs 5 Vigor.
Rank 5
Challenge
Compels a group or a single opponent to fight only you. Roll 1d20 + Will versus opponent's 1d20 + Will. Costs 5 Vigor.