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Unarmed Combat

Brawling
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill represents of a signature fighting style in which the attacker maintains an upright stance with the legs shoulder-width apart and the rear foot a half step back, while the dominant fist is held back protecting the body, and the lead fist is held vertically in front of the face at eye level. It is a structured and methodical punching technique, varying in roleplay aspects by race, region, academy, mentor, etc. Those instructed in this style use six common strikes that have specific attack, damage, and/or critical hit modifiers. A Jab is a quick straight punch thrown with the lead hand; a Cross is a powerful straight punch thrown from the dominant hand; an Overhand is an over-the-shoulder punch with a looping arc thrown with the dominant hand; a Hook is a semi-circular punch thrown with the lead hand; an Uppercut is a vertical rising punch thrown from the dominant hand; a Combo incorporates two punches in quick succession, typically a Jab and Cross. Any strike may be used at will, with all related and general combat modifiers applied normally. If the skill check fails, the attack misses.
  • Specialization:  (Optional) Specific roleplay aspect based combat style, technique, or system

 

Strike                Att.    Dam.    Crit.
Jab                       +3          -1             1
Cross                    +1          --           1-2
Overhand              --         +2            1
Hook                     -1          +1          1-3
Uppercut              -2         +2          1-3
Combo                  -2         +4            1

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Chuck Sperati
Clinch
  • Attribute:  Constitution
  • Type:  Defend
  • Time:  One action
  • Description:  Characters can use this skill to move inside the melee swing arc, hugging the opponent to control their arms to hinder their attacks. If the skill check is successful, all damage from the attack is negated and both the attacker and defender are considered prone. On their turn, the defender can attempt to break the clinch with an attack or escape skill, though the attacker can use an action to maintain the grab with a successful skill check. While effective against most armed and unarmed attacks, it is not effective against bites, claws, or most passive attacks. If the skill check fails, damage is taken normally.
  • Specializations:  None
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Chuck Sperati
Disciplined Striking
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill represents a practiced striking art in which the attacker faces forward with the feet shoulder width apart and slightly turned out, while both fists are held vertically at waist level in a ready position. It is technique that emphasizes focus and control with a mix of punches and kicks that evolve through a progressive style, varying in roleplay aspects by race, region, academy, mentor, etc. Those instructed in this style use six common strikes that have specific attack, damage, and/or critical hit modifiers. A Heel Jab is a an open handed punch that strikes with the heel of the hand; a Chop is a quick open-handed, hewing stroke that hits with either the pinky or thumb side of the hand; a Snap Kick is executed by raising the knee, extending the leg to hit with the ball of the foot, and quickly retracting the leg; a Hammer Fist is a multi-directional, hewing stroke that hits with the bottom of a clenched fist; a Jump Kick is executed by kicking one leg forward to gain momentum, and pushing off with other, raising the knee and extending that leg to hit with the ball of the foot; a Spin Kick begins with a tight rotation to build momentum, after which the leg is extended to strike with the shin or the front of the foot. Any strike may be used at will, with all related and general combat modifiers applied normally. If the skill check fails, the attack misses. Only one striking technique may be purchased during character building, additional techniques may be selected as the character advances.
  • Specialization:  (Optional) Specific roleplay aspect based combat style, technique, or system

 

Strike                Att.    Dam.    Crit.
Heel Jab               +3          -1            1
Chop                      --           --          1-3
Snap Kick              --          +1         1-2
Hammer Fist       -2          +2         1-3
Jump Kick            -3          +3         1-3
Spin Kick              -4          +6           1

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Chuck Sperati
Evade
  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  This skill is used to avoid melee attacks, and can be used in two different ways. A character can try to avoid an attack by spending an action and making a skill check, if the check succeeds the attack fails, if not it hits. When defending against multiple attacks, the character can choose to make a General Evade, wherein they take a defensive posture that is more difficult to hit; it must be announced at the start of the round, requires two actions plus a skill check, and gives all attackers a penalty to hit equal to the number of skill points in Unarmed Combat. Any melee attack (except Surprise) made against the character during that round is subject to this penalty modifier; this modifier is lost if the character takes another defend action in the same round.
  • Specializations:  None
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Chuck Sperati
Kick-Boxing
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is representative of a fighting style in which the attacker maintains an upright stance with the legs slightly more than shoulder-width apart and the dominant leg staggered a full step back to rotate the favored laterality forty-five degrees, while both fists are held vertically in front of the face at eye level. It is a structured and methodical technique utilizing both punches and kicks, varying in roleplay aspects by race, region, academy, mentor, etc. Those instructed in this style use six common strikes that have specific attack, damage, and/or critical hit modifiers. A Jab is a quick straight punch thrown with the front hand; a Cross is a powerful straight punch thrown from the back hand; a Front Kick is executed by lifting the knee and straightening the leg to strike; a Hook is a semi-circular punch thrown with either hand; a Side Kick is executed by pivoting on the back leg and then lifting the front leg and straightening it in a stomping motion; a Circle Kick is executed by lifting the knee of the back leg, twisting on the ball of the foot, and extending and swinging the leg to strike with the shin or front of the foot. Any strike may be used at will, with all related and general combat modifiers applied normally. If the skill check fails, the attack misses. Only one striking technique may be purchased during character building, additional techniques may be selected as the character advances.
  • Specialization:  (Optional) Specific roleplay aspect based combat style, technique, or system

 

Strike                Att.    Dam.    Crit.
Jab                       +3          -1             1
Cross                    +1          --           1-2
Front Kick            -1          +2         1-2
Hook                     -1          +1          1-3
Side Kick              -2         +3          1-2
Circle Kick           -3          +5            1

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Chuck Sperati
Savage Striking
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill represents a vicious striking form in which the attacker faces forward with the feet shoulder width apart and the dominant leg up on the ball of the foot and a step back, while both arms are held vertically in front of the head, palms out. It is technique that emphasizes aggression and the use of brutal counter-attacks, with a mix of punches, elbows, and kicks, varying in roleplay aspects by race, region, academy, mentor, etc. Those instructed in this style use six common strikes that have specific attack, damage, and/or critical hit modifiers. A Pivot Jab is made by stepping with the punch attack and immediately stepping back, without extending the arm; a Straight Punch is a forward strike from either arm whose power comes from rotating the shoulders and hips; a Hook Kick is executed by stepping into a side stance and throwing the kick across the target, striking with the heel; an Elbow Strike is a multi-directional, close range attack made by throwing the elbow while stepping into the target; an Axe Kick is executed by raising the leg vertically and bringing the heel down onto the target area; a Switch Kick is executed by striking the target with a forward kick while jumping off the standing leg and rotating the hips to execute a second, near simultaneous kick. Any strike may be used at will, with all related and general combat modifiers applied normally. If the skill check fails, the attack misses. Only one striking technique may be purchased during character building, additional techniques may be selected as the character advances.
  • Specialization:  (Optional) Specific roleplay aspect based combat style, technique, or system

 

Strike                Att.    Dam.    Crit.
Pivot Jab              +1          +1           1
Straight Punch     --          +2           1
Hook Kick            -2          +4           1
Elbow Strike        -2          +3         1-2
Axe Kick               -3          +5           1
Switch Kick          -4          +6           1

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Chuck Sperati
Street-Fighting
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill represents a free-form fighting style in which the attacker assumes a hunched position at forty-five degree angle from the opponent, with the dominant leg a step back, the dominant arm held back with the elbow at the waist and fist near the jaw, and the lead hand open and above the knee. It is technique wherein only minimal shifts are needed to defend, while employing a mix of close-quarter strikes, varying in roleplay aspects by race, region, academy, mentor, etc. Those instructed in this style use six common strikes that have specific attack, damage, and/or critical hit modifiers. A Back Fist is furtive quick strike with the back of the fist and knuckles; a Headbutt is a forceful thrust with forehead made while stepping into the target; a Hammer Fist is a multi-directional, hewing stroke that hits with the bottom of a clenched fist; an Elbow Strike is a multi-directional, close range attack made by throwing the elbow while stepping into the target; a Bolo Punch involves making a distracting move with the lead hand and semi-circular vertical rising punch with the dominant fist; a Haymaker is wild swing in which the arm is whipped sideways from the shoulder with minimal elbow bend. Any strike may be used at will, with all related and general combat modifiers applied normally. If the skill check fails, the attack misses. Only one striking technique may be purchased during character building, additional techniques may be selected as the character advances.
  • Specialization:  (Optional) Specific roleplay aspect based combat style, technique, or system

 

Strike                Att.    Dam.    Crit.
Back Fist                --          +1         1-2
Headbutt               -1          +2         1-2
Hammer Fist        -2          +2         1-3
Elbow Strike         -2          +3         1-2
Bolo Punch           -3          +4         1-2
Haymaker             -4          +5         1-2

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Chuck Sperati
Takedown
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to take an enemy defender to the ground, while the attacker assumes a dominant position over them, without causing damage. From this dominant position, the attacker gains a Simple (+4) modifier to hit the prone target and the defender suffers the normal difficult (-4) modifier to all attack, defend, and move related actions, however the attacker is considered prone to attack and still requires an action to stand from prone. If the skill check is successful, the defender is knocked to the ground with the attacker landing atop; most strikes can be made from this position (assuming the character has a relevant attack skill and actions remaining in the round), with all related and general combat modifiers applied normally, and additional modifiers possible based on the size of the defender, number of appendages, body type, etc. This type of attack is most effective against other humanoids; if the skill check fails or the target makes a successful defend, the attack misses and leaves the character open to an attack of opportunity. On the defenders turn, they may attack from the prone position or attempt to break the hold (two actions and a successful Strength check) or with the use of a related skill.
  • Specializations:  None
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Chuck Sperati
Thwart
  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  Characters with this skill are able to turn aside armed or unarmed melee attacks either with the use of a reinforced bracer or by intercepting the attack by stepping into it and striking the attacker at the wrist. With the use of an armored bracer, if the skill check is successful all damage from the attack is negated, however, the bracer must be strong enough to resist damage, and may require a structural strength save. The ability to intercept an attack with a strike to the wrist is based on the number of skill points in Unarmed Combat i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice is able to intercept a melee attack, an expert can attempt to disarm the attacker during the intercept (Reaction save to negate), and a master can knock the opponent's weapon out of position during the intercept and take an immediate attack (all normal attack, defend, and speed factor rules apply); if the skill check is successful, all damage from the attack is negated; the intent to use any additional affects must be called before the skill check. In either instance, if the skill check fails, damage is taken normally.
  • Specialization:  None
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Chuck Sperati
(E) Blind Strike
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill have been trained to be better able to combat opponents cloaked in darkness or otherwise concealed from sight. The blind fighting difficulty (-8) is reduced by one per skill point in Unarmed Combat, and applied to the appropriate skill check. It may be used with any striking attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Unarmed Combat
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Chuck Sperati
(E) Clinch Strike
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  Characters can use this skill to move inside the melee swing arc, grabbing the opponent to allow for close combat strikes on a prone target. If the skill check is successful, the attacker gains a Simple (+4) modifier to hit the prone target and the defender suffers the normal difficult (-4) modifier to all attack, defend, and move related actions, however the attacker is considered prone to outside attacks while in the clinch. The defender can attempt to break the clinch with an attack or escape skill, though the character can continue to hold the clinch with a successful skill check. It may be used with most striking attacks (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  The Clinch skill and four skill points in Unarmed Combat
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Chuck Sperati
(E) Critical Strike
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill are practiced at making devastating strikes at vulnerable points to cause body damage. For this attack, the crit range for all unarmed attacks is increased by one per two skill points in Unarmed Combat. On a successful skill check, the target is hit and may defend normally. It may be used with any striking attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Unarmed Combat
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Chuck Sperati
(E) Deadly Strike
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with this skill are able to make a ferocious, forceful attack with the intent of destroying their foe. For this attack, the Strength modifier is increased by one per two skill points in Unarmed Combat. Due to its aggressive nature, use of this attack action negates any defensive modifiers gained by defend skills for the remainder of the round, i.e. general Dodge, general Evade, etc. On a successful skill check, the target is hit and may defend normally. It may be used with any striking attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Unarmed Combat
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Chuck Sperati
(E) Feint
  • Attribute:  Influence
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill is adept at making a foe believe that an attack is coming from one direction while they attack from another. On a successful skill check, the target is subject to an attack of opportunity, though they are allowed a Reaction save or related defend skill to recognize the deception, with a -1 modifier per two skill points in Unarmed Combat. If the target's save is successful, they may defend normally. It may be used with any striking attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Unarmed Combat
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Chuck Sperati
(E) Knockdown
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to strike a target in such a way as to knock them to the ground. On a successful skill check the target is knocked prone, though a Reaction save or related defend skill may be attempted to remain standing, with a -1 modifier per two skill points in Unarmed Combat. If the target's save is successful, they may defend normally. It may be used with any striking attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Unarmed Combat
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Chuck Sperati
(E) Rolling Strike
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill can move and attack in the same action. This is a disciplined move, not a rush type attack; it includes moving into, through, and/or out of a foe's threat area, without any penalty modifiers or drawing an attack of opportunity. All movement rules apply and it may be countered by a readied action which will force the attacker to stop and defend or suffer an attack of opportunity. It may be used with any striking attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses and leaves the character open to an attack of opportunity, unless they stop to take a defend action.
  • Example of use:  Make an attack and escape a flanked position, run past a foe while attacking, move through a threat area to setup a flank, etc.
  • Prerequisites:  The Running skill and four skill points in Unarmed Combat
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Chuck Sperati
(E) Trip
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to catch or impede the target's foot or ground appendage with the intent of forcing them to the ground, without causing damage. On a successful skill check the target falls prone, though a Reaction save or related defend skill may be attempted to remain standing, with a -1 modifier per skill point in Unarmed Combat. If the target's save is successful, they may defend normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Unarmed Combat
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Chuck Sperati
(M) Disarm
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  Characters can use this skill to deprive the target of their weapon or other held object, without causing damage. On a successful skill check the weapon or object is knocked away a number of yards equal to the difference between the skill rank and the attack roll. A Reaction save or related defend skill may be attempted to retain the grip on the weapon or object, with a -1 modifier per skill point in Unarmed Combat. If the target's save is successful, the skill check fails, or the target makes a successful defend, the attack misses.
  • Prerequisites:  Eight skill points in Unarmed Combat
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Chuck Sperati
(M) Precision
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill is able to make devastating strikes to specific body parts. With a successful skill check, the target is required to save against the appropriate disabling effect, depending on the body part struck and damage taken, and suffers damage to their health and/or body scores. In addition, the Called Shot modifier is reduced by one point per two skill points in Unarmed Combat. This may be used with any striking attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses..
  • Example of use:  Attack the arm to keep the opponent from using a weapon in combat, strike an opponent in the leg to keep them from retreating out of combat, go for a knockout with a blow to the head, etc.
  • Prerequisites:  Eight skill points in Unarmed Combat
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Chuck Sperati
(M) Pummel
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used on prone targets to keep them down by disrupting the leverage needed to stand, without causing damage. When the target attempts to stand, whether as an action to stand from prone or with the use of a skill, the attacker can make skill check to keep them prone. Targets are able to spend an additional action to defend against the Pummel, with all standard modifiers for being prone; if successful the target is able to stand from prone, otherwise they are knocked back prone and must use another action to attempt to stand again. The attacker must have enough available actions left in the round to counter each attempt to stand. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Eight skill points in Unarmed Combat
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Chuck Sperati