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Aero Combat

Aerial Dodge
  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  This skill is used to avoid attacks while in flight. Characters can try to avoid either melee or ranged attacks by spending an action and making a skill check, if the check succeeds the attack fails, if not it hits. Due to the multi-dimensional scope of flight based combat, this type of evasion is much more move based than ground combat, allowing for up to the flight move rate as part of the dodge, but the intention to move, as well as distance and direction, must be announced before the skill check is rolled, and occurs whether or not the skill check is successful. Because this skill is specific to a method of flight, it can be taken multiple times.
  • Specializations:  (Required) Method of flight, i.e. wings, technology, vehicle, etc.
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Chuck Sperati
Glide
  • Attribute:  Constitution
  • Type:  Move
  • Time:  One action
  • Description:  Characters with this skill are able to move through the air without generating thrust, whether from the flapping of wings or technological lift, typically on a slow angle of decent. It can be used to land a crippled vehicle - requiring a skill check to overcome competing factors such as wind, damage to the craft, etc; conserve energy - requiring a skill check to maintain direction, speed, and distance; or to move stealthily - used as a save against Observation, Search, or a related skill check. The ability to glide requires patience and fortitude, as well as a knowledge of the environment, i.e. the glide path can be effected by gravity wells in space, winds in an atmosphere, etc. Difficulty modifiers may be applied to the skill check based on environmental factors, degree of damage, speed, etc.
  • Specializations:  (Required) Method of flight, i.e. wings, technology, vehicle, etc.
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Chuck Sperati
Grab
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to move inside the melee swing arc and seize the opponent with both hands, without causing damage. With a successful skill check, the attacker is able to grasp and hold the defender in a single action, usually to setup a followup attack; both the attacker and defender are considered prone during the grab. On their turn, the defender can attempt to break the hold with an attack or escape skill, though the attacker can use an action to maintain the grab with a successful skill check. Attacks may be made while in flight or from the ground. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  None
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Chuck Sperati
Gunnery
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used when firing any type of mounted weapon, whether solitary or part of a vehicle.  It includes the use of all relevant systems and technologies, i.e. scanners, targeting systems, frequency adjustments, etc, that are associated with the particular weapon.  The difficulty is based on environment, range, motion of the vehicle, etc.  This skill is specific to a particular scale of weapon, and may be taken multiple times. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  (Required) Class and scale of weapon, i.e land, air, space, medium, large, etc.
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Chuck Sperati
Hack
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill can make a practiced downward chop attack from the elbow with a proficient weapon. The power of this attack carries a -2 modifier to hit, but causes an additional point of damage per two skill points in Aero Combat for that particular attack; these modifiers stack with all other combat modifiers. Additionally, because of its aggressive nature, use of this attack action negates any defensive modifiers gained by any defend skills for the remainder of the round, i.e. general Evade, general Dodge, etc. Attacks may be made while in flight or from the ground. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  (Required) Proficient weapon(s)
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Chuck Sperati
Maneuvers
  • Attribute:  Agility
  • Type:  Move
  • Time:  One action
  • Description:  This skill includes the basic tactical movements performed in flighted combat to gain a positional advantage over an opponent. These maneuvers can be used to gain an angular advantage relative to the opponent for making attacks, as counter-moves to hold, maintain, or break a positional advantage, or to disengage and make an escape. Each maneuver has a set of variables that effects either position (offensive, defensive, or neutral) or carries modifiers to attack, defend, or move skills. If the skill check is successful, the maneuver succeeds and the variable is applied, otherwise there is a single action of flight movement, but no other effect, unless otherwise noted in the maneuver. Because this skill is specific to a method of flight, it can be taken multiple times. (for a list of available Maneuvers, click here)
  • Specializations:  (Required) Method of flight, i.e. wings, technology, vehicle, etc.

 

 

        Maneuvers        Description
        
Dive                       a descent with one or more rolls
         Hard Bank            a steep turn from various angles
         Lag Roll                 roll and arc behind a defender
         Snap Roll              defensive rolls made along an arc
         Split-S                   a diving bank away from a foe

 

 

 

 

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Chuck Sperati
Piloting
  • Attribute:  Perception
  • Type:  Move
  • Time:  N/A
  • Description:  This skill is used to pilot a vehicle of some type, whether on land or water, in air, or in space. It includes the basic use of all relevant systems and technologies involved with the class of vehicle, i.e. acceleration, communications, deceleration, sensors, shields, etc, as well as basic maneuvers. The difficulty is modified by obstacles, terrain, and type of maneuvers. This skill is vehicle specific and may be taken multiple times.
  • Specializations:  (Required) Class of vehicle, i.e. land, air, water, space, etc.

 

        Maneuvers        Description
         Takeoff                  Achieving flight from the ground
         Landing                 Returning to a point on the ground
         Bank                      In-flight turn of up to 45 degrees
         Ascend                  An upward climb of up to a 30 degree angle
         Descend                A downward descent at up to 10 degree angle

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Chuck Sperati
Shoot
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to aim and fire any weapon that discharges a physical or energy type projectile, and can be held by one person. The difficulty is based on the weapon’s range, which is listed in its description. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  (Required) Proficient weapon(s)
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Chuck Sperati
Stab
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill are able to make a practiced stabbing attack, either as part of a forward lunge or underhanded thrust with a proficient weapon. The force of this attack carries a -1 modifier to hit, but increases the threat range of the weapon by one point for that attack; these modifiers stack with all other combat modifiers. Attacks may be made while in flight or from the ground. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  (Required) Proficient weapon(s)
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Chuck Sperati
Swing
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with skill are able to make practiced pivoting or pitched attacks that rotate from the shoulder, with a proficient weapon. It is a balanced, undulating motion that allows for easy transition between attack and defend actions with no combat modifiers. Attacks may be made while in flight or from the ground. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  (Required) Proficient weapon(s)
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Chuck Sperati
Swoop
  • Attribute:  Agility
  • Type:  Move
  • Time:  One action
  • Description:  Characters with this skill are able to make a diving action, skimming as low as three feet to the ground for a short distance, before pulling up or landing. With a successful skill check, it may be used in place of ground moves to make a rush attack with a melee weapon, a strafing attack with a shooting weapon, or with the use of expert or master skills that require movement. Attack and defend actions may be taken during the swoop, with a +2 modifier to defend and a -2 modifier to hit regardless of attack type due to velocity; during a a melee pass, a single target may only be attacked once, but when calculating damage the single action flight move rate at the time of attack is added to the weapon damage. If the skill check fails, the character may suffer a loss of control that could lead to a collision or crash.
  • Specializations:  (Required) Method of flight, i.e. wings, technology, vehicle, etc.
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Chuck Sperati
Throw
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to fling, heave, hurl, pitch, sling, or toss any ranged weapon at a target that can be held by one person. The difficulty is based on the weapon’s range, which is listed in its description. Attacks may be made while in flight or from the ground. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  (Required) Proficient weapon(s)
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Chuck Sperati
Weapon Proficiency
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  A character with this skill knows how to wield a specific class of weapon as defined by category (swords, axes, hammers, pistols, bows, etc). Any weapon which falls into the specified category may be used with all of the relevant skills in Aero Combat that have been purchased. This skill may be purchased multiple times to allow for multiple proficient weapons.
  • Specialization:  None
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Chuck Sperati
(E) Flying Strike
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with this skill are able to make a melee attack against a flying opponent. For this attack, the character gets a +2 modifier to hit and when calculating damage, add the single action flight move rate at the time of attack to the weapon damage, plus one per skill point in Aero Combat. It may be used as a Hack, Stab, or Swing attack (assuming the character has the skill), though a single target may only be struck once during a pass, 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 Piloting skill and four skill points in Aero Combat
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Chuck Sperati
(E) Gambits
  • Attribute:  Perception
  • Type:  Move
  • Time:  One action
  • Description:  This skill includes advanced tactical movements performed in flighted combat to gain a positional advantage over an opponent. These maneuvers can be used to gain an angular advantage relative to the opponent for making attacks, as counter-moves to hold, maintain, or break a positional advantage, or to disengage and make an escape. Each maneuver has a set of variables that effects either position (offensive, defensive, or neutral) or carries modifiers to attack, defend, or move skills. If the skill check is successful, the maneuver succeeds and the variable is applied, otherwise there is a single action of flight movement, but no other effect, unless otherwise noted in the maneuver. Because this skill is specific to a method of flight, it can be taken multiple times. (for a list of available Maneuvers, click here)
  • Prerequisites:  The Piloting skill and four skill points in Aero Combat

 

 

        Maneuvers        Description
        
Barrel Roll            a corkscrew with multiple rotations
         Break                     roll and cross the opponents path
         QTOL                     quick takeoffs and landings
         Spiral                     helical move away from opponent
         Torque Climb       angle away from foe at full speed

 

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Chuck Sperati
(E) Hover
  • Attribute:  Constitution
  • Type:  Move
  • Time:  One action
  • Description:  Those with this skill are able to maintain a stable longitudinal and latitudinal position in the air, while holding a particular orientation (assuming that the flight technology has this capability). With a successful skill check, the character may attack, defend, or use any relevant skill with no modifier while hovering. In addition, movement in any direction from a hover position may be initiated as a free action, moving a number of yards equal to the number of skill points in Aero Combat, allowing their next attack action to be considered a surprise. If the skill check fails, the character may suffer a loss of control that could lead to a collision or crash.
  • Prerequisites:  The Piloting skill and four skill points in Aero 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; this attack skill may only be used with proficient blunt or pole weapons. 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 skill point in Aero Combat. If the target's save is successful, they may defend normally. It may be used as a Hack, Stab, or Swing attack (assuming the character has the skill), while in flight or from the ground, 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 Aero Combat
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Chuck Sperati
(M) Colliding Strike
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to bodily slam into a flying opponent to make a controlled collision. Unlike a ram, where the intent is to do damage, with a successful skill check the target is forced to move in a particular direction; the intentional collision damage is reduced by one level for both combatants (though speed modifiers still apply). The defender can make a Piloting check to maintain their course, with a -1 modifier per skill point in Aero Combat. If the skill check fails or the target makes a successful defend, the attack misses.
  • Example of use:  Force an opponent to land, crash into a solid object, collide with another combatant, etc.
  • Prerequisites:  Eight skill points in Aero Combat
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Chuck Sperati
(M) Diving Strike
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with this skill are able to make a devastating melee attack against a grounded or flying opponent. For this attack, the crit range of the weapon is increased by one per two skill points in Aero Combat and when calculating damage, add the single action flight move rate at the time of attack to the weapon damage, plus one per skill points in Aero Combat. On a successful skill check, the target is hit and may defend normally. It may be used as a Hack, Stab, or Swing attack (assuming the character has the skill), though a single target may only be struck once during a pass, with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses; in addition, on a failed skill check, the character may experience a loss of control that could result in a collision.
  • Prerequisites:  Eight skill points in Aero Combat
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Chuck Sperati
(M) Knockback
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to strike a target in such a way as to propel them a distance away; it may only be used with proficient blunt weapons. On a successful skill check, the target is knocked backwards one yard per skill point in Aero Combat and may take falling damage, though they are allowed a Stamina save or related defend skill to remain standing, with a -1 modifier per skill point in Aero Combat. If the target's save is successful, the effect fails and they may resist damage normally. It may be used as a Hack, Stab, or Swing attack (assuming the character has the skill), while in flight or from the ground, 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:  Eight skill points in Aero Combat
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Chuck Sperati