Block

  • Attribute:  Constitution
  • Type:  Defend
  • Time:  One action
  • Description:  Characters with this skill are able to block a melee attack with a proficient melee weapon or some type of directed melee shield. If the skill check is successful, all damage from the attack is negated by the block, however, the object used to make the block must be strong enough to resist damage, and may require a structural strength save. If the skill check fails, damage is taken normally.
  • Specialization:  (Required) Proficient weapon(s) and/or a specific type of shield, i.e. small, medium, large, physical, plasma, ionic, etc.

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 Armed 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

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 Armed 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. 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)

Parry

  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  Characters with this skill are able to turn aside a melee attack with a proficient melee weapon, based on the number of skill points in Armed Combat i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice is able to parry a melee attack, an expert can attempt to disarm the attacker during the parry (Reaction save to negate), and a master can knock the opponent's weapon out of position during the parry 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 by the parry, however, the intent to use any additional affects must be called before the skill check and the the proficient weapon used to make the parry must be strong enough to resist damage, and may require a structural strength save. If the skill check fails, damage is taken normally.
  • Specialization:  (Required) Proficient weapon(s)

Smashing

  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill is better able to break up, break into, or otherwise attack an inanimate object with the purpose of demolition. When defending against this attack, the durability rating of the object is reduced by one per skill point in Armed Combat. For extremely strong objects, the failure of some component must be possible for this skill to be used, i.e. the hinges, frame, etc. As this is an attack on an inanimate object, a failed skill check doesn't necessarily mean that the strike failed to hit, just that the strike doesn't get the benefit of the durability modifier.
  • Specializations:  (Required) Proficient weapon(s)

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. 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)

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. 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)

Weapon Proficiency

  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  A character with this skill knows how to wield a specific class of melee weapon as defined by category (swords, axes, hammers, polearms, etc). Any weapon which falls into the specified category may be used with all of the relevant skills in Armed Combat that have been purchased. This skill may be purchased multiple times to allow for multiple proficient weapons.
  • Specialization:  None

(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 for the weapon damage is increased by one per skill point in Armed Combat, this modifier doesn't apply to the use of other skills. 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 as a Hack, Stab, or Swing 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 Armed Combat

(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 Armed 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), 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 Armed Combat

(E) Rapid Strike

  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill may be used to increase the speed factor of a proficient melee weapon by one. It does not increase the number of actions gained in a round, rather it allows characters to extend the number of attacks that can be made with the proficient weapon during the round. All attack actions made beyond the normal speed factor use this skill to hit, with any applicable modifiers. It may be used as a Hack, Stab, or Swing 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 Armed Combat

(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 speed factor and 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 as a Hack, Stab, or Swing 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 Armed Combat

(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. Use of this attack does not count towards the speed factor of the proficient weapon; 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 Armed 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 Armed Combat

(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 Armed 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 Armed 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), 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 Armed Combat

(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. Use of this attack does not count towards the speed factor of the proficient weapon; 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. While speed factor rules do not apply, 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 Armed Combat