Writing Distracted

Martial Combat

Armor Proficiency
  • Attribute:  Constitution
  • Type:  Utility
  • Time:  N/A
  • Description:  Characters with this skill know how to properly wear and move in a specific type and/or weight class of armor, which includes the use of any specialized systems or other such aspects of it. When wearing the armor in combat, all skill check modifiers are reduced by one per two skill points in Martial Combat. Additionally, the Move Rate modifier is reduced by a progressive percentage based on the total number of skill points in Martial Combat, i.e. novice 0-3 points (25%), expert 4-7 points (50%), master 8+ points (100%). A skill check is required to use armor of a different type or class, and may be modified by the degree of difference between the specialized and target armors. This skill may be taken multiple times to acquire additional specializations.
  • Specialization:  (Required) By armor size or type, i.e. heavy, medium, light, plasma, ionic, etc.
Read More
Chuck Sperati
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.
Read More
Chuck Sperati
Charge
  • Attribute:  Agility
  • Type:  Move
  • Time:  One action
  • Description:  A character with this skill can rush a foe without suffering the normal difficult (-4) modifier to defend actions in that round. Normal rush rules still apply to the target, i.e. difficult (-4) modifier to defend actions for the round, and a Stamina save to avoid being stunned for the remainder of the round. In addition, when used with a blunt weapon or physical shield, the target's reaction save to avoid being stunned is reduced by one per two skill points in Martial Combat. If the skill check fails, the character is subject to the normal Rush modifiers.
  • Specialization:  None
Read More
Chuck Sperati
Deflect
  • Attribute:  Perception
  • Type:  Defend
  • Time:  One action
  • Description:  Characters with this skill are able to turn aside a ranged attack with a proficient melee weapon or some type of directed melee shield, based on the number of skill points in Martial Combat, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice is able to block a ranged attack, an expert can deflect the ranged attack in a specific direction where it will hit a random target, and a master can deflect the ranged attack at a specific target (normal defend actions are permitted). If the skill check is successful, all damage from the attack is negated by the deflect, however, the object used to make the deflect must be strong enough to resist damage, and may require a structural strength save; no additional checks are required to redirect the ranged attack, though the intent to redirect must be announced before the skill roll is attempted, and not all ranged attacks may be redirected in this manner. 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.
Read More
Chuck Sperati
Dualist Stance
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  This skill represents the art of two weapon combat, varying in roleplay aspects by race, region, academy, mentor, etc. Imposing and dynamic, this style allows combatants to make a full round of weapon attacks utilizing two different types of damage. Learners are instructed in two forms that carry specific attack/defend modifiers, and typically focus on one target at a time. The Balanced form offers no modifiers to attack or defend and is most often used when assessing threats or when using group tactics; while the Break Guard form is an assertive stance that offers a greater chance to hit with a +4 modifier to attack, but carries a -2 modifier to defend, while its daunting nature gives the opponent a -2 modifier to defend, so long as the attacker is wielding two proficient melee weapons. During combat the forms can be changed at the start of each round, but may not be changed during the round, and the form will carry over to the next round if no change is announced at the beginning of the round. It may be used with any known attack or defend skills, and these modifiers stack with all related and general combat modifiers (including off-hand penalties). Only one stance may be purchased during character building, additional stances may be selected as the character advances.
  • Specialization:  (Required) Proficient weapon(s)

 

Form              Attack/Defend
Break Guard            +4/-2
-defender has            --/-2

Read More
Chuck Sperati
Dueler Stance
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  This skill represents a defensive combat stance that is often used to gain a psychological advantage over opponents, varying in roleplay aspects by race, region, academy, mentor, etc. Pompous and grandstanding, this style focuses on utilizing melee weapon defends intended to frustrate and annoy opponents, driving them to make a recklessly aggressive mistakes. Learners are instructed in two forms that carry specific attack/defend modifiers, and typically focus on one target at a time. The Balanced form offers no modifiers and is most often used when assessing threats or when using group tactics; while the Counter form relies on a passive stance that carries a -2 modifier to hit, but offers a +4 modifier to defend when using the Block or Parry skill with a proficient weapon or a +2 modifier to other defend skills, and typically involves verbal challenges and mocking. During combat the forms can be changed at the start of each round, but may not be changed during the round, and the form will carry over to the next round if no change is announced at the beginning of the round. It may be used with any known attack or defend skills, and these modifiers stack with all related and general combat modifiers. Only one stance may be purchased during character building, additional stances may be selected as the character advances.
  • Specialization:  (Required) Proficient weapon(s)

 

Form              Attack/Defend
Balanced                    --/--
Counter                      --/+4

Read More
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 Martial 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
Read More
Chuck Sperati
Fury Stance
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  This skill represents an aggressive combat stance often employed by warring or warlike peoples, varying in roleplay aspects by race, region, academy, mentor, etc. Unpredictable and disruptive, this style focuses on vigorous attacks intended to put opponents on the defensive. Learners are instructed in two forms that carry specific attack/defend modifiers, as well as affecting the opponent's ability to defend, and typically focus on one target with as many attacks as possible. The Balanced form offers no modifiers and is most often used when assessing threats or when using group tactics; while the Frenzy form offers a +2 modifier to hit, it's assertive nature leaves the character vulnerable to attack with a -4 modifier to defend, but also gives the opponent a -2 modifier to defend. During combat the forms can be changed at the start of each round, but may not be changed during the round, and the form will carry over to the next round if no change is announced at the beginning of the round. It may be used with any known attack or defend skills, and these modifiers stack with all related and general combat modifiers. Only one stance may be purchased during character building, additional stances may be selected as the character advances.
  • Specialization:  (Required) Proficient weapon(s)

 

Form              Attack/Defend
Balanced                    --/--
Frenzy                      +2/-4
-defender has           --/-2

Read More
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 Martial 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 stance or defend skills for the remainder of the round, i.e. Defensive form, Counter form, general Evade, 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)
Read More
Chuck Sperati
Militant Stance
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  This skill represents of a signature combat stance that is common to military organizations, varying in roleplay aspects by race, region, academy, mentor, etc. Simple yet versatile, this stance is designed to allow learners to adapt to situations on the field of battle, providing for the best chance of survival. Those instructed in this style are taught three forms that carry specific attack/defend modifiers. The Balanced form offers no modifiers and is most often used when assessing threats or when using group tactics; while the Aggressive form has a +2 modifier to hit, it carries a -2 modifier to defend; and the Defensive form sacrifices the chance to hit with a -2 attack modifier, but allows for a greater chance to avoid being hit with a +2 modifier to defend. During combat the forms can be changed at the start of each round, but may not be changed during the round, and the form will carry over to the next round if no change is announced at the beginning of the round. It may be used with any known attack or defend skills, and these modifiers stack with all related and general combat modifiers. Only one stance may be purchased during character building, additional stances may be selected as the character advances.
  • Specialization:  (Required) Proficient weapon(s)

 

Form              Attack/Defend
Balanced                    --/--
Aggressive               +2/-2
Defensive                 -2/+2

Read More
Chuck Sperati
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 Martial 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)
Read More
Chuck Sperati
Shield Bash
  • Attribute:  Strength
  • Type: Attack
  • Time: One action
  • Description: This skill is used to make a sharp or forceful straight arm punch attack with a physical shield. In addition, if the target takes damage from the attack, a Stamina save is required to avoid being stunned for the remainder of the round. 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.
  • Specialization: (Required) Specific type of physical shield, i.e. small, medium, large, etc.
Read More
Chuck Sperati
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 Martial 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)
Read More
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. 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)
Read More
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. 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)
Read More
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 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 Martial Combat that have been purchased. This skill may be purchased multiple times to allow for multiple proficient weapons.
  • Specialization:  None
Read More
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 Martial Combat, and applied to the appropriate skill check. 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 Martial Combat
Read More
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 the weapon is increased by one per skill point in Martial Combat, this modifier doesn't apply to the use of other skills. 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 Martial Combat
Read More
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 for the weapon damage is increased by one per skill point in Martial 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 stance or defend skills for the remainder of the round, i.e. Defensive form, Counter form, 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 Martial Combat
Read More
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 Martial 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 Martial Combat
Read More
Chuck Sperati