Combat Skills

  • February 6, 2006 at 8:11 pm #1636
    VEST Paradox
    Participant

    [div align=”center”]Combat Skills
    [/div]
    Following is a description of the skills a character might use in just about any stressful or violent situation. The Statistic in parenthesis (after the name of the skill) represents the abilities you use to perform that skill. You may not raise your skill higher than the statistic listed in parentheses.

    Please note, if your character does not possess a skill below, they may still attempt the action. In this case, the player will use the same roll listed with the skill, without the benefit of the skill level called for in the roll. 2d6 + Attack instead of 2d6+ Attack + Small Arms, for instance. Excluded from this are Trained Fighting, and Fighting Mastery Styles, having no fighting style results in defaulting to natural weapons.

    For rolls based on a Statistic (there is a Stat in the roll) or on a modifier affected by a statistic, you must use the current rating in the roll. For example: If your Body was 5 and you take 3 points of damage, you would have 2 Body left. Then, if you attempted a skill and had to add your Body to the roll, you would only add 2 unless you are healed.

    Note on Damage: The damage listed with the skill is the base damage. For every 5 points you beat the defender this damage is increased by +1.

    [div align=”center”]Hand to Hand
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    Natural Weapons (Body)
    Damage: 0 Base
    Generation Cost: 1 point per level
    Experience Point Cost: Low
    Roll System: roll 2d6 + Attack + Skill Level
    Description: Natural Weapons represents a character's fist, tooth and claw attack. Breeds capable of shape changing into an animal form can also utilize this skill, Trained Fighting and Fighting Masteries can not be used in any form other than mortal. Please note that mortal's scratching does not cause enough serious damage, but instead this covers untrained biting, kicking and punching. Natural Weapons can be learned along with other fighting styles but cannot be used in conjunction.

    Trained Fighting (Body)
    Damage: 1 Base Body
    Generation Cost: 2 points per level
    Experience Cost: Medium
    Roll System: roll 2d6 + Attack + Skill Level
    Description: Discipline, courage, and honor, these are not only words you live by, but are a part of your lifestyle as well. The path of the martial artist is a tough one, but only leads to self-betterment should you choose to walk its lengthy road. There are several different types of trained fighting styles and they are listed in the Fighting Skills section. These can not be used in any form other than Mortal unless stated in the description of that form. See – Fighting Styles for the special abilities for these styles.

    Fighting Mastery (Body)
    Damage: 2 Base Body
    Generation Cost: 3 points per level
    Requirement: Athletics 3, Faith 3, Steel Will 3, Special (Below)
    Experience Point Cost:
    High
    Roll System: roll 2d6 + Attack + Skill Level
    Description: The most difficult and rigorous of the fighting styles. Practitioners devote their time, and lifestyle towards the rules and tenants of their martial art. Each style has it's own endowments which, when used to their maximum potential, can be completely devastating. A fighting mastery may only be used in Mortal Form unless otherwise noted in the form. The proper study of Fighting Masteries is a lifestyle, not just something you pick up. In order to take a Fighting Mastery you must have how you learned this style, who trained you, why they trained you and other details mentioned in your Background. If you find a teacher in the game, and they are willing to teach you, you must have the requirements and each time you increase your training it must be accompanied with a post of this training. A teacher cannot teach you any higher than their level of this skill. See – Fighting Styles for the special abilities for these styles.

    [div align=”center”]Melee Weapon Skills
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    Small Melee
    (Body)
    Damage: 3 Base Body
    Generation Cost: 1 point per level
    Experience Point Cost: Low
    Roll System: roll 2d6 + Attack + Skill Level
    Description: Sometimes your bare hands just aren't enough fun. Knives, Ice picks, Daggers, etc., are occasionally within easy reach and make functional weapons in times of need. These weapons are small enough to be hidden is a pocket or larger type of cover.

    Level 4 – Fling : Once you reach level 4 in this skill you are well on your way to becoming an expert with knives. You can choose to throw knives using your Small Melee Skill but can do so accurately at no more than ten feet.
    Level 8 – Hurl : At level 8 in this skill you are considered an expert with knives and can now use your Small Melee skill to throw knives at a distance up to 20 feet.
    Level 12 – Flurry : At level 12 in this skill you are a master with knives and can throw two knives per round at a distance of up to 30 feet.

    Medium Melee (Body)
    Damage: 4 Base Body
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2d6 + Attack + Skill Level
    Description: Close combat can be brought to a new level when the weapons include Long Swords, Cricket Bats, Tree Branches, etc. A wooden stake, whether used for stabbing or clubbing is always considered to be a medium melee weapon. This is the ability to use wield these larger weapons more easily. These medium weapons may only be concealed by a trench coat or other type of large cover.

    Level 4 – Parry : At level 4 in this skill you have learned to turn the blows of other melee attacks without having to dodge or duck. You can elect to use your Medium Melee skill to deflect melee weapon attacks (not unarmed or ranged) instead of using Evasion.
    Level 6 – Punch : Part of learning any melee style is how to fight in the event of being disarmed. You can make unarmed attacks using your Medium Melee Skill at a base 0 Body Damage.
    Level 8 – Disarm : Part of gaining the upper hand in most sword or fencing based styles is disarming your fow. You gain a +3 to any Disarm attacks.
    Level 10 – Punch II : Further developing your disarmed training, you can make unarmed attacks using your Medium Melee Skill at a base 1 Body Damage.
    Level 12 – Riposte : Once you reach level 8 in this skill you have honed your fighting skill to incredible means. With Riposte, if you successfully parry a melee attack, you can make a counter attack at a +5 bonus to your roll. This counter attack must be sometime after the parried attack, but before your opponent attacks again.

    Large Melee (Body)
    Damage: 5 Base Body
    Generation Cost: 3 point per level
    Experience Point Cost: High
    Roll System: roll 2d6 + Attack + Skill Level
    Description: Close combat at it's most brutal. The use of great and two-handed weapons take personal warfare to it''s deadliest crescendo. Any pole arm or weapon that requires two hands to use is considered a large melee weapon. This is the ability to use wield these larger weapons more easily. These large weapons cannot be concealed by anything smaller than a tent or vehicle.

    Level 4 – Parry : At level 4 in this skill you have learned to turn the blows of other melee attacks without having to dodge or duck. You can elect to use your Medium Melee skill to deflect melee weapon attacks (not unarmed or ranged) instead of using Evasion.
    Level 6 – Punch : Part of learning any melee style is how to fight in the event of being disarmed. You can make unarmed attacks using your Medium Melee Skill at a base 0 Body Damage.

    Level 8 – Sunder: Once you reach level 8 in this skill you have learned to use the mass and weight of the weapons to their greatest potential. this is most useful when wanting to disarm an opponent or just shatter their weapon. You can use your defense roll to target their weapon and roll your skill as a defense. If you beat their roll you parry the damage, but if you beat it by more than 5 their weapon will shatter from the impact.
    Level 10 – Punch II : Further developing your disarmed training, you can make unarmed attacks using your Medium Melee Skill at a base 1 Body Damage.
    Level 12 – Rend: At level 12 you have learned to rend through armor and various protection. Once this level is achieved you can reduce any damage soaking protection by one. So if someone is wearing a breastplate that reduces damage by one, it is like paper against your attacks and reduces nothing.

    [div align=”center”]Ranged Weapon Skills
    [/div]
    Throwing
    (Body)
    Damage: 3 Base Body
    Generation Cost: 1 point per level
    Experience Point Cost: Low
    Roll System: roll 2d6 + Attack + Skill Level
    Description: Special weapons designed for throwing can be used to damage an opponent from afar. Knives, throwing spikes or stars, and other small weapons may be used in this manner. These weapons are small enough to be hidden is a pocket or larger type of cover.

    Quickthrow: At level 8 you have learned to pull a thrown weapon from out of concealment and make the throw in one single motion. You can pull and throw the weapon in one action.

    Accuracy: At level 12 you have such a trained eye that you gain a +2 to hit a targetted location. This cannot be used with Quickthrow.

    Archery (Body)
    Damage: 4 Base Body
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2d6 + Attack + Skill Level
    Description: Considered by some to be archaic weapons, bows and crossbows are still favored by some. These weapons fire sharp projectiles propelled by a taught cord. When the cord is released, it sends the projectile at deadly speeds toward the victim. These large weapons may only be concealed by a trench coat or other type of large cover.

    Trick Shot: At level 8 you have learned to fire the bow with incredible accuracy. You can shoot through obstruction and hit the smallest of targets. You reduce the bonus of any opponent behind cover by two against your shots.

    Double Shot: Once you reach level 12 you can fire two arrows simultaneously. These arrows can hit two adjacent targets for normal damage but they must be within five feet of one another.

    Small Arms (Body)
    Damage: 5 Base Body
    Generation Cost: 3 points per level
    Experience Point Cost: High
    Roll System: roll 2d6 + Attack + Skill Level
    Description: Many different types of handguns fit into this category. Everything from the Derringer .22 to the Colt “Thunderer”. These handguns are small enough to be concealed in a jacket or larger form of cover.

    Trick Shot: At level 8 you have learned to shoot with incredible accuracy. You can shoot through obstruction and hit the smallest of targets. You reduce the bonus of any opponent behind cover by two against your shots.

    Ricochet: Tales abound of wild west gunslingers making rediculous shots to fell their opponents. Once you reach level twelve you can slig witht he best of them. Ricochet allows you to bounce bullets off of solid objects to hit opponents around corners or behind objects. You can effectively reduce the cover bonus of your target by -4.

    Heavy Arm
    (Body)
    Damage: 6 Base Body
    Generation Cost: 4 points per level
    Experience Point Cost: Very High
    Roll System: roll 2d6 + Attack + Skill Level
    Description: The heavy hitters prefer to spread their opponent's insides across the landscape. Shotguns, Hunting Rifles and other guns of high caliber or gauge are used toward this end. These large weapons may only be concealed by a trench coat or other type of large cover.

    Boomstick: Nothing is more frightening than a man with a boomstick and the knowledge of how to use it. At level 8 you are somewhat known for the expertise in using your boomstick and anytime you brandish the weapon people tend to shiver. You gain a +2 to intimidation rolls when holding your boomstick in plain sight.

    Eagle Eye: At level 12 you have become so adept a hunter that you can make shots at ranges thought impossible. When attempting a shot at distances over the range of the weapon, you gain make them at no penalty.

    Sure Shot (Mind)
    Generation Cost: 4 points per level
    Experience Point Cost: Very High
    Roll System: Normal ranged attack
    Description: Those individuals who are highly trained with ranged weapons gain a certain amount benefits from their increased knowledge. For each level of Sure Shot possessed, the firing character has an increased chance to hit a specific target or hit location. Although aiming is still required (and takes 1 round before the shot is fired), the character gains their level of Sure Shot instead of the standard aiming bonus the first round, after that continued aiming gains +2 as normal under combat rules. You may exceed the maximum aiming bonus of plus +10 by combining your Sure Shot Bonus with standard aiming. For example. A person with 5 levels of Sure Shot could reach a maximum of +15 to their attack after 6 rounds of aiming. (+10 for aiming, +5 for sure shot)

    [div align=”center”]Defensive Skills
    [/div]
    Evasion
    (Body)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2d6 + Modifier + Skill Level when attacked
    Description: The best way to not get hurt is to not get hit. That is the premise behind this skill. Ducking, sidestepping, diving for cover, and other means of escape are Evasion actions. The ST or GM has the final say in what means may be used to avoid attacks, depending on the situation.

    Duck: Should you purchase Evasion level 8, you will be able to dodge two opponents per round before suffering your first -2 penalty to dodge. With this ability you will not be subject to the -2 penalty until the third attacker comes after you in the same round.

    Sidestep: Should you purchase Evasion level 12, you will be able to dodge three opponents per round before suffering your first -2 penalty to dodge. With this ability you will not be subject to the -2 penalty until the fourth attacker comes after you in the same round.
    Note: These do not apply to a second attack by the same attacker. Example: Your first attacker is a mortal using Ambidextrous. Even though they are the first attacker, you would still receive a -2 on their second attack.

    Reflexes
    (Body)
    Generation Cost: 2 points per level
    Experience Point Cost: Medium
    Roll System: roll 2d6 + Modifier + Skill Level
    Description: This skill reflects the character''s overall reaction speed, determining how quickly they generally react to a given situation (this process is known as the Initiative Phase of combat).

    Quick Draw: Should you purchase Reflexes level 8, you will be able to grab and use one item during combat. Normally, you have to grab and then use taking two separate actions. This “quick draw” effect does not require a roll. You must have enough hands free to wield the weapon in order to quickly ready it.

    Combat Savvy: Upon reaching Reflexes level 12, you will be able to choose when you wish to go during a combat round. This ability is only open if you win the initiative, otherwise you must go according to your order. If you do win Inits, you may choose to go first or at any point during the round. You must however declare where in the line up you wish to act before actions begin.

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