Basic Fighting Talents
This variety of simple talents are useful for anyone who might get into a brawl, but more martially minded characters will likely find them the most useful.
None of these abilities require a manufactured weapon but instead use the adventurer's body in some way to fight.
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Rank 1
Unarmed Strike - This allows an attacker to strike with Unarmed Attacks to inflict 1d5 damage plus Physical Prowess bonus. These attacks cost 4 AP.
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Unarmed Strike - This allows an attacker to strike with Unarmed Attacks to inflict 1d5 damage plus Physical Prowess bonus. These attacks cost 4 AP.
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Rank 2
Breaker of Bones - Increase the damage from Unarmed Strike to 1d10.
Breaker of Bones - Increase the damage from Unarmed Strike to 1d10.
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Rank 3
Enchanted Strikes - Unarmed Strikes are treated as a Basic Magical Weapon, gaining +5 to hit, +1 damage and counting as magic against foes weak to such. They can be enhanced as any other magical weapon.
Rank 3
Enchanted Strikes - Unarmed Strikes are treated as a Basic Magical Weapon, gaining +5 to hit, +1 damage and counting as magic against foes weak to such. They can be enhanced as any other magical weapon.
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Rank 4
(Level 5 and higher)
Rank 4
(Level 5 and higher)
Focused Blow - Add 1 additional AP to your Unarmed Strike to grant them a range of 20m.
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-- Or --
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Flurry of Blows - Decrease the AP cost of Flurry of Blows by 1.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Move Like a Butterfly - If you successfully land Unarmed Strike then once per turn you may move as if you had spent 1 AP to do so.
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-- Or --
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Sting Like a Bee - As part of your first successful Unarmed Strike this turn you may use an item on the foe. This automatically hits along with the Unarmed Strike, but any additional effects must still be rolled for.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Stunning Blow - Increase Unarmed Strike damage by +2. If you wound an opponent at least once they lose 1 AP for every three Unarmed Strikes you land.
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-- Or --
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Metal Bending Blow - Add +5 to hit with Unarmed Strikes, and increase damage by +1. If you hit an opponent with an Unarmed Strike, decrease their armour by 1, and an additional 1 for every three blows you land.
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Rank 1
Natural Attacks - Grants proficiency with the use of natural attacks, inflicting the stated amount of damage for 3AP. If no damage amount was stated then the damage is 1d10+1.
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Rank 2
Powerful Blow - Gain +2 damage.
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Rank 3
Enchanted Form - Natural attacks can be enchanted like a weapon.
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Rank 4
(Level 5 and higher)
Natural Attacks - Grants proficiency with the use of natural attacks, inflicting the stated amount of damage for 3AP. If no damage amount was stated then the damage is 1d10+1.
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Rank 2
Powerful Blow - Gain +2 damage.
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Rank 3
Enchanted Form - Natural attacks can be enchanted like a weapon.
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Rank 4
(Level 5 and higher)
Rank 1
Natural Attacks - Grants proficiency with the use of natural attacks, inflicting the stated amount of damage for 3AP. If no damage amount was stated then the damage is 1d10+1.
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Rank 2
Powerful Blow - Gain +2 damage.
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Rank 3
Enchanted Form - Natural attacks can be enchanted like a weapon.
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Rank 4
(Level 5 and higher)
Natural Attacks - Grants proficiency with the use of natural attacks, inflicting the stated amount of damage for 3AP. If no damage amount was stated then the damage is 1d10+1.
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Rank 2
Powerful Blow - Gain +2 damage.
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Rank 3
Enchanted Form - Natural attacks can be enchanted like a weapon.
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Rank 4
(Level 5 and higher)
Blade Catcher - When using natural weapons add +10 to parry.
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-- Or --
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Precise Attacks - Add +5 to weapon skill when using natural weapons
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Effortless Blows - Reduce the AP cost of the attacks by 1.
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-- Or --
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Potent Strike - Add 1d10 to damage.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Closer to Id - Gain +10 to Weapon Skill to hit and Reduce the AP cost by 1.
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-- Or --
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Strong Ego - Add +3 to damage, reduce target's armour by 2 and Reduce AP cost by 1.
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Rank 1
Grapple - The attacker makes a Weapon Skill check taking 4AP opposed by the target making an agility or Physical Prowess check. If the defender wins then nothing happens. If the attacker wins the target is Grappled, doubling the AP cost of any action they wish to take and they are unable to Dodge or Parry. If the Grappled person wishes to break free they must again make the same opposed test, this time costing the character wishing to break free 4AP.
The Grappler must spend 2 AP to maintain the grapple, and can use any attacks that only require one hand on either the grappled target or someone else in range. Neither can move willingly, but if one is forced to move the other moves as well.
The Grappler can break the hold for free on their turn.
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Rank 2
Powerful Lock - Make the Agility or Physical Prowess test the defender must make to break free a Challenging one.
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Rank 3
Reposition - The Grappler can move their victim into any free space around them, or move at twice the normal AP cost.
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Rank 4
(Level 5 and higher)
Grapple - The attacker makes a Weapon Skill check taking 4AP opposed by the target making an agility or Physical Prowess check. If the defender wins then nothing happens. If the attacker wins the target is Grappled, doubling the AP cost of any action they wish to take and they are unable to Dodge or Parry. If the Grappled person wishes to break free they must again make the same opposed test, this time costing the character wishing to break free 4AP.
The Grappler must spend 2 AP to maintain the grapple, and can use any attacks that only require one hand on either the grappled target or someone else in range. Neither can move willingly, but if one is forced to move the other moves as well.
The Grappler can break the hold for free on their turn.
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Rank 2
Powerful Lock - Make the Agility or Physical Prowess test the defender must make to break free a Challenging one.
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Rank 3
Reposition - The Grappler can move their victim into any free space around them, or move at twice the normal AP cost.
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Rank 4
(Level 5 and higher)
Mortal Coiled - The grappler can choose to grapple a second target within range. This costs an additional 2 AP to maintain and they cannot use any attacks that would rely on a free hand or weapon.
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-- Or --
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Painful Compression - Reduce the cost of any attacks on the grappled victim by the grappler by 1AP.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Skilled Grappler - Reduce the cost to initiate a Grapple by 2AP
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-- Or --
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Enduring Grappler - Reduce the AP cost to maintain a grapple by 1.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Choke Hold - Reduce the AP of the Grappled target by half while grappled.
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-- Or --
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Perfected Style - Double the damage the grappler inflicts to their victim after applying armour.
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