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Old 07-15-2018, 11:18 AM   #74
Steve Jackson
President and EIC
 
Join Date: Jul 2004
Default Re: Advanced Combat Skills

Okay, here's another wall of text. Clarified, expanded, nerfed.

COMBAT SKILLS

Brawling = IQ 7
UC 1 = IQ 9.
UC 2 = IQ 11.
UC 3 = IQ 12
UC 4 = IQ 13
UC 5 = IQ 14.

Brawling (1) (IQ 7) Experience with unscientific bar fighting, friendly or otherwise. If you also have Carousing skill, you can roll 2/IQ to keep a brawl friendly, unless you then do something evil.
• Improvised Weapons. You may “ready” a bottle into an (unthrowable) dagger, throw a mug as though it was a rock (1d-4 damage), or find a club in any piece of broken furniture.
• Punch. You do one extra hit of damage with bare hands in either HTH or regular combat.
• Dirty Fighting. You may choose to do two extra hits of damage with bare hands in either HTH or regular combat, but then the brawl is not “friendly.” Foes will fight back dirty or grab weapons if they can.

Unarmed Combat (1). Basic martial arts, similar to judo, karate, la savate, etc. A figure with this skill can:
• Punch. Does +1 damage with bare hands in either HTH or regular combat. Regular bare-hands damage is 1d-4, so you do 1d-3.
• Kick. In regular combat, roll to hit at -4, but do +2 damage compared to your bare-hands attack. So you kick at 1d-1.
To use this skill – or any of the higher-level Unarmed Combat skills – a figure must be unarmored, or wearing cloth armor only, and have both hands free. No “unskilled” use of unarmored combat talents is allowed. A martial artist should not expect to best a prepared, armed and armored foe, but is far more prepared for an impromptu, unarmed battle.
Note: This and the below UC talents do not “stack” – the effect of UC II replaces the effect of UC I, and so on.

Unarmed Combat II (1). As U.C. I, except:
• Punch. Does +2 damage with bare hands in either HTH or regular combat.
• Kick. In regular combat, roll to hit at -2, but do +3 damage compared to a bare-hands attack.
• Throw: You may “shield-rush” without a shield. Use the shield-rush rules, but if your target falls, you may immediately move on top of them to attempt HTH.
• Evade. Hand weapon attacks from your front hexes are at -1, and damage done to you is reduced by 1 hit per attack.
Prerequisites: U.C. I and a DX of 11 or more.

Unarmed Combat III (2). As U.C. II, except:
• Punch. Does +3 extra damage with bare hands in either HTH or regular combat.
• Kick. In regular combat, roll to hit at -1 and do one extra die of damage compared to your bare-hands attack.
• Throw: You may “shield-rush” without a shield. Use the shield-rush rules, but the opponent’s roll to defend is on 4 dice. If your target falls, they take 1 hit (armor does not protect) and you may immediately move on top of them to attempt HTH.
• Evade. Attacks from your front hexes are at -2, and damage done to you is reduced by 2 hits per attack.
Prerequisites: U.C. II, DX 12 or more.

Unarmed Combat IV (3). As U.C. III, except:
• Punch. Does 1d extra damage with bare hands in either HTH or regular combat.
• Kick. In regular combat, roll to hit at your adjDX and do one extra die of damage compared to your bare-hands attack.
• Throw: You may “shield-rush” without a shield. Use the shield-rush rules, but the opponent’s roll to defend is on 4 dice. If your target falls, they take 2 hits (armor does not protect) and you may immediately move on top of them to attempt HTH.
• Evade. You have a natural “eyes-behind” (like the spell) at all times. Your side hexes count as front hexes, and your rear hex counts as a side hex. Hand weapon attacks from all your front hexes are at -2, and damage done to you is reduced by 2 hits per attack. If you take the Defend option, your attacker must roll an extra die to hit you.
Prerequisite: U.C. III, DX 13 or more.

Unarmed Combat V (4, not a typo). Mastery of martial arts. As U.C. IV, except:
• Punch. Does 1d+1 extra damage with bare hands in either HTH or regular combat. Or can make two rapid blows against the same or different foes, at no DX penalty, with one extra die of damage each.
• Kick. In regular combat, roll to hit at your adjDX and do one extra die of damage compared to your bare-hands attack.
• Throw: You may “shield-rush” without a shield. Use the shield-rush rules, but the opponent’s roll to defend is on 4 dice. If your target falls, they take 2 hits (armor does not protect) and you may immediately move on top of them to attempt HTH.
• Evade. All your hexes count as front hexes. Hand weapon attacks from adjacent hexes are at -2, and damage done to you is reduced by 3 hits per attack. If you take the Defend option, your attacker must roll two extra dice to hit you.
• Nerve blows. Declare that you are punching to disarm, and roll at -4 DX. If your target takes more than 3 points of damage, he is hit on a nerve and automatically drops his weapon.
Prerequisites: U.C. IV, DX 14 or more.

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Weapon Expertise (3) - found at IQ 10
Expertise is a separate talent for each Weapon talent. For instance, an Expert Swordsman gets no bonus with axes or maces. Expertise applies only to hand weapons, but see the Missile Weapons skill.
Expertise with the dagger is a separate Expertise talent from expertise with the sword. Expertise with the sword also does not include fencing weapons, which have their own Expertise (see below).
• Bonus to hit. An Expert does +1 damage with weapons of the type, including thrown attacks if the weapon is throwable.
• Bonus to defend. All melee attacks against an Expert who has weapon in hand are at -1 DX. If an Expert chooses the Defend option, attackers must roll an extra die when attacking.
• Shrewd blow. An Expert may attack at -5 DX and do an extra die of damage.
Prerequisite: appropriate Weapon talent, DX 12 or more

Weapon Mastery (3): - found at IQ 13
Mastery is a separate talent for each Weapon talent. For instance, a Master Swordsman gets no bonus with axes or maces. Mastery with the dagger is also separate from mastery with the sword. Bonuses from Mastery do not stack with those from Expertise!
• Bonus to hit. A Master does +2 damage with weapons of the type, including thrown attacks if the weapon is throwable.
• Bonus to defend. All melee attacks against a Master who has weapon in hand are at -2 DX. If a Master chooses the Defend option, attackers must roll two extra dice when attacking.
• Disarming. Against a weapon of the same type, or any weapon requiring the same or less ST as his own, a Master may strike to disarm. Announce that the attack is to disarm, and make the regular to-hit roll. On a success, the foe must roll 3/DX (2/DX for Experts, automatic for Masters) to retain his weapon; otherwise, it is dropped.
• Shrewd blow. A Master may attack at -4 DX and do an extra 1d+2 of damage.
Prerequisite: appropriate Weapon expertise, DX 14 or more

Found at IQ 10
Fencer (3): Equivalent of Weapon Expertise, specifically for the fencing weapons: rapier, saber (treat as cutlass), and main-gauche. Your basic DX must be at least 13, and your armor may not reduce your adjDX below 13 when you use the ability.
• Bonus to hit. An Expert Fencer does +1 damage with any fencing weapon, including main-gauche (but not main-gauche in HTH combat).
• Bonus to defend. All melee attacks against an Expert who has weapon(s) in hand are at -1 DX. If an Expert chooses the Defend option, attackers must roll an extra die when attacking.
• Two weapons. The Expert has the Two Weapons talent, as defined below, for fencing weapons only.
• Shrewd thrust. An Expert may attack at -4 DX and do an extra die of damage.
Prerequisite: Sword talent, DX 12 or more

found at IQ 13
Master Fencer (3): Equivalent of Weapon Mastery, specifically for the fencing weapons: rapier, saber (treat as cutlass), main-gauche. Your basic DX must be at least 14, and your armor may not reduce your adjDX below 14 when you use the ability.
Bonuses from Mastery do not stack with those from Expertise!
• Bonus to hit. A Master does +2 damage on each attack with rapier, saber, or main-gauche (but not main-gauche in HTH combat).
• Bonus to defend. All melee attacks against a Master who has weapon in hand are at -3 DX. If an Expert chooses the Defend option, attackers must roll two extra dice when attacking.
• Disarming. Against a weapon of the same type, or any weapon requiring the same or less ST as his own, a Master may strike to disarm. Announce that the attack is to disarm, and make the regular to-hit roll. On a success, the foe must roll 3/DX (2/DX for Expert foes, automatic for Masters) to retain his weapon; otherwise, it is dropped.
• Two weapons. The Master has the Two Weapons talent, as defined below, for fencing weapons only.
• Shrewd thrust. A Master may attack at -3 DX and do an extra 1d+2 of damage.
Prerequisite: Expert Fencer, DX 14 or more


Missile Weapons (1): A high degree of skill with whatever missile weapons the figure has the talent for, attained by constant practice. May also be used with missile spells which the figure knows. This talent gives the user a +1 DX on all missile weapons (and spells!) that he knows. This DX counts toward speed of fire for bows, as well as accuracy. Missile Weapons talent can be chosen two or even three times, for a +2 or +3 bonus.
(I can argue that it might be allowable up to 5 times, if you like Robin Hood or Agincourt.)


Shield Expertise (2): A high degree of trained ability with the shield. Any attack against your front hexes is at an extra -1 DX, and you stop an extra hit of damage with your shield.
If you make a shield rush attack, the foe is at a -2 penalty on his/her ability to stay afoot.

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Character notes

Unarmed Combat: A starting character can currently have UC III if he accepts ST 8.
That character can graduate to UC IV with two added attribute points, and to UC V with four.
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