Rules

Enchanted Realms Rulebook

 Contents
 Introduction
 Character Creation
     Stats
     Skills
 Races
     Arachnicians
     Dwarves
     Elves
     Gryf
     Humans
     Merfolk
     Orcs
     Saurians
 Understanding Skills
     Skills Training
     Stat Training
     Advancement
 Skills Applied: Combat
     Defense
     Bulk
 Mechanics of Combat
     Initiative
     Terrain
     Encumbrance
 Unskilled Fighting
 Fighting At Distance
 Economy
     Equipment
     Supplies
 Combat Skills
     Trained Fighting
     Standard Combat
     Avoidance Skills
     Style Combat
     Mastery
     Augmentations
 Skills
 Sorcery
     Augmentations
     Axioms
     White Sorcery
     Violet Sorcery
     Blue Sorcery
     Green Sorcery
     Yellow Sorcery
     Orange Sorcery
     Red Sorcery
     Black Sorcery
 Sensations
     Perception
     Normal Vision
     Darkvision
     Spirit Sight
     Hearing
     Olfactory
 Divine Abilities
     Doctrinal Skills
     Abilities
     Rituals
 Religion
     Bilnula
     Ellarien
     Gods of the New Moons
     Kaihnis
     Mehenganou
     Trumeix
     Urudon
     Xocathan
 Other Rules
     Asphyxiation
     Character Development
     Feat of Strength
     Karma
     Language
     Pain
     Poison and Disease
     Recovery
     Riding
     Slitting Throats
     Stat Difficulty Check
     Tracking
     Work Projects
Combat Skills

In an RPG, combat is often a heavy component. Therefore, taking some method of combat is strongly recommended. While Sorcery and Divine abilities do give opportunity to inflict damage against another, without some combat training a character is severely disadvantaged in a physical fight.

Fighting breaks down into components. At the very base level, there are two methods: melee and ranged combat. Within each of these two there are styles. For melee there are bludgeons, cleaving, martial arts, polearms and swords. For ranged combat there are only archery and hurling. Within each of these techniques, weapons are permitted, and a mastery can be learned for a specific weapon with the technique.

Even if using a “standard equipment” rule and not tracking the number of arrows carried at a time, it is important to set limits for the number of range items that can be directly on a person at a time. Even if an “unlimited” number of arrows are being carried on the pack mule, only about 20 at time can be fired before needing to spend an action to grab another quiver from the stash.

Finally, in the combat grouping of skills, prerequisites must always be higher than the dependent skill to train it upwards. Thus, swords cannot be trained if its value has exceeded melee; further, swords must be higher than weapon forte to train the mastery skill. However, augmentations are not subject to the rule. It is possible to have combat eloquence higher than melee or disarming with more points than the swords skill under which it was learned.

Trained Fighting

After increasing the skill value, there are certain milestone points where new skills that complement the original can be obtained. Once acquiring skills which have a prerequisite, the dependent skill can only be trained or increased if its value is below the requirement.

Skill

 

Skill

Standard Combat

 

Augmentations

 

Melee

 

Berserker

 

Ranged Combat

 

Blind-Fighting

 

Saurian Fighting

 

Combat Eloquence

 

Siege

 

Dirty Guile

 

Avoidance

 

Disarming

 

Cover

 

Disengage

 

Deflection

 

Dismount

 

Shield Guard

 

Double Punch

 

Style Combat

 

Drive

 

Archery

 

Dwarven Wrestling

 

Bludgeons

 

Fling Finesse

 

Cleaving

 

Focused Shot

 

Hurling

 

Gryf Diving

 

Martial Arts

 

Marksmanship

 

Pole-Arms

 

Quickness

 

Swords

 

Quick Stand

 

Mastery Combat

 

Shadowing

 

Weapon Forte

 

Sneak Attack

 

 

 

Spinning Moves

 

 

 

Targeting

 

 

 

Two-Handed Fighting

 

Standard Combat
Melee No Requirement
Numerically Progressive: 10-50
This skill permits combat with any close-combat weapon. A weapon must be employed. No martial arts or pummeling can be used with this skill, but make-shift weapons, such as chairs and frying pans are allowed; these are d2 damage and almost always bashing. The skill gives d100 attack against body. Without this training, the rules of unskilled fighting are used.
Deflection: 10 Combat Eloquence: 15
Disengage: 10 Quickness: 15
Dirty Guile: 10 Bludgeons: 20
Gryf Diving: 10 Cleaving: 20
Shadowing: 10 Martial Arts: 20
Sneak Attack: 10 Pole-Arms: 20
Berserker: 15 Swords: 20

Ranged Combat No Requirement
Numerically Progressive: 10-50
This skill permits combat personal ranged weapons, such as bows, darts, thrown daggers, etc. The skill gives d100 attack against body.
Archery: 20 Hurling: 20

Saurian Fighting Saurians Only
Numerically Progressive: 10-50
This skill permits combat with natural body weapons of claws and a tail, unique to saurians only. The skill gives d100 attack against body. To use this skill during combat only melee, martial arts and spinning moves can be combined. When attacking only with claws and tail, the saurian can use the melee score plus saurian fighting score to add to the two percentile rolls. If the melee is used with any other weapon, the saurian cannot take advantage of this racial fighting skill.
Martial Arts: 20    

Siege No Requirement
Numerically Progressive: 10-50
This skill imbues operating a combat siege machine. Damage delivered and to whom or what depends on the type of machine used.
Avoidance Skills
Cover No Requirement
Numerically Progressive: 10-50
Because archers and spell-casters are able to use an active melee "style" component, their defense values are simply lower by comparison. As a result, the cover skill has been developed for distance-combatants to use their surroundings to protect themselves better. This may be hiding behind a corner or a tree and firing arrows. This could be crouching in tall grass, standing only to release a fire dart. This could even be somersaulting from spot to spot to get behind another rock. Even some military archers carry their own blinds to set up and fire behind. Cover does not mean immobile, but it might limit the areas where one can use it. The GM could state staying in the tree-line permits cover to be used, but advancing out of it will cause the skill to be inapplicable. In the end, this answers the players' question, "Can I find some cover to better protect myself as a cast?" The answer is, if you're using this skill, then you have. Lastly, while it should be obvious, let it be known for the record that this skill cannot be used when actively engaged in melee.

Deflection No Requirement
Numerically Progressive: 10-50
This is the use of one's weapon or arms to lessen the severity of incoming attacks. It can only be performed when actively in melee. This is a combination of several different methods used as needed, and the value of the skill denotes how well a character is at it. It could be a true parry with a sword or axe head. It might be gripping the opponent's swinging arm with a free hand. It could be spinning out of the way of an incoming volley of arrows. In some ways the actual movements are the same as why "style" is a component of defense; however, the difference is incidental talent versus deliberate and intentional action.

Shield Guard No Requirement
Numerically Progressive: 10-50
Anyone can carry a shield, which effectively provides protection as a piece of armor. However, with the use of this skill, a person can employee it efficiently - blowing blows, providing shelter from arrows and even absorb energy from magical blasts. While it does require the active carrying of a shield and restricting the use of one's free arm, shield guard is essentially always active regardless of combat.
Style Combat
Archery Requires Ranged Fighting: 20 or better
Numerically Progressive: 10-50
This skill enhances one’s use with bows, crossbows and muskets. The skill allows an additional d100 attack against an opponent as part of the normal attack action. Therefore, if one employs a longbow, two attacks are allowed, each using the formula: d100+Range+Archery. It should be noted, especially for those tracking quiver-count, that unless combined with another skill to attack different opponents, only one arrow or bolt is used for the entire attack action. The potential extra damage is based on skill of a more effective strike rather than hitting the target with more missiles.
Focused Shot:10 Targeting:10
Marksmanship:10 Weapon Forte:15

Bludgeons Requires Melee: 20 or better
Numerically Progressive: 10-50
This skill enhances one’s use with blunt weapons, such as clubs, maces and staves. The skill allows an additional d100 attack against an opponent as part of the normal attack action. Therefore, if one uses a flail, two attacks are allowed, each using the formula: d100+Melee+Bludgeon
Spinning Moves: 10 Two-Handed Fighting:15
Disarming:15 Weapon Forte:15
Dismount: 15 Blind Fighting: 25*
Drive:15   

Cleaving Requires Melee: 20 or better
Numerically Progressive: 10-50
This skill enhances one’s use with axes. The skill allows an additional d100 attack against an opponent as part of the normal attack action. Therefore, if one is equipped with a battle-axe, two attacks are allowed, each using the formula: d100+Melee+Cleaving. However, one uniqueness of the cleaving style is it combines slashing and bashing. Therefore, if an opponent has different defenses against bash and slash, when one employs cleaving, the lower of the two defenses is used as the attack difficulty.
Spinning Moves: 10 Two-Handed Fighting:15
Disarming:15 Weapon Forte:15
Dismount: 15 Blind Fighting: 25*
Drive:15   

Fling Finesse:
Hurling Requires Ranged Fighting: 20 or better
Numerically Progressive: 10-50
This skill enhances one’s use with thrown and sling weapons. The skill allows an additional d100 attack against an opponent as part of the normal attack action. Therefore, if one wields a throwing blade, two attacks are allowed, each using the formula: d100+Range+Hurling. Like archery, a single attack action represents one weapon or stone hurled, unless combined to attack more than one opponent.
Targeting:10 Weapon Forte:15
15   

Martial Arts Requires Melee: 20 or better
Numerically Progressive: 10-50
This skill allows the use of a single d100 to be used for attack when no weapons are available. It requires melee but does not combine for an extra attack die. However, that attack uses the formula: d100+Melee+MartialArts to determine hit success. When used for striking, bashing damage of a d4 is inflicted on a successful hit. However, martial arts also permits special maneuvers such as grappling. If stated in advance, the combatant can forego inflicting damage to attempt to place a victim in a hold. A successful strike against the opponent's bashing defense locks the two combatants in a standing hold. Neither side is able to move, attack with a weapon or perform any self-administration, such as drinking a potion. Further, the victim cannot escape by default. Spell-casting is conditional, based on the concentration needed, movement required and the judgment of the GM.
However, if the held victim also has martial artist as a skill, then an attempt to escape from the hold can be made. Rolling a successful d100+Melee+MartialArts hit against the grappler's bashing defense will not inflict damage, but it will free him from the grasp bring everyone back to neutral. Any person without martial arts caught in a grappling hold can only escape if the grasper receives damage, which is a difficult feat as the held cannot attack.
If the grappler had not taken an action in the round, then he or she may gain an initiative but with a delay equal to the initiative-second the escape was performed. Thus, if the grappler holds the victim in first round 1, the escape occurs at “7s” of the second round, then the original grappler can have an action with a 7-second delay (plus other applicable modifiers). Even if other modifiers exist which would lower the delay, the escape moment acts as the lowest possible delay (7 in this case).
Size is a factor for grappling. If attempting to hold a creature that is a size family higher, such as a human grappling an ogre, then the first hit is considered a “partial-grasp” which holds the victim to the location, but the victim is free to perform all other actions. However, on the second successful hold attack against a larger opponent, then normal grappling penalties will take effect. Opponents significantly larger (more than one size-family difference) just can't be held.
Advanced grappling maneuvers are possible, once a hold has been put in place, such as dragging, force-prone and savage throw. The details for these maneuvers can be found in the Combat Augmentations section. Lastly, grappling is intended to be used against humanoid creatures; the GM must adjudicate when applied against other creatures.
Dragging15 Savage Throw:15
Dwarven Wrestling::15 Blind Fighting:25*
Force-prone: 15    

Pole-Arms Requires Melee: 20 or better
Numerically Progressive: 10-50
This skill enhances one's use with pole weapons. Rather than gaining an extra attack with the pole-arm style, the damage die increases from d6 to d8. While this bonus is not as effective as other styles, once obtaining it, this skill allows a special maneuver of impalement whenever there is an opportunity for a sneak attack. The sneak attack is rolled on a single d100, but if successful, it will inflict 3d8 rather than 1d8. If an opponent is charging the wielder of a pole-weapon with pole-arms as an active skill, then an impalement maneauver will be assumed if all the criteria can be met. Use the following steps to determine if the impalement is viable.
1. Only on first engagement with this opponent in the encounter.
2. Impalement cannot be used against a victim wielding a pole-arm.
3. The attack must be made from two hexes away.
4. The target is permitted a Perception roll against a 70 difficulty.
5. If the target is aware, then it's a normal attack; otherwise, impalement.
6. If being charged, the pole-wielder's initiative is ignored once the attacker comes within 2 hexes and the sneak attack occurs.
Spinning Moves: 10 Two-Handed Fighting:15
Disarming:15 Weapon Forte:15
Dismount: 15 Blind Fighting: 25*
Drive:15   

Swords Requires Melee: 20 or better
Numerically Progressive: 10-50
This skill enhances one's use with edged weapons. The skill allows an additional d100 attack against an opponent as part of the normal attack action. Therefore, if one wields a longsword, two attacks are allowed, each using the formula: d100+Melee+Swords.
Spinning Moves: 10 Two-Handed Fighting:15
Disarming:15 Weapon Forte:15
Dismount: 15 Blind Fighting: 25*
Drive:15   
Mastery
Weapon Forte Requires Combat Style Skill: 15 or better
Numerically Progressive: 10-50
This skill endows mastery of a specific type of weapon, such as a “bastard sword” or a “long bow.” This gives an additional d100 attack against an opponent as part of the normal attack action. However, the mastery is due to a weapon; therefore, if a dagger is chosen and the character has both hurling and swords, then the weapon forte gives the additional roll for either style with which the dagger is used. The formula for each of the attacks allowed is d100+Melee+Style+Forte.
Augmentations
Berserker Requires Melee: 10 or better
Non-Incremental; Karma: 10
This is a controlled technique of uncontrolled technique, attacking as quickly as possible against all those around. Essentially, the combatant gains an additional d100 to his normal attack action but sacrifices -20 on each percent roll. Further, each attack roll must split up to separate targets, who must be within one hex distance. If there are not enough available targets as potential dice, then that attack is merely lost. Obviously, this works well when surrounded and on opponents with lower defense scores; however, this method loses its advantage against better defense values and as the normal attack gives more dice normally. Great for a bar fight with kobolds; not so much against two demon spawns.

Blind-Fighting Requires Melee-Based Combat Style Skill at 25 or better
Non-Incremental; Karma: 25
This skill is not style-specific. Once it is learned, it can be applied in any other melee attack. It teaches a combatant to detect his or her opponent through other senses. This will not help with Perception rolls to know whether an invisible target is present; however, if in combat with one or in total darkness, the skill effectively removes 20 points worth of penalties, assuming sound and air pressure are still available. In other words, if the darkness/vision penalty is -35, then with blind fighting the penalty would be reduced to only -15.

Combat Eloquence
Initial cannot be self-trained
Requires Melee: 10 or better
Numerically Progressive: 10-50
This skill teaches a character to reduce or remove the effects of certain combat augmentations. However, it is specific to the style in which it is learned and thus the protection it provides is only applicable when fighting with the distinct method. However, when active, any effect resulting from dirty guile, disarming or dismount is reduced by the skill value. For drive, the distance moved is reduced by one hex for each 10 full points of skill.

Dirty Guile Requires Melee: 10 or better
Non-Incremental; Karma: 10
A character employing dirty guile uses techniques to impede a creature’s vision. These include but are not limited to throwing dust in the face and knocking a helmet lopsided. The exact method of blinding is not important to game play. As it can adapt to any technique of melee, the attacker can use the all the dice of his current fighting method. The attempt is made as a normal attack, using the appropriate number of d100 rolls; however, only the melee score can be added to each set of die rolls. The attack inflicts no damage, but for each successful hit, the enemy is effectively blinded for 2d10 seconds. However, the victim can use an action to correct the penalties. All attacks made by a “blinded” victim are at –25; the GM may modify for special conditions. Further, distance-fighting, abilities which rely on line-of-sight, and a general understanding of the battlefield are lost for the duration of the effect. Lastly, this can only be performed on sighted creatures that are roughly the same size as the attacker.

Disarming
Initial cannot be self-trained
Requires Melee-Based Combat Style Skill at 15 or better
Numerically Progressive: 10-50
With this skill, a challenged combatant may be effectively disarmed. It is style-specific; therefore, it cannot be performed with a different fighting technique unless also learned under that style. Substituted for an attack, it uses the only dice from the weapons employed. No other skills that offer extra attacks can be employed with this maneuver. If using melee, swords and weapon forte, then 3d100+Disarming would be used to test success. The score of each die is compared to the opponent’s defense to determine success. For each “hitrdquo; scored, no damage is inflicted but rather the opponent's next initiative is delayed by 2d10 regain successful control of the disarmed weapon. However, the total delay cannot exceed the score of the skill; thus, if three hits are scored, but the skill value is only 10, then the longest the delay effect could be is 10 seconds. Lastly, using a net is a special exemption to the style-specific rule. When using a net, not only can it be combined with the best disarming skill, but it also allows the value of melee to be added into each die roll. Thusm if the best attack skill from weapons alone which a character has is melee+swords, then 2d100 would be used by the modifier would be melee+swords+melee.

Disengage
Initial cannot be self-trained
Requires Melee: 10 or better
Non-Incremental; Karma: 10
Once combatants have squared off in melee and are at adjacent hexes, then to leave that melee engagement, a combatant may use his action to retreat. This is true even if greater movement would allow him or her to escape. Without doing so, the opponent gains a free and immediate attack action upon the fleeing opponent, which does not count as his initiative action. However, with the passive skill of disengage, one can, after one full round of combat, flee at any time without allowing the opponent to gain a free attack. Further, it gives an instant movement burst of 10 feet (2 hexes) in a direction of choice. Moreover, those who were previously engaged in melee with the character will be unable to gain an effective attack against him or her for the remainder of the combat round, even if still having an action. They must select another target, take a non-combat action or lose the action. Of course, previous opponents may give chase and reengage the following round. Other combatants who were not in melee at the time of the maneuver could use actions against the character, so long as their movement and position permits them to do so. Further, ranged weapons remain in full effect against a disengaged being. This can only be used again if there is a new melee-engagement. Therefore, if the character uses it to escape combat and continues running, it cannot be used again unless the opponents chase and catch up to him or her, or if skilled person re-enters willingly. Even after a re-engagement, only another full round of combat occurs can the escapee flee once again.

Dismount
Initial cannot be self-trained
Requires Melee-Based Combat Style Skill at 15 or better
Numerically Progressive: 10-50
This skill uses an attack against a mounted rider. It is not style-specific. Once it is learned, it can be applied in any melee technique, including martial arts, assuming the skilled person is tall enough to enact the maneuver. With this, a normal attack is made against the opponent, using all the applicable dice. Whenever a glaive or spear is used in this maneuver, the attacker can add the skill of the dismount into the attack as well, but this does not add an additional die. Damage inflicted is half normal, rounded down, and the rider is forcefully removed from his mount. The rider may choose to remain in the saddle but suffers a 20-second delay on his or her next action to recover. Further, there are straps and saddles which prevent a rider from being thrown; however, if riding in one of these, the rider suffers full damage but does not suffer the delay on his or her future action.

Double Punch
Initial cannot be self-trained
Requires Melee-Based Combat Style Skill at 15 or better; Small Weapon Only
Non-Incremental; Karma: 10
This maneuver gives a character armed with a small weapon, fist or body weapon the opportunity to rapidly land additional damage in the primary strike. This can only be employed when using a smaller-sized weapon as the primary attack and cannot be combined with spinning moves as this maneuver strikes the same target. If any of the attacks score a hit, then an additional d100 is rolled after against the opponent’s defense for the potential to inflict yet one more dose of damage. The extra d100 is considered a special attack and therefore not subject to the maximum 5d100 rule, allowing a highly-skilled combatant with small weapons the possibility of landing 6 hits on a single attack. This can also be used with sneak attack for extra damage on the special-damage strike.

Dragging Requires Martial Arts: 15 or better
Non-Incremental; Karma: 10
This maneuver can be performed when a martial artist has effectively grappling an opponent. Although normally unable to attack when holding an opponent, this skill permits a special attack, using the normal martial arts attack formula. On the next available initiative, if successfully striking the opponent's bashing defense, then the two can move at the will of the grasper. However, movement rate will be one-half normal, rounded down.

Drive Requires Melee-Based Combat Style Skill at 15 or better
Numerically Progressive: 10-50
This form of attack forces an opponent backward, employing all the dice of a normal attack. However, the attack administers only half normal damage, rounded down. For each successful hit the opponent is forced backwards 5 feet. The attacker also moves the same distance as a result of this explosive attack but may stop short of the complete distance at his or her choosing. This will also cause a free separation between the two as being squared off in melee; therefore, fleeing without a free attack may be possible should locking back up does not occur.
If the victim so chooses, he or she may absorb the full damage rather than being driven at all. There is no partial option to take some and move some. This maneuver cannot be used against a creature in a size-family larger than the attacker. The player must state what is being attempting, and the opponent must then declare if they wish to absorb the damage or suffer the drive, before the attack dice are rolled. Finally, should the attacker miss with all his or her attack dice, then an extra d10 is added to the next initiative.

Fling Finesse Requires Hurling: 15 or better
Non-Incremental; Karma: 15
This skill permits a hurling feat of 2d100 with weapons not typically used or balanced as throwing weapons, and can do so up to a range of 20 feet. Thus, a character with fling finesse wielding a bastard sword could hurl it at a fleeing character as an attack. This allows nearly anything capable of being thrown to be used as a weapon: chairs, iron pots, whatever. However, no other skills are factored in, meaning attacks from this skill always use only 2d100+Range+Hurling.

Focused Shot Requires Hurling: 10 or better
Non-Incremental; Karma: 10
With focused shot, an archer can sacrifice +3 to each initiative score for three rounds to gain an extra d100 every third combat round. The extra time is used to gain a better shot, thus delivering more damage over time. However, the downside is if the final adjusted score, including armor, quickness and all modifiers, takes the initiative score over 20, then no attack can be gained that round. The loss of an attack does not reset the sequence for extra dice; thus, if the attack is lost in the second round, the following round would still qualify for the extra die on attack.

Force-Prone Requires Martial Arts: 15 or better
Non-Incremental; Karma: 10
The force-prone feat forces the opponent to the ground, after a hold has been established. A special martial arts attack is made when holding a victim. If scoring against the opponent's bashing defense, then the opponent is forcefully pulled to the ground. However, creatures with four or more legs will require 20 points higher a defense to force to the ground. Once placed in a prone position, the victim may not use style or avoidance skills as part of the defense formula. Even if escaping from the hold, the victim is prone and must take additional delays to stand - a 4-second delay to recover; longer if wearing armor.

Gryf Diving Requires Melee: 10 or better; Gryf Only
Non-Incremental; Karma: 10
This skill allows a gryf to use the gliding-fall as part of an attack. This can typically only be used as a first attack, as the gryf must have a position of higher ground to jump down on a victim, using the momentum from the fall to gain an extra d100 on the attack. Additionally, if the attack catches the victim by complete surprise, then it acts similar to a sneak attack, granting another d100 attack roll. The extra d100 for momentum will occur regardless. However, the surprise roll is dependent on whether or not the victim is aware of the attack and fails a normal Perception check. This feat cannot be combined with any other augmentations or maneuvers.

Marksmanship Requires Archery: 10 or better; Gryf Only
Non-Incremental; Karma: 10
This allows the sacrifice of a percentile attack die to increase the roll of all other dice by +20 for an archery attack. Only one d100 can be sacrificed.

Quickness
Initial cannot be self-trained
Requires Melee: 10 or better
Numerically Progressive: 10-50
With this skill, it reduces initiative rolls by 1 second for every ten full points of skill. This can only be used for melee attacks and no other actions. This is not hampered by armor; however, the lowest an initiative can reach is the first second of the combat round.

Quick Stand
Initial cannot be self-trained
Requires Martial Arts: 10 or better
Non-Incremental; Karma: 10
With this enhancement, a person can recover from a prone position to his or her feet in only one second, plus whatever bulk modifiers exist. This of course assumes that the person knocked down is not being held or restrained in any way.

Savage Throw Requires Martial Arts: 15 or better
Non-Incremental; Karma: 10
Another feat is the savage throw where a second successful hit against bashing uses the victim's momentuum against oneself, causing the opponent to be thrown ten feet (2 hexes). This will inflict a d6 of bashing damage but also releases the victim from the hold in the process. The victim must make a check against Body difficulty or land in a prone position.

Shadowing Requires Melee: 10 or better
Non-Incremental; Karma: 10
A combatant can protect another creature in an adjacent hex from incoming damage, including range weapons. The shadower can only protect the ally against one attack in a single combat round. To do this, the skill user must sacrifice all actions for the round of protection and also name the creature protected at the beginning of the round. To determine success, the skill wielder rolls 2d100 against the attack against the protected. For each “hit” against the protected’s defense score, the shadower takes only half the damage instead of the original target. However, the attempt to shadow must be calculated before damage is rolled by the initial attacker.

Sneak Attack
Initial cannot be self-trained
Requires Melee: 10 or better
Numerically Progressive: 10-50
This allows a combatant to recognize and act upon opponents who are unprepared or distracted, taking advantage of them by striking for extra damage. Only small (d4+n) and medium-sized (d6+n) weapons can be used. The sneak attack is rolled when the same number of d100 rolls as a normal attack action; however, for each successful hit, small weapons gain two dice, inflicting 3d4+n, while medium-sized weapons gain one die, inflicting 2d6+n. Use the following steps to determine if the sneak attack can be performed.
  1. The victim cannot be aware of the attacker's presence.
  2. The target is permitted a Perception roll against a 70 difficulty plus Sneak Attack and any other modifiers.
  3. If the target is aware, then it's a normal attack; otherwise, impalement.
Additional sneak attacks are possible, but if all combatants are aware of the chiseler, which they will be after the first attack, then to achieve a second sneak attack something must occur to distract or lose awareness of the person. This could be by use of a veil spell, disengage skill or similar techniques. Sneak attack cannot be used in combination with any other augmentation or maneuver.

Spinning Moves Requires Melee: 10 or better
Non-Incremental; Karma: 15
The skill permits melee attack dice to be split up against different targets, as long as they are within reach.

Targeting Requires Archery or Hurling: 15 or better
Non-Incremental; Karma: 15
The skill permits attack dice to be split up against different targets when using ranged combat. In this case, additional missiles are used.

Two-Handed Fighting Requires Melee-Based Combat Style Skill at 15 or better
Non-Incremental; Karma: 15
This skill allows a character to wield two weapons simultaneously, assuming the weapon is medium-sized or smaller. Both weapons must be able to be employed in the same style. This effectively gives an additional d100 attack against a victim's body score. This does not permit mixing styles. Holding a hammer in one hand while the other wields a longsword is not an ability this skill conveys. A single fighting style must be used even with two-handed fighting, which means a dagger and longsword combination would still be valid. Lastly, it can be combined with Spinning Moves and Berserker. However, when mixing weapons which inflict different amounts of damage, then use an average of d5+1 for the damage calculation.