Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
 The Skills System 
 Combat Skills

Combat Skills

In any RGP, often combat is a large portion of the game. Therefore, taking some method of combat is strongly recommended. While sorcery and divine powers do give opportunity to inflict damage against another, without some combat training a character will be severely lacking in a physical fight. And because fighting encounters are such a prevalent part of the game, we chose to list this section first.

There are a great many details and concepts that will be referenced in the skill descriptions below. There will be subjects like combining dice, die-pools, damage types, natural 20s, and more. Rest assured these ideas are explained, but while reviewing the descriptions, if there are concepts that seem foreign, then those can be found in the Advanced Mechanics part of the rulebook, and most will be in the Attacks & Options section.

Combat Styles

Weapons and skills may create exceptions, but the general rule for melee attack is to use the Strength modifier for the “to hit” then damage is 1 point for every that successfully hits, plus the weapon weight and of the attacker. Pain is based on the weapon used.

SkillCostDice Base or Feature
Combat Training: Melee1001d20
 Charging250Extra d20
 Style: Bludgeoning2502d20
  Heavy Blow400Extra d20
  Shield-Blitz †650Multi-Strike
  Spinning Moves †‡250By Target
  Style Leverage200No Change
  Weapon Forte5003d20
   Massive Blow750Extra d20
   Style Dominance400No Change
   Wrench (Bastard Sword)600Buff Attack
 Style: Cleaving2502d20
  Heavy Blow400Extra d20
  Pain300Special
  Shield-Blitz †650Multi-Strike
  Spinning Moves †‡250By Target
  Style Leverage200No Change
  Weapon Forte5003d20
   Axe-Sunder600Special
   Massive Blow750Extra d20
   Style Dominance400No Change
 Style: Polearms2501d20 (Reach)
  Heavy Blow400Extra d20
  Shield-Blitz †650Multi-Strike
  Spinning Moves †‡250By Target
  Style Leverage200No Change
  Weapon Forte5002d20 (Reach)
   Bleed600Special
    Artery700Special
   Massive Blow750Extra d20
   Polearm-Blitz500Multi-Strike
   Style Dominance400No Change
   Wrench600Buff Attack
  Wide Strike300Special
 Style: Slashing2502d20
  Heavy Blow400Extra d20
  Shield-Blitz †650Multi-Strike
  Spinning Moves †‡250By Target
  Style Leverage200No Change
  Weapon Forte5003d20
   Bleed600Special
    Artery700Special
   Massive Blow750Extra d20
   Style Dominance400No Change
 Style: Specialty300By Weapon
  Weapon Forte500By Weapon
   Wrench600Buff Attack
 Whip Master400Special
  Whip-Blitz †‡400Multi-Strike
  Whip Steal500Special

When throwing or firing for a range attack, each is modified by the . However, damage is calculated differently on whether the weapon is thrown or a shooter.

For thrown, damage is equal to the number of successful that hit, then the attacker’s Strength modifier. No weapon weight is included.

For shooters, each successful hit adds 1½ points of damage (round down), then the attacker’s Agility modifier (even a negative value) is added to the final damage. Again, the weapon weight is zero. Of course, there will be exceptions by weapon and skill for these general rules. Further, Pain is inflicted based on the weapon, but shooters tend to render high amounts especially if the ammo becomes immured.

SkillCostDice Base of Feature
Combat Training: Range1501d20
 Style: Archery3002d20
  Style Leverage200No Change
  Called Shot450No Change
  Curved Shot350No Change
  Deadeye350Special
  Focused Shot450Extra d20
  Marksmanship500Deduct d20
  Mechanist400Special
   Quick-Fire500Buff Attack
   Sniper600Advantage
  Targeting †‡250By Target
  Weapon Forte5003d20
   Style Dominance400No Change
   Strength Bow600Extra d20
 Style: Hurling2502d20
  Style Leverage200No Change
  Targeting †‡250By Target
  Ricochet400No Change
  Stricture400No Change
  Focused Shot450Extra d20
  Stone Throwing600No Change
  Weapon Forte5003d20
 Shield-Fling400Up to 2d20
 Projectile Tricks500No Change

Unarmed combat can be performed even without training. The progression of skills, specifically due to martial arts will alter the base calculation when brawling in a slugfest. However, as a starting point, the “to hit” is adjusted by of the pugilist. The damage calculation is only on ½; however, Pain is also inflicted as 1 point for the successful strike, then a ½-point for each bonus of one’s (round down). This can mean weak and clumsy persons who have no training can be quite ineffective at fisticuffs.

SkillCostDice Base or Feature
Combat Training: Unarmed Fighting1001d20
 Ground-Fighting300No Change
 Hammer Strike400Advantage
 Martial Arts3001d20
 Evasive Motion400Defense
 Footwork300No Change
   Immovability400Special
   Roundhouse300Buff Attack
 Guard Style300Defense
 Martial Disarm600Special
 Raven's Beak400Buff Attack
   Crushing Blow600Buff Attack
 Style Leverage200No Change
 Takedown400Special
 Throttle500Special
  Martial Arts II6002d20
  Feinting Wind400Reduce Dmg
  Flowing Sand †‡600By Target
  Grappling Block400Neutralize
    Grappler’s Shield600No Change
  Guard Style II500Defense
    Guard Style III800Defense
  Razor Fist500Buff Attack
  Silk Sleeve400No Change
  Slowing Strike400No Change
  Style Dominance400No Change
  Two-Finger Pain Touch500No Change
    Three-Finger Stun Punch650No Change
     Five-Finger Paralysis800No Change

 † Multi-Strike
 ‡ Multiple Targets

Defense Skills

Only light weapons can be used with a shield until obtaining the combat training: shield use skill. Also, in the list below, some skills may have prerequisites which are not part of the list as they may not be classified as a defensive skill.

SkillCostNote or Feature
Combat Training: Shield Use150Defense
 Shield Hand250Defense
 Shield Cover400Range Cover
 Shield Protector500Reduce Dmg
 Shield-Blitz †650Multi-Strike
Cloak Defense250Defense
Dodge300Reduce Dmg
Deflect Missiles350Thwart Range
 Deflect Bolts450Hurled Block
Guard Style300Defense
Medium Armor300Reduce Wgt
 Heavy Armor500Reduce Wgt
  Armor Mastery800Defense
Parry300-1 to Enemy
Rebuff450Reduce Dmg
 Countermove600Redirect
 Riposte600Strike Back
Weapon Lock400Neutralize
 Shield Breaker600Neutralize
 Weapon Disarm750Neutralize

Other Combat Skills
SkillCostNote or Feature
Berserker †‡300By Target
Mounted Fighting300Extra Die
 War-Steed450Attack
 Mounted Fighting II500Attack
  War-Steed II750Attack
Swarming300Buff Attack
 Gang Style450Buff Attack
Teamwork350Buff Attack
 Commander500Buff Attack
War Charioteering400Chariot


Descriptions of Combat Skills
Armor MasteryHeavy Armor or Armor Movement TraitWill 12+
With this skill, one is able bond with metallic, heavier armors to have them act similarly to those that permit an attribute adjustment to Defense. By gaining a familiarity of wearing such armors, the person with this skill has some of their lifesong envelope the armor while it is donned. From a Defense calculation view, this skill permits the wearer to add his or her Will modifier as the Attribute bonus. This skill also allows using that Will bonus to be added to the save against any physical area of effect attack that permits half damage, such as fireball. This bonus will add to any save that is not specifically against the Will sub-attribute; in other words, the bonus cannot be added twice. It will work completely complementary with shield cover.
Armors Allowed: Breastplate, Brigandine Chain, Chain Mail, Chain Shirt, Dark Ring, Dwarven Scale, Jack of Plates, Lamellar, Plate Mail, Ring Mail, Splint Mail
Unskilled: Not possible
Karma Attainment: Long Rest in a blacksmith shop or similar
ArteryBleedAgility 16+
This skill works the same as a bleed; however, if the bleed crit inflicts damage, then the victim loses 1 Body point at the end of his or her turn for d4 rounds or until magical healing can be applied. Wound care will not stop the bleeding.
Weapons Allowed: Bastard Sword, Glaive, Gladius, Halberd, Longsword, Ranseur, Sai, Shuriken, Spear
Unskilled: Not possible
Karma Attainment: 1 Day actively sharpening weapons, studying the edge
Axe-SunderWeapon ForteAgility 13+
After gaining weapon forte with a cleaver weapon, the combatant can gain this technique, which inflicts no damage to the target but rather imposes a specific hit to key fasteners of the opponent's armor. It is a single d20 attack with said weapon. If striking the opponent's Defense, then the armor is blemished to lower its Armor-Base value by 3. The damage to the armor is significant but temporary and can be repaired with the basic armoring or leatherworking skills, as appropriate, over a short rest. Striking an opponent with impaired armor will not have any type of cumulative effect. Obviously, this will not work against combatants who are not wearing armor or against magical buffs like shimmering armor; however, the strike counts as a successful hit if that is a contingency of the magical effect, as in the stone bones incantation. As a bonus, this combat feat will deliver 2 points of Pain on a successful hit.
Weapons Allowed: Axe, Battle-Axe, Great Axe, Vidonoir
Unskilled: Not possible
Karma Attainment: 2 Days studying various armors
BerserkerCombat Training: MeleeBody 10+
This is a technique of reckless combat, attacking as quickly as possible against all those around. The skill grants an additional d20 to the primary hand die pool, but all rolls suffer -3 to hit penalties. From there, the primary hand die pool is divided into several die pools equal to the number of dice in the original pool, resulting in many 1d20 die pools. Finally, those die pools must be used against different targets. Targets must be within five feet (or within weapon reach), but no single target can be attacked more than once. If there are not enough available targets for all the die pools, then the extra strikes are lost. Remember that attacks on “multiple targets” use the Strength bonus by target while the weapon weight is calculated for each die pool strike. For this skill, it would be one in the same. This cannot be used with any skill that uses the off-hand as an attack; thus, shield-blitz and polearm-blitz are examples that could not be used with the berserker skill. For clarity, a shield can still be employed while using this skill. Also, a “savage” die pool is also prohibited to be combined with the berserker skill.
Unskilled: Not possible
Karma Attainment: Long Rest with a set of dice in possession
BleedWeapon ForteAgility 13+
When using a weapon that explicitly inflicts edged or piercing damage and the wielder has mastery via the weapon forte skill, then an additional special occurrence is added to the result of the attack. If the target bleeds and if a raw 18 or higher occurs in the attack, then an extra d20 is rolled as well. If that extra die hits, then in addition to the extra point of damage, the result is a special crit for the potential of extra d3 points of bleeding damage. However, it is not an exploding crit, but this bleeding effect works complementary and separately with the heavy weapon tag, heavy blow as well as with other crits. Also, because it is a special occurrence, the extra die is not part of the 5d20 limit. Thus, if a character has weapon forte in bastard sword uses it with heavy blow, then 4d20 are used for the attack. If any of the dice score a raw 18, 19 or 20, then the special occurrence triggers for the additional d20 bleeding die. Further, the target is placed at disadvantage from the heavy tag and an extra d20 is granted from the heavy blow. In this example, 4d20 is rolled for the attack, then two separate crits chains occur, one for the bleed and one for the heavy blow. In this instance, only the heavy-blow critical hit has the exploding effect should it roll another natural 20. The bleed-die only inflicts its extra damage then the effect ends.
Weapons Allowed: Bastard Sword, Glaive, Gladius, Halberd, Longsword, Ranseur, Sai, Shuriken, Spear
Unskilled: Not possible
Karma Attainment: 1 Day cutting meats in a butchery
Called ShotArcheryStrength 10+ Agility 13+
This shot must be declared in advance and is penalized by -3 on initiative with 9 being the earliest second for the action to occur. This skill can only be employed with bows, not crossbows and can only be used against a single target. Further, the ammo must be a true, physical arrow, not one of energy or summoned by magic such as with a ring of the hunter. The bow and/or the arrow may be magical, but the ammo must be physical. Using all the dice of the primary hand attack with a bow strikes as if the arrow has a weapon weight as ½ point for each dice used up to a maximum of 2 points. It cannot be combined with any other skills other than style, forte and strength bow. Finally, it cannot be performed as an action again during the consecutive two turns.
Weapons Allowed: Long Bow / Short Bow
Unskilled: Not possible
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: 1 Day spent staring at a bullseye
ChargingCombat Training: MeleeBody 10+
When running more than 30 feet in a straight line immediately before striking with a melee action, then an additional d20 is added to the primary hand die pool. Thus, if only Combat Training: Melee is used, the attack would be 2d20. However, this cannot be used in two consecutive melee rounds. Furthermore, if a character has more than one die pool, such as when using two-handed fighting, then the extra d20 must be designated to the true primary hand die pool; however, other die pool strikes could also be made if employing this maneuver.
Unskilled: Someone could make a mad run towards an opponent, hoping that momentum would help add to the strike. If performing this action without this skill, the person might success. To see whether the extra d20 is gained, the unskilled fighter must win a Strength competition against the opponent. If failing, then no bonus die is gained. If gained and all the d20s rolled miss, then the attempt caused the fighter to lose balance and fall prone.
Non-Karma Training: 56 Days with Trainer / 112 Days Self-Trained
Karma Attainment: 1 Day honing new skill
Cloak DefenseCombat Training: MeleeAgility 10+
This is the skill of using a cloak, cape, net or similar object to act somewhat like a shield. It provides +1 in the Shield component of Defense but also can be used like an item with parry, assuming the armed weapon does not have this property; thereby, reducing incoming attack values. Despite all these shield-like qualities, a cloak is not as robust as a shield and cannot prevent the disadvantage from a heavy weapon.
Unskilled: Someone without cloak defense could gain +1 in the Shield component for Defense without the parry feature; however, the attentiveness required means it can only be done when one’s action is in guard.
Karma Attainment: Long Rest
Combat Training: MeleeNo Skill Requirement 
This skill permits combat with any melee weapon, allowing a d20 attack upon an opponent within 5 feet (1 hex). A weapon must be employed, including improvised weapons such as chairs and frying pans are allowed. However, note that improvised weapons cannot be used to gain additional d20s regardless of additional skill-styles learned later. Also, unless stated by the GM, everything improvised has a weapon-weight of zero. Rolling an attack with this skill uses a d20, adjusted by . If that number hits the target Defense, the damage is 1 point, plus the weapon weight damage, plus .
Weapons Allowed: Any Melee Weapon
Unskilled: When someone has no training in combat at all, he or she is not totally defenseless. Essentially, that person can swing whatever weapon is available but will do so with disadvantage.
Non-Karma Training: 42 Days with Trainer / 84 Days Self-Trained
Karma Attainment: 1 Day honing new skill
Combat Training: RangeNo Requirement 
This skill permits use of ranged weapons to attack with a d20 against an opponent within range of the weapon. Usable weapons will be marked with either archery or thrown tag. Further, if fighting against an opponent within 5 feet and the weapon is being used as a ranged weapon, then throwing or firing it is at disadvantage, unless the weapon has a flung tag. For example, daggers cannot be thrown within 5 feet, but a hammer can. Lastly, most weapons must have a clear path of hexes to target a victim as those shots are projected on a linear path. Spears, arrows and others when fired outside are permitted to fire over the top of allies or obstruction. Also, the GM will help determine when an obstruction blocks a potential shot and when the target is using it as cover. See Cover.
Weapons Allowed: Any Range Weapon
Unskilled: While it is possible being untrained and launch or throw a ranged projectile, it probably will have no effect. Without the skill, the attack will be at disadvantage. Since there is no weapon-weight and the strike will only inflict one point of damage, that point will be negated by the disadvantage damage penalty.
Non-Karma Training: 42 Days with Trainer / 84 Days Self-Trained
Karma Attainment: 1 Day honing new skill
Combat Training: Shield UseCombat Training: Melee 
Anyone can carry and use a shield. However, to gain the +2 bonus to Defense, the weapon used in conjunction with the shield must be marked as a light weapon. This skill removes that restriction; however, weapons marked as heavy, reach or ammo-use are still restricted. While this sounds obvious, the off-hand cannot be used for anything else when using a shield for defensive. Lastly, when having this skill, the donning of a shield no longer suffers the -10 movement penalty.
Unskilled: Light Weapons Only
Non-Karma Training: 49 Days with Trainer / 98 Days Self-Trained
Karma Attainment: 1 Day of honing skill
Combat Training: Unarmed FightingNo Requirement 
This skill permits better grappling and balance. It also train the basics of boxing. When grappling, shoving, tripping or even tackling, this skill grants a +2 to the competition. If other bonuses are granted from skills, spells or items, the bonus from this skill will not be additive; thus, the best bonus is selected. However, if trying to escape or trying to stop an escape, the offensive skill grants no bonus. As for punching an opponent, this acts much like the whip. A slug thrown with this skill strikes against a target’s Bludgeoning Defense but is ineffective against a target wearing an armor type that weighs 20 pounds or greater (or monsters with an armor component of its Defense of 12 or higher). The single d20 is adjusted by . If successfully striking an eligible target, the damage is equal to half of the attacker’s (round down), meaning if there are no penalties, only an attacker with a 14 Strength or better will inflict blunt damage. However, Pain is imposed as 1 point plus ½-point for each bonus of the attacker’s (round down).
Unskilled: Anyone can throw a punch, but if not trained, it is rolled at disadvantage and will not inflict any actual Body damage, and the Pain inflictions will be limited to one point regardless of one's Agility score.
Non-Karma Training: 21 Days with Trainer / 42 Days Self-Trained
Karma Attainment: 1 Day Boxing
Crushing BlowRaven's BeakWill 14+
The martial artist has been trained to break objects through concentrated will and sharp strikes. To break the target object, the martial artist must succeed with a Strength check against a TM based on thickness. For wood, the TM is three points per inch (round to the next inch); thus, a 4x4 post is TM:12 for this special attack. Brittle stone and crystal grants five points per inch to the TM; therefore, a three-inch thick stone door could be broken against TM:15. Of course, the GM might adjust the Target Mark based on age, shape or other factors. However, this feat could also be used against a living target also. Similar to the inanimate object, this would be 1d20 attack, modified by Strength, against the opponent’s Defense. If hitting that mark, the damage is one-half of his or her Will score (round down). In all cases, this is the only attack that can be made for the action. This feat can only be attempted once before requiring a short rest to regain the focus to execute.
Unskilled: Not possible
Karma Attainment: A week of punching sand
Curved ShotArcheryAgility 12+
This skill can only be employed with bows, granting a minor around-the-corner effect. If cover extended only 2 hexes off of a straight line, then that cover could be ignored or partially ignored. Partial cover is completely ignored, as it is clearly less than 10 feet for such circumstances. If complete cover extended under ten feet, then with curved shot it would be treated as half cover.
Weapons Allowed: Long Bow
Unskilled: Not possible
Karma Attainment: 1 Day honing the new skill
DeadeyeArcheryAgility 10+
Whenever the archer has advantage for an attack or if the selected target who can be attacked at advantage, this skill exploits the circumstance further by, in addition to the extra advantage die, this allows the lowest die in the die pool of the attack to be re-rolled once, if desired. This skill can be combined with any other range-based skill that can be used during advantage.
Weapons Allowed: Long Bow
Unskilled: Not possible
Karma Attainment: Long Rest
Deflect Bolts
Reaction
Deflect MissilesAgility 14+
This skill is identical to deflect missiles with the exception that the d6 rolled is done at advantage. Thus, two d6 rolls are made, choosing the better of the two.
Unskilled: Not possible
Karma Attainment: 3 Days standing on one’s head
Deflect Missiles
Reaction
Combat Training: MeleeAgility 12+
This skill permits a reaction to potentially neutralize the entire attack against the target from an archery or thrown-weapon attack. No weapons are required, and no hands need to be free to use this reaction. If reacting is chosen to be used, then a d6 is rolled and subtracted from the attacker’s highest die score of the incoming die pool. If that die score is lessened so that it would no longer hit, then that entire attack damage against the target is deflected away, preventing all damage. Moreover, if a raw 6 is rolled, then the attack is deflected regardless of the math, plus the deflector may choose to catch the weapon so long as one hand is free. However, if any value of the attack is a natural 20, the reaction cannot be used, as the attack cannot miss. Magical spells cannot be deflected, which includes any magical effect which turns normal ammo into a magical, non-corporeal projectile, such as some magical arrows. The GM will determine this if the effect or item is ambiguous of the magical enhancement. See the Basic Mechanics for the general explanation or in more detail at reactions in the Advanced section.
Unskilled: Not possible
Karma Attainment: 3 Days squatting on pillars
Dodge
Reaction
Combat Training: MeleeAgility 13+
This skill permits a reaction to avoid physical damage inflicted by melee. When struck in melee, the one dodging can reduce the score of one of the attacker’s dice, so long as that die-score is not a natural 20; however, it must be the lowest score of an attack sequence. If more than a single attack was successful against the target from a “multi-strike,” the one dodging can choose which attack to attempt to dodge. Further, the dodger is permitted to know whether one die or multiple dice were used in an attack. Once selecting the attack (lowest die) to avoid, a reaction is used, and a d6 is rolled. The result of the sum of the d6 score and Agility modifier are subtracted from the lowest successfully-striking die of the selected attack. If that adjusted score is low enough to miss the target Defense, then the point from the die is removed and also the attribute bonus (normally ) is removed. Remember, the attribute modifier is a one-time bonus for all attacks if it is a “multi-strike;” thus, if dodging the extra attack, that bonus cannot be removed. Furthermore, any special damage, such as heavy blow crit-damage, infusion of fire, poison, disease, or necrotic effect delivered as part of the success of the attack sequence is also negated. Finally, if that is the only successful die of the die pool, then the entire strike acts as a miss and zero points are inflicted as damage. Effectively, the succesful dodge evades the strike or might reduce it to a glancing blow that still inflicted some harm. Again, no natural 20 can be reduced or removed, nor can any of its extra dice or exploded values be removed. Magical spells cannot be dodged.
Unskilled: Not possible
Non-Karma Training: 196 Days with Trainer / 392 Days Self-Trained
Karma Attainment: 3 Days dancing and jumping on pillars
Evasive MotionMartial ArtsAgility 12+
This is the training of one’s body to move in an uncanny fashion, which effectively grants +2 to Defense. This is categorized as the “Skill” component. Moreover, it cannot be applied if wearing armor which has an actual weight of 40 pounds or greater. This restriction is true despite having skills such as heavy armor or even the racial skill armor movement. And it can be used wearing armor between 20 and 40 pounds, but only if the medium armor skill has been obtained.
Unskilled: Not possible
Non-Karma Training: 98 Days with Trainer / 196 Days Self-Trained
Karma Attainment: 1 Day practicing balancing exercises
Feinting WindMartial Arts IIAgility 14+
With this defensive technique, a martial artist will make his guard action become more effective. Normally, the guard action, which must be announced at the start of the round, forces all attacking opponents attack to do so at disadvantage due to becoming completely defensive. However, with this skill, not only are the attacks at disadvantage but yet another d20 is lessened from that attacker’s die pool as well. Unless the attacker was at disadvantage before this feat was put in play, he, she or it would still have 1d20 at a minimum for the action. Note, this can only be used against bipeds using Combat Training: Melee as the basis of the combat attack. All other attackers would suffer only the normal guard action penalties.
Unskilled: Not possible
Karma Attainment: 2 Days practicing stepping inward in imaginary combat
Five-Finger ParalysisThree-Finger Stun PunchWill 4+
Yet another enhancement of the nerve-impairment attacks, this is method is a rather powerful one. With the same limitations as the prerequisites, this attack could render its victim temporarily paralyzed. Rolling the normal number of dice from the standard martial attack, if the strike hits the target, no damage and only 2 points of Pain are delivered, but the victim must make an Agility save (TM:12) or become paralyzed. This effect lasts until the end one of the upcoming turns based on the attacker's Will modifier. However, at the end of each consecutive turn, the victim will attempt the save again to become free early. The GM might make the roll to hide attacker's attribute score. Again, this is permitted only twice per day with the earlier versions counting as a usage, and the victims are limited to the biophage over-category.
Unskilled: Not possible
Karma Attainment: 5 Days meditating
Flowing SandMartial Arts IIAgility 16+
A flurry of attacks can be made with this difficult skill. Further, the attack uses 15 feet of the round’s movement to execute. If that amount of movement doesn't remain, then this feat cannot be performed. The martial artist begins his or her turn in the starting hex, then sprints at astonishing speed in a straight line during which he or she is permitted to strike every opponent in adjacent hexes along the path of his run. These attacks are not at maximum power but rather just 1d20 multi-strike attacks; however, the choice of either the Strength or Agility modifier can be added to the damage. Because of the short distance of the dash, no flee-attack reactions are allowed, not even with a sentinel skill. Due to the concentrated energy required by this technique, the martial artist's Agility score will act as if 5 points lower until taking a short rest, meaning saves, checks and bonuses will be affected by this drain. However, if that adjusted value is still at an effective score of 12 or higher, the special action can be taken again, but will lower one's operative Agility again as well.
Unskilled: Not possible
Karma Attainment: One week of running sprints
Focused ShotEither Archery or Hurling 
With focused shot, a combatant can gain an extra d20 to the die pool used for a ranged attack; however, this comes with a speed sacrifice for the additional die. The player must be declared at the beginning of the round. When rolling for initiative, a -5 penalty is applied to the roll. Further, the total modified score of initiative can never be higher than 7. Further, the character loses 15 feet of movement on this turn. All dice of the attack must be used in a single die pool and against a single target; thus, it cannot be used with targeting. The delay allows for a better-placed shot to deliver a higher damage potential. Additionally, this could be used for a sneak attack.
Weapons Allowed: Any Range Weapon
Unskilled: Not possible
Karma Attainment: Long Rest
FootworkMartial ArtsAgility 13+
This skill trains the user to be cognizant of his or her own stances and foot-placements as well as those of the enemy. As a result, this allows the creation of a special die pool, which can be used for a grappling, shoving or tripping attack by using various leg-locking or kicking maneuvers. Yes, with this skill, the attacker’s legs can grapple and hold a victim, allowing the primary-hand or savage die pools available for attacks in subsequent rounds. However, 1d20 must be taken from another die pool to be used in this action to create this special die pool. This footwork maneuver is always applied as the final die pool after the other strikes have occurred. Therefore, if a warrior attacks with a single die pool of 2d20, then 1d20 would remain for the primary hand and a second attack to trip the opponent would also be used. All the size restrictions of grappling, etc also apply when using the footwork skill, except should someone with the footwork skill be prone, he or she will not suffer the -5 penalty. Additionally, this allows a passive leaping-climb movement. It costs triple the normal movement for each five-foot upward movement, but it allows the user to harness momentum to scale ten feet of solid, non-slick surfaces like the outer wall of a building or even a large tree. If two surfaces are within five feet of another, then bouncing to the other is permitted to continue the climb. However, if movement runs out without reaching a sturdy plateau, the one scaling falls to the ground.
Unskilled: Not possible
Non-Karma Training: 112 Days with Trainer / 224 Days Self-Trained
Karma Attainment: 2 Days spent dancing
Gang StyleSwarming or TeamworkBody 6+
This skill is a technique usually taught to weaker but well-trained bipedal monsters, such as elite goblins or hobgoblins. However, others might find it helpful in some cases. It is a fighting style using numbers against a stronger opponent. For this to work, every warrior involved must have this skill, similar to how swarming works; thus, the requirements of that skill also apply here. However, instead of each surrounding combatant gaining bonuses, most are engage in distraction techniques to allow a single fighter among the gang to obtain significant bonuses. In fact, those being the distractions gain nothing as a bonus to hit; further, those distracting can inflict only one single point of damage and one point of Pain because to this method. However, each of the ones distracting lend +2 cumulatively to a single member of choice, plus the weapon acts like a heavy one regardless of its actual size. Therefore, if four hobgoblins with this skill engaged against a single opponent, three of them attack normally and are limited to a single point of damage; but the fourth gains a +6 bonus to hit, delivers normal damage with the weapon acting as a “heavy” weapon to add 2 points of damage. Further, that hobgoblin would inflict a disadvantage penalty on a raw 18 or higher if the victim has no effective shield.
Unskilled: Not possible
Karma Attainment: Long Rest
Grappler’s ShieldMartial ArtsStrength 15+
While the one with this skill has an established grappling hold placed on a victim and assuming sufficient Strength, this permits one to move (at half normal movement) using the victim as full cover unless the ranged shot comes from behind. The grappler can begin movement immediately after establishing the hold rather than having to wait until his or her next turn. Ranged attacks fired at the grappler under cover will strike the held victim if hitting its Defense. An impalement maneuver will also strike the victim instead of the grappler. If choosing, on his or her next turn, the grappler can push the held victim into another combatant within 10 feet when releasing the hold, which will stun both the victim and the target until the start of their respective next turns. See immovability as an exception. This forced collision requires another competition roll against the second target as if it were a grappling attack. If successful, then the held victim is shoved into the target. This shoving of the grappled-shield-person must be performed as an action.
Unskilled: Someone could hide behind a body that was grappled without a skill to gain half-cover, which grants +2 to PP against range. However, if attempting to do this and move, then held victim gains an immediate opportunity to escape the hold and can roll that competition at advantage.
Karma Attainment: Long Rest
Grappling BlockFeinting Wind 
This is an enhancement to the feinting wind skill with the same requirements of being used against Combat Training: Melee attacks and being on guard for the round. In addition to reducing dice from the die pools of the attackers, the martial artist can use a reaction to roll a special single 1d20 attack against the selected aggressor. If successfully hitting, then the original attacker has his or her primary weapon hand trapped and is effectively grappled. This ruins the aggressor's entire die pool with that arm. If the aggressor has a multiple-attack with the off-hand, that one is still permitted. Nonetheless, had the aggressor been splitting dice against multiple targets, then a successfully grappling block will prevent further attacks, even with the off-hand, due to the hold altering the rhythm of the attack. If the attack failed, obviously, the original attack would continue.
Unskilled: Not possible
Karma Attainment: 2 Days practicing wrestling methods
Ground-FightingCombat Training: Unarmed CombatStrength 10+
This skill removes the disadvantage status when the character is prone. Melee attackers still gain their own advantage, but the victim can fight normally even though on the ground. If having this skill, while performing a throttle hold and checking for potential damage due to close entanglement, the ground-fighter rolls his Comp check with advantage, the better of two d12s.
Unskilled: Not possible
Non-Karma Training: 35 Days with Trainer / 70 Days Self-Trained
Karma Attainment: 2 Days practicing wrestling methods
Guard StyleMartial ArtsAgility 12+ Resilience 12+
This substitutes as Body Armor in Defense for the martial artist. His or her Skill component in Defense will be calculated as 13; however, no armor can be worn or combined to maintain that value. Shields, attribute modifiers, and anything that is calculated in a separate bucket is allowed. Further, other skills that grant bonuses to the Skill component in Defense can complemented to the score so long as they meet the requirements of all skills involved. In other words, evasive motion could add its additional +2 but only when no armor is worn. Of course, evasive motion would still apply when wearing armor within its limits, but the guard style points would not count towards the total Defense score.
Unskilled: Not possible
Non-Karma Training: 126 Days with Trainer / 252 Days Self-Trained
Karma Attainment: 2 Days lying motionless in mud
Guard Style IIGuard Style and Martial Arts IIAgility 14+
Like the original guard style, this substitutes as Body Armor in Defense for the martial artist. His or her Skill component in Defense will be calculated as 16; however, no armor can be worn or combined to maintain that value. Shields, attribute modifiers, and anything that is calculated in a separate bucket is allowed. Further, other skills that grant bonuses to the Skill component in Defense can complemented to the score so long as they meet the requirements of all skills involved. In other words, evasive motion could add its additional +2 but only when no armor is worn. Of course, evasive motion would still apply when wearing armor within its limits, but the guard style II points would not count towards the total Defense score.
Unskilled: Not possible
Non-Karma Training: 140 Days with Trainer / 280 Days Self-Trained
Karma Attainment: 2 Days lying motionless in mud
Guard Style IIIGuard Style IIAgility 17+
Like prior versions, this substitutes as Body Armor in Defense for the martial artist. His or her Skill component in Defense will be calculated as 20; however, no armor can be worn or combined to maintain that value. Shields, attribute modifiers, and anything that is calculated in a separate bucket is allowed. Further, other skills that grant bonuses to the Skill component in Defense can complemented to the score so long as they meet the requirements of all skills involved. In other words, evasive motion could add its additional +2 but only when no armor is worn. Of course, evasive motion would still apply when wearing armor within its limits, but the guard style II points would not count towards the total Defense score.
Unskilled: Not possible
Non-Karma Training: 224 Days with Trainer / 448 Days Self-Trained
Karma Attainment: 2 Days lying motionless in mud
Hammer StrikeCombat Training: Unarmed CombatAgility 12+
With this technique, the combatant gains advantage for unarmed strikes against a grappled victim. Further, this allows special exemptions to the normal rules of grappling. Typically, the one establishing a hold on another is not able to strike the victim; however, with this skill, the skilled pugilist can make unarmed attacks while maintaining a hold and also gains advantage for those attacks. Wearing tiger claws or other enhancer is still considered an unarmed strike.
Weapons Allowed: Only hand enhancers
Unskilled: Not possible
Non-Karma Training: 35 Days with Trainer / 70 Days Self-Trained
Karma Attainment: 2 Days honing techniques
Heavy ArmorMedium ArmorResilience 13+
Similar to the medium armor skill, this one allows armor weighing 40 pounds or more to act as 20 pounds lighter for the calculation of encumbrance. As with other armor skills, this does not affect the true weight or mass of the armor. Further, this has no affect upon any disadvantage values a particular type of armor may have.
Armor Allowed: Brigandine Chain, Chain Mail, Ring Mail, Split Mail, Plate Mail
Unskilled: Not possible
Karma Attainment: 1 Day practicing walking and moving in heavy armor
Heavy BlowAny of Bludgeoning, Cleaving, Polearms or SlashingStrength 13+
Heavy weapons require two hands to wield. Through this skill, any weapon with the heavy tag, can gain an extra d20 added to its die pool. As with all heavy weapons, a score of natural 18 or higher places an “unshielded” victim at disadvantage. However, using this skill, even those with shields suffer the disadvantage effect. Furthermore, if the natural 18 or 19 successfully hits, then it is considered an “exploding” critical hit similar to raw 20. This means the wielder immediately gains another d20 of potential damage. Multiple critical hits from the same die pool still only permit one crit chain. To be clear, a natural 18 or 19 is not an automatic hit, and thus it is subject to be reduced by a dodge or rebuff, which could also remove the die-chain of the crit. Regardless, a natural 18 or 20 still inflicts disadvantage whether missing, successful or avoided. This can be employed with spinning moves and berserker. Also, see the bleed skill as an exception for only one crit chain.
Weapons Allowed: Bastard Sword, Glaive, Great Axe, Halberd, War Maul
Weapons Allowed: Bastard Sword, Glaive, Great Axe, Halberd, War Maul
Unskilled: Not possible
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: 1 Day smashing rocks
ImmovabilityFootwork 
Through careful positioning, balance, and movement, the martial artist can avoid being lifted, knocked down, or thrown off his or her feet with this passive training. For purposes of knocking prone, tripping or shoving (not grappling unless the maneuver results in a prone penalty), the target gains +3 on the competition or save atop all existing bonuses. As a martial artist already gains +3, the smallest bonus to be held would be +6. For other circumstances, this skill would act as if currently under the effects of the geo-bond axiom without the resistance to lightning or the penalties for immobilize-type magic. Any special occurrences or effects that renders this character prone, which also has other effects, such as stunning, then if the prone is avoided, all those others are as well. Further, if an enemy were to use grappler’s shield to force an ally into a character with this skill, then immovability would allow using an Agility competition to be struck/stunned. The same is true against the drive feat. If winning the competition, the drive-back result would fail.
Unskilled: Not possible
Karma Attainment: 3 Days standing with feet buried in dirt or mud
MarksmanshipArcheryAgility 12+
At the sacrifice of one attack die from a die pool, all other dice in an archery attack gain a +5 to hit. This can combine with targeting, meaning the total dice are split into the possible and desired die pools, then 1d20 is removed from one of those pools. If there is only one die in the pool, then this would remove that die pool.
Weapons Allowed: Crossbow, Hand Crossbow, Long Bow
Unskilled: Not possible
Karma Attainment: 1 Day of target practice
Martial ArtsCombat Training: Unarmed CombatResilience 12+
This skill teaches balance and fighting. For balance, a +3 bonus for any Agility save or competition involving balance, which includes grappling, pushing, or effects such as the tremor incantation. This Agility bonus is in substitution, not cumulative, for Combat Training: Unarmed Combat where applicable.
  As for combat, this skill does not enhance upon Combat Training: Melee but rather allows one's fists, arms and feet to be effective weapons. It also allows a choice of Strength or Agility to be used as a damage modifier at the choice of the combatant for the martial body strike. The body parts used to deliver such an attack is a bit complex as it can be the primary hand, off-hand, elbows, knees, feet or combinations of any of those. Those strikes will be effective against all targets regardless of armor or Defense value. However, despite what is used, this will only deliver 1d20 of blunt damage. However, if one of those body parts is available and has the reach, then it the 1d20 die pool can be used. Certain devices can add weapon weight, such as iron gauntlets, or change the damage type, such as tiger claws. This is not a primary-hand attack but rather a “savage” attack. To be perfectly clear, even if the primary hand is free and not used in that “savage” die pool attack, no additional attack can be made without other skills that specifically state the partnership with either martial arts. The existing skills that can complement the “savage” die pool are savage fighting, shield-blitz and whip-blitz.
    Savage Fighting: While martial arts lets one's fists to become weapons, this should not be confused or interpreted that the fist becomes an appendage of savage fighting. If a martial artist had monstrous body parts, perhaps due to race or magical transformation, then each savage form appendage would become 2d20 for its own “savage” die pool. This means if having “claws” and martial arts a 2d20 die pool would exist. Another example would be a Jen'esse with martial arts using its tail; in this case 2d20 would be the die pool attack (one die from savage form and one die from martial arts).
    Shield-Blitz: Martial arts can be the main attack as a “savage” die pool and gain the off-hand shield-blitz attack - effectively having no primary hand attack.
    Whip-Blitz: Martial arts can be the main attack as a “savage” die pool and gain the off-hand whip-blitz attack.
Weapons Allowed: Only hand enhancers
Unskilled: Not possible
Non-Karma Training: 105 Days with Trainer / 210 Days Self-Trained
Karma Attainment: 3 Days of honing martial arts
ble class="tableSkills"> Martial Arts IIMartial ArtsAgility 13+ This skill is an improvement about its predecessor. From it, one now gains +4 for any Agility save or competition involving balance, which includes grappling, pushing, or effects such as the tremor incantation.
  As for combat, this skill grants an addition d20 for all martial strikes, bringing the base up to 2d20. The choice of either Strength or Agility to be used as a damage modifier is still valid and the damage is still blunt unless, of course, using a hand-enhancer, like tiger claws. This is not a primary-hand attack but remains a “savage” die pool. The existing skills that can add dice to the “savage” die pool are savage fighting, shield-blitz and whip-blitz. Weapons Allowed: Only hand enhancers Unskilled: Not possible Non-Karma Training: 168 Days with Trainer / 336 Days Self-Trained Karma Attainment: 3 Days of honing martial arts
Martial DisarmMartial ArtsAgility 13+
This action can only be performed when the target is either grappled or restrained. While it could be the martial artist, he or she is not required to be the one who placed the restriction. At the start of any of the martial artist’s turns where someone within reach has been held or restrained, the combatant can attempt to disarm the victim by twisting or slamming the weapon arm against the ground or other hard object. The result is determined by the holder initiating a competition as if it were a grappling attack on a d12. The attack can be performed with either Strength or Agility with the victim choosing for both parties. If the move is successful, then the weapon is dropped in the same space of the restrained. Of course, to prevent regaining the weapon, the grappler, whoever that may be, can drag the held victim as the normal grappling rules of half-movement, assuming the victim’s weight does not exceed the grappler’s encumbrance maximum.
Unskilled: Not possible
Karma Attainment: Long Rest
Massive BlowHeavy Blow, Weapon ForteStrength 16+
Heavy weapons require two hands to wield. Through this skill, any weapon with the heavy tag, not only gains another d20 added to its die pool, and not only has all the benefits of heavy blow, but it will also additional damage from the single weapon swing. For each d20 that strikes and has a natural score of 18 or higher, the damage is only a point of damage, but each die of that caliber will inflict a point of Pain as well as gain a roll on the crit outcome table; however, still only a natural 20 will allow for the exploding crit effect. As this should be either 4d20 or 5d20, depending on the weapon and style, this places the damage potential at a minimum of 9 points plus all those possible crit rolls. One hit with this skill would probably kill a common man outright. Lastly, this skill can be employed with spinning moves and berserker.
Weapons Allowed: Bastard Sword, Glaive, Great Axe, Halberd, War Maul
Unskilled: Not possible
Karma Attainment: 3 Days smashing rocks
MechanistArcheryAgility 12+
This skill is specific to the use of crossbows and other archery-based mechanical weapons. The first benefit of this skill is it removes disadvantage from crossbows and hand-crossbows when engaged directly in melee. Next it allows speed-loading. For crossbows, one’s Agility can be added to the initiative. Hand-crossbows remain unable to be initiative-adjusted; however, when having a free hand, it allows the free hand to aid in loading such that it can be fired each round. However, this means that no shield can ever be employed when executing the rapid-loading stunt. However, there is a second option with this skill that uses the standard firing rate, once per round for crossbows and every other round for hand-crossbows; then performing this way, the mechanist can aim better, gaining +2 to hit rather than the standard +1.
Weapons Allowed: Mechanical
Unskilled: Not possible
Karma Attainment: 1 Day actively practicing with mechanical range weapons
Medium ArmorCombat Training: MeleeResilience 10+
As explained previously, anyone can wear any type of armor; however, the heavier the armor, the greater the encumbrance. This skill allow the wearing of any armor weighing between 20 pounds up to but not including 40 pounds; however, when doing so, the weight used for the calculation of encumbrance is the minimum: only 20 pounds. This does not change the structure, weight or mass of the armor, which still weighs exactly as before. The 20-pound value is only for the use of the calculation of encumbrance. Further, should the armor have contras associated with it, this skill makes no changes to those; thus, social, stealth, magic use and range weaponry would remain the same for the armor type.
Armor Allowed: Breastplate, Brigandine Chain, Chain Shirt, Lamellar
Unskilled: Not possible
Karma Attainment: 1 Day dedicated to walking and moving around in armor of the appropriate mass
Mounted FightingMountsmanshipWill 10+
This can only be used for an animal specific to the mountsmanship prerequisite. Further, the animal must be a war-trained mount. When fighting atop such a beast, this skill adds an extra d20 to the primary hand die pool by using the mass and momentum of the mount. If assigned to a “multi-strike” scenario, it can only be granted to one die pool, not to a target or a weapon. This is true even when using one die pool hits multiple targets, such as wide strike; the calculation of damage is by die pool and not the targets, even though its base damage would apply equally to those different targets. Further, when controlling the war-mount, the off-hand must be used to control the reigns, making it unavailable for attack or even using a shield; thus, two-handed weapons are not a viable option while atop a mount until obtaining war-steed. Alternatively, a maneuver this skill allows to use as an action is using weight of the horse to knock down opponents of medium or small size category. This is not on a precise initiative value but as part of movement when becoming adjacent to the victim. This will be a shoving attack using the better of Strength modifiers between the rider and horse. Further, if knocking down an opponent from a flanking position or from behind, then +2 to added to the attacker's competition roll. To be clear, only one victim per round can be run down. Finally, mounted fighting allows the character to act a large creature for skills where victims of a maneuver are restricted by size. It does not add +1 to hit for the attack dice as would a large creature.
Unskilled: Even if having mountsmanship, one must have this skill to gain the benefits. However, if having mounted fighting for a different mount and having mountsmanship for the beast being ridden, then there is a chance to gain the extra d20 to the primary hand die pool by making a successful Agility check (TM:12) which must be rolled on every attempt to gain the extra d20. This is cumbersome and some GMs may simply disallow that option.
Karma Attainment: 3 Days working with the mount type
Mounted Fighting IIMountsmanship IIIWill 14+
This can only be used for an animal specific to the Mountsmanship III prerequisite. This grants the ability to fight effectively from atop the beast, gaining the full movement of the mounted creature; however, there are no bonus die granted with this skill. Finally, the off-hand must be used to control the reigns of the animal.
Unskilled: Attempting to fight with mountsmanship III alone slows the movement of the ridden by 30 feet in addition to the penalty from mountsmanship III, which places the rider at disadvantage for combat and requires a Strength save TM:13 each round or fall from the mount.
Karma Attainment: 1 Week working with the type of flying mount
PainCleavingStrength 5+
This form of attack is designed to inflict pain more than deliver damage. It can only be performed with a cleaving weapon and it is the only attack that can occur for the action. However, when done so, the victim acts as if he or she is resistant to the damage delivered, halving the damage inflicted. If the target is already resistant, then this attack becomes pointless. But if successfully striking, the normal amount of Pain delivered by the strike is doubled. Further, until the end of the victim’s next turn, it is at disadvantage for attacks, reactions and any magic cast (cantrips, axioms and incantations). Further, the victim’s next turn, whether in the current round or the following, suffer a -2 second delay. Lastly, only victims who experience pain can be affected by this technique. Obviously, constructs and undead cannot be placed under such restrictions. Also, creatures resistant to both blunt and edged weapons are also immune to the pain maneuver. The GM may also rule that certain creatures do not have a nervous system for this to be useful.
Weapons Allowed: Axe, Battle-Axe, Great Axe, Vidonoir
Unskilled: Not possible
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: 2 Days chopping wood
ParryCombat Training: MeleeBody 12+
With this skill a combatant uses a weapon which has the parry property (or a Tower Shield) to make an attack from opponents more difficult. This translates to a -1 penalty to those attacking in melee against the person with the parry skill. The effect of parry is passive and constant so long as the qualifying weapon is being actively used in an attacking die pool in the combat. In no way should this skill be considered to work like a shield for any defense or maneuvers, such as protection from heavy weapons.
Weapons Allowed: Bastard Sword, Flail, Glaive, Gladius, Great Axe, Halberd, Longsword, Ranseur, Spear, Staff, Trident, War Maul
Unskilled: Not possible
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: Long Rest
Polearm-BlitzWeapon ForteAgility 5+
This skill can only be used with the limited number of weapons listed below. When making a normal attack with one of those weapons, the assailant gains a multi-strike attack, effectively gaining an "off hand" 1d20 die pool attack with the opposite end of the weapon, similar to shield-blitz, but without spinning moves it must be against the same target. Additionally, this can only be performed if using the weapon with two hands or if the second hand is free in the case of a short spear. The "off hand" attack uses the same weapon weight as the primary attack but the Strength bonus will not count against the same target. If the second attack hits, it will deal blunt damage.
Weapons Allowed: Glaive, Ranseur, Quarter Staff, Short Spear
Unskilled: Not possible
Karma Attainment: Long Rest
Projectile TricksRanged Fighting and DistilleryLogic 13+
This skill allows the creation/use of special projectiles as if being bolts or arrows. However, this requires effort, time and materials to maintain the special darts. Every day, the archer must mix chemical solutions to be loaded into a bladder. This concoction only has one day of viability. Therefore, if not expending the effort, then no trick arrows are available for that day. Only 8 projectiles can be treated in a single day. Further, the maintenance cost for keeping a full stock daily is 56 bits per month (2/day). This is listed as a projectile-alchemy kit in one’s inventory. Even if per diem expenses are calculated, the minimum expense possible would be 16 bits monthly, if only creating one adjustment.
•Blunt Arrow: a chemical mixture turns solid on the end to deliver blunt damage. Further, it acts as a “heavy” weapon weight for damage calculations. This helpful for fighting skeletons; however, against an intelligent being, a blunt arrow has a small chance to stun an opponent if failing a Resilience save (TM:6). Helmets will help resist the stun attack.
•Explosive Arrow: a fiery burst in to all the adjacent hexes (7 total hexes) of the target for 2 points of fire damage to all in the area. The initial target suffers normal piercing damage from the projectile. However, if missing, then friendly-fire rules are used to determine the center of the explosion.
•Smoke Arrow: this projectile will strike the target with normal damage, but further an obscuring smoke fills 19 hexes around the impact, as if the area were affected by a smaller fog of war. If missing, use the friendly-fire range.
•Tangling Arrow: The sticky substance in the bladder bursts all over the victim. The result forces the target to make an Ability save against TM:10 or become restrained for three rounds. At the end of the victim's turn, it can use a reaction to save again to break free. However, even if saving successfully, a penalty of -20 movement still incurs until the original duration expires. Multiple tangling arrows will not create cumulative penalties.
Unskilled: Not possible
Karma Attainment: 3 Days practice with various arrows
Quick-FireMarksmanshipAgility 5+
By accepting a penalty of -3 to hit on all dice in an archery attack, the archer can gain +2 in the initiative queue. It must be announced before rolling initiative for the round.
Weapons Allowed: Long Bow
Unskilled: Not possible
Karma Attainment: Long Rest
Raven's BeakMartial ArtsStrength 14+
A swift, hard strike to the opponent's head, if a creature of flesh, will blind the opponent who fails a Resilience save (TM:9). The victim will be blinded until the end of 1st to 4th consecutive turn (d4 known only to the GM). However, the victim may choose to sacrifice an action (and a reaction during that same round) to clear its eyes. When attacking with this maneuver, all dice in the die pool suffer -5 to hit whether the target's save fails or not. The strike still inflicts normal damage as well as the potential blinding. However, the martial artist cannot perform this special maneuver again until six rounds later.
Unskilled: Not possible
Karma Attainment: Long Rest
Razor FistMartial ArtsWill 14+
Through intense mental disciple, the martial artist is capable of rapidly vibrate his or her hands. This can be used like a cutting tool similar to a kitchen knife for simple tasks. While limited to hands, if used against an opponent in combat, it will be rolled as a normal unarmed martial attack with the appropriate dice from other skills; however, it will deliver edged damage rather than blunt, plus one’s fist will act as a medium-weight weapon (1 point). Further the attack/damage modifier for this skill is Will rather than either Strength or Agility.
Unskilled: Not possible
Karma Attainment: Long Rest
Rebuff
Reaction
Combat Training: MeleeStrength 4+
This may seem similar to the parry skill; however, while parry is a constant effect from blocking attempts, the rebuff skill is a reaction to that one attack that gets through and forcing it away at the last moment. The reaction potential happens when physical damage is inflicted from a melee attack. The rebuff is a response to retroactively nullify that hit. For this to occur, a reaction for the round must be available to the character. It also requires a melee weapon in hand and that hand must be the primary hand or acting as one. Almost any weapon is viable, however, there are a few that are disallowed. The weapons deemed invalid for this skill can be found in the descriptions of the weapons section. If the reaction is chosen to use, then a d6 is rolled and subtracted from the attacker’s highest single die score of all attacks against this target. If struck by two or more die pools in an opponent’s multi-strike, then highest single die score is still used and this reaction can only neutralize the die-pool attack from which that highest die comes. Should the score from the d20 reduce the value enough so the one die score no longer hits, then the entire die-pool attack fails to hit. However, due to the collision and method of thwarting the attack, strong opponents still force the Strength bonus through the attack. Moreover, if a raw 6 is rolled, attack sequence is blocked regardless of the math (except for any Strength bonus damage). Magical spells cannot be blocked. More details on reactions are in the Advanced Mechanics section. Further, if under the restrained restriction, rebuff can still be used but at disadvantage where two d6s are rolled, using the lesser of the two rolls. Finally, If the best incoming roll is a “natural 20,” then that die pool cannot be thwarted; worse none of the other strikes made against that target can be rebuffed either.
Unskilled: Not possible
Karma Attainment: Long Rest
RicochetHurlingAgility 12+
This attack allows a thrown weapon to ricochet off the first victim and strike a second, so long as the total distance traveled is within the normal range. Even sharp weapons like daggers or shuriken can have the pummel or flat hit first (while still cutting to deliver edged damage). One attack roll is made and then applied against both targets. If the first target is missed, then both are missed. If successful, the first target receives half the damage, but the second suffers full damage. Trick shots off a wall, statue or other solid obstruction are also possible. Strategically, this can be used against creatures with a low intellect or those who are drunk. Unless able to observe the hurler, the second victim must make a successful Awareness check (TM:12) to know from where the attack came. At the GM's discretion, it is possible the second might believe the first made the attack. It is possible to use this in conjunction with targeting and also as part of a sneak attack.
Weapons Allowed: Thrown
Unskilled: Not possible
Karma Attainment: 2 Days honing new skill
Riposte
Reaction
RebuffBody 18+
This is an augmentation of the rebuff skill; therefore, all the rules and limitations of the core skill are also applied to this one. Rules-wise, the response begins as if it were a rebuff reaction. If that initial rebuff roll fails, then there is nothing further; however, if it is successful, then a minor counterstrike in response to an attack is granted. This is merely a single d20 in response with all bonuses to hit viable to use at that moment. If that adjusted die score is successful against the opponent's Defense, then 1 point of damage (according to the weapon used) plus the damage from the weapon weight are inflicted. Strength bonuses to damage are not added in for the counterstrike of this skill. In the event an opponent attacks and simply misses, then the riposte can still be used as a reaction, and the initial roll is considered to have been a success that caused the missed attack; thereby allowing the counterstrike to be permitted. As with the original skill, weapons employed at the time of the reaction are limited to melee weapons, but for riposte, heavy weapons are restricted from using riposte. Another exception is applied to two “speedy” weapons, the dagger and sai, which are not permitted with a rebuff reaction can be used with riposte, but only whenever the reaction is used against a total outright miss.
Unskilled: Not possible
Karma Attainment: Long Rest
RoundhouseFootwork 
This skill allows for the martial artist to perform a dramatic kick, where he or she builds up momentum by spinning in a complete circle before landing the attack. Leaving the current hex is not required; however, it will use 15 feet of movement (penalties for difficult terrain required 30 feet lost). On success, the attack will calculate the kick as a heavy weapon for Weapon Weight (2 points) to damage; however, it does not act as a heavy weapon in any other way. If failing to land the kick, until the start of his or her next turn, all bonuses are lost for balance from Combat Training: Unarmed Combat skills (such as the +3 Agility on saves for balance, grappling, etc).
Unskilled: Not possible
Karma Attainment: Long Rest
Shield-BlitzCombat Training: Shield Use and one of Bludgeoning, Cleaving, Martial Arts, Polearms, Savage Form, Slashing, SpecialtyBody 15+
With this skill, it allows a shield to become an actual weapon rather than an improvised one which will complement the primary-hand attack. Further, this allows the shield to act like a medium-weight weapon. When employing a shield and having this skill, one makes an off-hand attack as a separate die pool. Any off-hand attack is limited to Combat Training: Melee; therefore, the extra attack from the shield will only be single d20. Neither heavy nor two-handed weapons can be used in conjunction with an employed shield. This skill offers no exception to that rule; however, the primary hand die pool could incorporate the style: polearms skill using a short spear one-handed; however, the spear would lose its reach to accommodate the off-hand strike. To be clear, performing a shield-blitz is a “multi-strike,” meaning each die pool is rolled separately and includes all the proper bonuses independently; thus, for the off-hand shield, it will inflict 1 point from the d20, its weapon weight based on the type of shield, and any bonuses from Strength on a successful strike. This off-hand attack must be made against the same opponent unless combined with spinning moves. Remember, if striking the same target, the Strength bonus can only be applied once. Furthermore, it is not possible to use the off-hand to perform any special maneuvers; it can only be used as a pure attack.
    Martial arts or savage form can be the main attack as a “savage” die pool and gain the off-hand shield-blitz attack - effectively having no primary hand attack.
In addition to all this information, one should be familiar with the various shields, understanding that the buckler and the crescent shield cannot be used with this skill.
Unskilled: Not possible
Karma Attainment: 1 Week honing new skill and attacks
Shield BreakerWeapon Lock and either Bludgeoning or CleavingStrength 15+
The attack can only be performed with blunt or cleaving melee weapons that do not have a light property. Other than that, this is identical to weapon disarm but instead it is used against an opponent's shield.
Weapons Allowed: Battle Axe, Flail, Great Axe, Staff, Ula, War Maul
Unskilled: Not possible
Karma Attainment: Long Rest
Shield CoverCombat Training: Shield UseAgility 12+
When employing a shield and required to make an Agility save for half damage, the wielder instinctively balls up and ducks under the shield for protection, which grants a +5 bonus to the save roll.
Unskilled: Not possible
Karma Attainment: 3 Days of practice
Shield HandCombat Training: Shield Use and PolearmsAgility 3+
This requires a crescent shield, which is designed to be used with polearms, as the shield has a slotted groove which can act as a second hand with this skill. This allows the shield bonus to be gained to Defense while employing a two-handed polearm. However, the downside is all d20 attack dice used with the polearm suffer a -2 penalty on the attack. Furthermore, this cannot be combined with shield-blitz.
Weapons Allowed: Glaive, Halberd, Longspear, Ranseur
Unskilled: Not possible
Karma Attainment: Long Rest
Shield-FlingRicochetBody 16+
This is a combat maneuver that acts as a multi-attack, but it can only be performed with a round or a regular shield. Another condition is the attacker must be moving to close in on the potential target or begin to close at the moment of his or her initiative for action. If these conditions are met, then the shield-fling feat can be executed. On the attacker's standard melee initiative, the combatant throws the shield at the victim as a d20 attack. If combat style: bludgeoning is a skill of the attacker as well, then the attack will be 2d20. However, there is no method of gaining any sort of forte bonus. Regardless, the throw is modified by Strength for both to-hit and damage. Using this attack, means the primary-hand die pool is weaponless from this moment until the attacker’s turn the following round, affecting a flee-attack or riposte reaction. If this initial attack misses, then the maneuver ends, the character’s turn is over, and the shield lands in a random direction with in 2 hexes of the intended target.
   However, if any dice strike the necessary Defense, the shield inflicts blunt damage equal to 1 point per successful die, and the total damage is further adjusted by the attacker’s Strength modifier. Stone-throwing can add even more damage. When successful, the shield reflects backwards for the attacker to catch. At this point, the attacker’s turn is unfinished but delayed until that distance is closed between the two to be in adjacent hexes on the map. If the target is not reached by the end of the round, then the shield-flinger’s turn is over. However, if gaining ground to an adjacent hex, the combatant can continue his turn as the first in the queue for that second counter. As the other part of the turn, the attacker will smash the shield down on the same victim for an additional 2d20 blunt attack. Due to the special nature of the attack, this second attack allows the shield to act as a heavy weapon for damage calculation. Further, it places the victim into disadvantage on raw scores from 18 to 20. To be clear, this is an exception to the Strength-damage rule against a single target; thus, the damage from the thrown weapon gains the Strength bonus, and damage from the melee smash also gains the Strength bonus. In other words, each attack from this feat includes the Strength component for damage.
   Should the victim use a reaction to avoid either attack, then only deflect missiles could be used against the first attack, while dodge, rebuff and such can be used against the second. Either way, the victim is still limited to one reaction per round. Further, if the attacker has spinning moves, then instead of attacking the same target, he or she could select the second attack be directed against any other target in that first initiative value, assuming that alternate is in a hex adjacent when the shield is reflected and caught. Finally, the GM may rule certain unusual circumstances can interrupt the combination, such as using it against a viscoid zombie.
Unskilled: Not possible
Karma Attainment: 1 Day of practice
Shield Protector
Reaction
Combat Training: Shield UseAgility 13+
When employing a shield and someone within 5 feet suffers melee damage, a combatant with this skill can use a reaction to deflect or partly deflect that damage. This reaction will reduce the strike by a number of points equal to the protective points of the shield. A tower shield would also reduce one more point so long as the damage was either bashing, piercing or slashing. This can not be used to protect oneself but only those in adjacent spaces. It cannot be performed often. Once this skill is executed, there is a “cooling down” duration such that it cannot be done again until the fourth round after its last use.
Unskilled: Not possible
Karma Attainment: Long Rest
Silk SleeveMartial ArtsAgility 14+
This skill teaches the combatant to use a supple cloth, from 4 to 8 feet in length, as a weapon. By whipping and snapping it tight, keeping it in constant motion, the cloth gains the rigidity of spear and may be used in the same capacity of one by whatever other skills this combatant has, including parry. Obviously, it cannot be thrown.
Unskilled: Not possible
Karma Attainment: 2 Days honing the skill
Slowing StrikeMartial Arts, Weapon Forte 
With this strike which is only effective against a biophage being within one Size-Category, the martial artist can temporarily impair the opponent. With a normal attack, the slowing strike must be declared but if successful, then the victim must make an Agility save (TM:14) or its movement rate will be reduced by 20 feet due to nerve suffering. This slowness effect will remain until all the damage is healed or 24 hours whichever comes first. However, if using this maneuver and failing to strike, the martial artist is placed in disadvantage for his next action.
Unskilled: Not possible
Karma Attainment: 2 Days meditating
SniperDeadeye and MarksmanshipAgility 15+
This skill allows the archer to concentrate similar to marksmanship but without the initiative delay and without the loss of a die. This will make the shot at advantage, granting an extra d20 and adding a +2 to damage; however, it also grants an additional +5 to hit. This attack can be used with the strength bow skill and equipment; however, attacks cannot be as any “multiple target” attack; thus, it cannot be combined with targeting or similar skills or spells. Nonetheless, this can be ridiculously effective when used as a sneak attack. Finally, the archer must wait until the fourth subsequent turn to have the focus to perform this feat again.
Weapons Allowed: Crossbow, Hand Crossbow, Long Bow
Unskilled: Not possible
Karma Attainment: 3 Days of honing skill
Spinning MovesAny of Bludgeoning, Body-Weapons, Cleaving, Slashing or SpecialtyBody 12+
On the onset, these seems like a simple skill that permits striking “multiple targets” in melee combat. However, this dividing of attacks come become very complex. The first option of spinning moves is straight forward. If two or more or the initial die pools, then each of those strikes may attack a different target. When performing this attack against “multiple targets,” all strikes must occur from the same location (hex). The same-hex restriction is true for all other options of this skill as well, which is called “splitting die pools.” Using only one die pool as an example allows this concept to be best understood. For that single die pool, it can be split into smaller pools by dividing the available dice in the original pool as desired. Thus, if having 3d20 in the primary hand die pool, one die could be assigned to three targets, or assigning a die pool of two dice to one enemy and one die to another is also possible. Regardless of the split, all those new die pools would all attack with the same style as the original pool, and none of the new pools could perform a special maneuver like weapon disarm. Should the initial die pools count more than one, such as when using two-handed fighting, then each die pool could be split using the same explanation above. Thus, if the primary hand pool and the off-hand pool each had 2d20, then both could be split to strike against four separate targets; or 1d20 from the primary could strike target-1, the other d20 from the primary pool could strike target-2, while 1d20 of the off-hand strikes target-3 and the last die pool from the off-hand strikes target-1 again with the other weapon. However, remember each die pool calculates the weapon weight as part of the damage, but the Strength bonus adds only once for each target individually.
Unskilled: Not possible
Non-Karma Training: 42 Days with Trainer / 84 Days Self-Trained
Karma Attainment: 2 Days performing a dance or kata
Stone ThrowingHurlingStrength 12+
This throwing skill affords four benefits. The first is all normal and extreme ranges are extended by ten feet. The second is having a choice between Strength or Agility for the to-hit modifier. The third is improvised weapons, such as chairs, rocks, logs, non-throwing weapon, etc, can be thrown as an effective attack, using 1d20+Strength for the attack. The range for improvised is 10 feet as normal and up to a maximum of 20 feet. No improvised thrown weapon heavier than double one’s Strength score can be hurled. The final benefit is all hurled weapons, even improvised, gain Weapon weight damage as well. When striking within the normal range, this extra damage is 1 point but none beyond that. For example, if having a 14 Strength with weapon forte in shuriken, the attack would be 3d20+ and could inflict 6 points of damage if all the dice hit.
Unskilled: Not possible
Karma Attainment: 1 Day practicing throwing relatively heavy stones
Strength BowWeapon Forte: LongbowStrength 14+
This can only be used if one has acquired weapon forte with a longbow. It also requires a specially-crafted bow, which is cost significantly more. When using one with this skill, then not only is an additional d20 granted, but also both Strength and Agility are used for the to hit modifiers, and the damage bonus used the archer’s Strength modifier instead of his or her Agility. Some magical bows may be considered as a strength bow weapon, at the discretion of the GM.
Weapons Allowed: Strength Bow
Unskilled: Not possible
Karma Attainment: 1 Day of practicing with strength bow
StrictureHurlingAgility 13+
This is a special maneuver specific to bolas and must be announced before the attack roll. Only 1d20 is permitted to be thrown against the opponent’s Defense rather than the normal number of dice used. If the throw successfully hits the opponent, then as per a normal bolas attack, no damage is inflicted. However, when the Agility competition occurs to determine entanglement, the attacker suffers -2 in the d12 roll. If the victim wins, the result is the same with the bolas having struck the target but not effectively; however, if the attacker wins the competition, then the bolas wrap around the victim’s neck and begin strangulation. See Asphyxiation. Due to the unexpected nature of the strangulation, the victim can hold its breath for only half (round down) of the alloted time before the asphyxiation truly begins. While remaining conscious, the victim can attempt to remove the bolas, but this is not a mere action but rather they must be untangled with another Agility competition with the bolas having a static score of 12. The victim can be assisted by no more than two others, gaining +2 for each on the competition roll.
Weapons Allowed: Bolas
Unskilled: Not possible
Karma Attainment: 3 Days of practicing with bolas
Style: ArcheryCombat Training: RangeAgility 11+
This skill enhances one’s use of weapons marked as a shooter. This is an enhancement the style and methods for using such weapons, and therefore it grants an additional 20 to an attack action. Critical hits are not gained with archery; however, each successful die inflicts 1½ points (round down), then the shooter’s is added.
Weapons Allowed: Shooters
Unskilled: Not possible
Non-Karma Training: 84 Days with Trainer / 168 Days Self-Trained
Karma Attainment: 2 Days Honing Skill
Style: BludgeoningCombat Training: MeleeStrength 10+
This skill enhances attack style when using weapons marked with the bludgeon tag. The skill gives an additional 20 when wielding such as weapon. Further, any natural 20s rolled count as critical hits. However, only 1 addition 20 can be gained from the benefit.
Weapons Allowed: Bludgeons
Unskilled: Not possible
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: 2 Days Honing Skill
Style: CleavingCombat Training: MeleeStrength 11+
This skill enhances the use with weapons marked as a cleaver. The skill gives an additional 20 to an attack action due to the improved style of wielding such weapons. Further, any natural 20s rolled count as critical hits. However, only 1 addition 20 can be gained from the benefit.
Weapons Allowed: Cleavers
Unskilled: Not possible
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: 2 Days Honing Skill
Style: HurlingCombat Training: RangeStrength 11+ or
Agility 11+
This skill enhances use with thrown weapons, which are marked with the thrown tag. The skill adds an additional 20 to the attack when attacking with such a weapon. Critical hits are not gained by hurling. The attack dice are adjusted by but damage is modified by .
Weapons Allowed: Thrown
Unskilled: Not possible
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: 2 Days Honing Skill
Style: PolearmsCombat Training: MeleeStrength 10+
This skill enhances one’s use with weapons marked with the pole tag. It does not give any extra dice for attacks; however, it does permit these weapons to extend to strike targets 10 feet away if the weapons has the reach tag. Further, it allows an impalement maneuver, which gives an additional 2d20 above the normal number of attack dice when setting against an opponent who is charging. Any natural 20 rolled counts as a critical hit. However, only 1 addition d20 can be gained from the benefit. When using a pole against an opponent at the 10-ft reach (2 hexes away), the attacker may choose to use a reaction, if available, for knockback, knockdown or sting.
Weapons Allowed: Poles
Unskilled: Not possible
Non-Karma Training: 63 Days with Trainer / 126 Days Self-Trained
Karma Attainment: 2 Days Honing Skill
Style: SlashingCombat Training: MeleeStrength 10+
This skill enhances the style of attack when wielding with melee slicer. The skill adds an additional d20 to the attack when attacking with such a weapon. Additionally, any natural d20s rolled count as critical hits. However, only 1 addition d20 can be gained from the benefit.
Weapons Allowed: Slicers
Unskilled: Not possible
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: 2 Days Honing Skill
Style: SpecialtyMelee Fighting or Ranged FightingBody 13+
This skill enhances the use of specialized weapons that do not follow the standard styles, such as the sai or the whip; however, it is specific to that weapon. If someone learns specialty in the sai, it would be required to acquire it again for the whip. To be perfectly clear, this cannot apply to improvised weapons, like bar stools, beer mugs, etc. Further, the requirement for this style is based on the weapon's uses with either Combat Training: Melee or Combat Training: Range. The benefits of this style is that it can be used as a substitute for a style requirement of another skill. For example, if taken for the sai, then this skill would permit the advancement to weapon forte or weapon lock. Acting as a substitute for a style requirement is not universal. If a skill has a single style requirement, such as blade mastery, this would not act as a substitute for that requirement without approval by the GM. Whenever, there is ambiguity for how this substitution applies, the GM will arbitrate for that condition. Lastly, this style skill does NOT guaranty an extra d20. In fact some weapons, like the whip, do not gain an extra d20 even for weapon forte, even if this style is selected. Any benefits from having this style skill for a specific weapon will be listed in the weapon description should there be any benefit at all.
Weapons Allowed: Specialty Weapons
Unskilled: Not possible
Non-Karma Training: 84 Days with Trainer / 168 Days Self-Trained
Karma Attainment: 2 Days Honing Skill
Style DominanceStyle Leverage and Weapon ForteBody 27+
As with its predecessors, this skill is specific to a style; thus, its style leverage prerequisite must be the same style as this one. However, style dominance is further restricted to a specific type of weapon as well. Therefore, one might have style leverage for bludgeoning weapons, but when upgrading to this skill, the weapon, war maul for example, would have to be additionally named. Further, that weapon would require having the weapon forte skill applied to it as well. Using the example, the bonuses from this skill would only apply to the war maul, even though all other bludgeoning weapons would still benefit from style leverage bonuses. When striking with that weapon, the battler gains +3 on all to hit dice originating from that weapon. To be clear, the +3 already includes the bonus from style leverage, and that modifier should not be added in again. This could include all dice when using two-handed fighting. Unlike style leverage, this could apply to an off-hand die pool from shield-blitz but only if a style dominance is applicable specifically to shields.
Unskilled: Not possible
Non-Karma Training: 112 Days with Trainer / 224 Days Self-Trained
Karma Attainment: 3 Days honing skill
Style LeverageAny of Archery, Bludgeoning, Cleaving, Hurling, Martial Arts, Polearms or SlashingBody 18+
This skill is specific to the prerequisite style required to gain it, and it can only be used with weapons that can be wielded in that style. If desiring to use it with another set of weapons, then it would have to be relearned specific for that style. However, when using with the appropriate attack style, the combatant gains +1 bonus to hit on all dice used with that style. This would not gain a bonus for shield-blitz attacks even if the style happened to be bludgeoning unless of course the shield were actually used as a primary weapon. Even yet, the shield bonus attack would still not gain the +1 bonus and still have to be rolled separately. To be clear, the style: specialty skill cannot take advantage of the enrichment skill.
Unskilled: Not possible
Non-Karma Training: 84 Days with Trainer / 168 Days Self-Trained
Karma Attainment: 1 Day practicing
SwarmingSmall or Medium Creature 
While every participant must possess the skill, this allows a group to use its numbers to overwhelm fewer opponents. To create a swarm, all participants gain positions in adjacent hexes to their opponent or opponents. Further, a swarm cannot exist until there are three participants greater than the enemy. This establishes a swarm. When swarming, a +1 to hit bonus is gained for every swarm member greater than the enemy, up to a maximum of +8. Two small creatures can fight in one hex, while medium creatures can be the only occupant of a hex. This means small swarming creature can exceed the physical six hexes against a single opponent for bonus awards while medium-sized creatures cannot. The teamwork skill does not count as extra participants for the swarm; however, defenders with the skill can count as two persons for the calculation of the swarm commencement and bonus.
Unskilled: Not possible
Karma Attainment: Long Rest
Takedown
Action or Reaction
Martial ArtsStrength 12+
This skill trains a combatant in various methods to place a victim to a prone position, using leg takedowns, hip throws and slams. These can be performed either as an action, using a competition grappling shove at advantage or as a reaction from a melee attack when the opponent misses (no dice successfully hit). The reaction also requires a competition roll but is not at advantage. The result of a successful takedown is both combatants are on the ground, classified as prone; however, the martial artist will also have an effective grappling hold on the victim. If also possessing throttle as a skill, then taking an opponent (and self) to prone, establishing a grappled restriction and all the bonuses of the throttle can all be accomplished with a single successful takedown maneuver. If this is used as an action, no die pools can be applied simultaneously. Another limitation is the maneuver can only be used against a creature up to one size category larger than the grappler. Further, the off-hand of the martial artists must be empty and available to perform this maneuver.
Unskilled: Not possible
Non-Karma Training: 56 Days with Trainer / 112 Days Self-Trained
Karma Attainment: Long Rest
TargetingEither Archery or HurlingAgility 10+
With a normal ranged attack, only a single target is fired upon; however, similar to spinning moves this skill “splits” the existing dice into smaller die pools which can be fired against different targets. This results in a “multiple target” attack, applying the number of dice as desired to each target. If ammo is being tracked, one projectile is used per target. Also, each target will suffer the Agility bonus calculated in damage.
Weapons Allowed: Any range weapon
Unskilled: Not possible
Non-Karma Training: 49 Days with Trainer / 98 Days Self-Trained
Karma Attainment: 2 Days of target practice
Three-Finger Stun PunchTwo-Finger Pain Touch 
As an extension of the pain touch skill, the martial artist can paralyze her opponent by placing pressure on specific nerve junctions. The limitations are the same as two-finger pain touch in that targets can only be biophage creatures within one size difference, and the move is limited by times of use as its predecessor. Moreover, the combined usage between the two share the same frequency limitations; one two incidents of either maneuver can be used in one day. When declaring that it will be used, a successful strike will leave the victim under the stunned restriction until the end of its next turn, but the attack inflicts no damage but does deliver one point of Pain. The target may avoid the effect if making an Agility save (TM:10). Obviously, helmets offer no assistance against the stunning effect.
Unskilled: Not possible
Karma Attainment: 3 Days meditating
ThrottleMartial Arts 
This skill teaches advanced grappling and choke holds. This can only be applied to bipedal opponents who are the same or one size category smaller. To perform a throttle maneuver, it uses the “savage” die pool but is performed as a grappling competition with a +3 bonus if using Strength; this replaces the bonus from Combat Training: Unarmed Combat. It is its own action and cannot be performed with other die pools or maneuvers. If successful, not only does it place a grappled restriction on the victim, but further adds a special restriction where the target can attack no one other than the grappler. This hold is so effective, the victim loses dodge, deflect missiles and other skills that have these as a prerequisite. While maintaining the hold, the grappler cannot take further actions but retains the +3 bonus in a competition if the opponent tries to escape. One downside is the two combatants are so entwined that if damage inflicted to held, then the grappler must make a Resilience save (TM:9 plus points of damage) or suffer half the damage as well. However, this damage transfer does not trigger a Strength save to release the grip. Moreover, if the hold is kept until the martial artist’s next action, then the submission choke begins, which is also a special maneuver that can be the only action for the grappler’s turn. It is at this point the rules of asphyxiation go into play without the benefit of holding one’s breath. During this time, the victim is also stripped of its ability to speak. Finally, the throttling portion of the maneuver may not be useful against all creatures, constructs and undead being examples. However, the grappling portions would still be applicable.
Unskilled: Not possible
Karma Attainment: Long Rest
Two-Finger Pain TouchMartial Arts, Weapon Forte 
Simply by pressing one's finger on specific points of another's body (a biophage being within one Size-Category), the martial artist can cause great pain to the opponent. Mote this is not a touch-based attack despite the name. This is performed as a normal attack and is the complete action for the turn. With any successful die roll, the feat is successful. The touch causes no damage, but the opponent feels as though on fire (or equal type of pain if fire resistant), suffering d4+2 points of Pain. Further, until the end of the victim's next one to three turns (d3 known only to the GM), the recipient will suffer the same effects as being under the shaken restriction. This ability can only be performed twice per day and requires a short rest between incidents.
Unskilled: Not possible
Karma Attainment: 2 Days meditating
War CharioteeringCharioteeringBody 15+
Through this advanced skill, the driver (or riders with the skill) know how to use the momentum of the chariot to increase attacks by an additional d20 to the primary hand die pool. Further, all those with the skill can use the chariot to grant them effectively partial cover from range attacks. Like with charioteering, the driving must use the off-hand to drive the chariot, but riders can employee two-handed weapons or use a shield. Further, assuming the rider has Combat Training: Shield Use, then the best shield bonus to Defense. among the riders can be granted to all the other occupants of the chariot. Also, if riders choose to use a melee attack, it must be performed on the same initiative as the driver’s action and occurs at the end of the driver’s turn. The other special maneuver this skill offers is a trampling attack by the driver only. Like the war steed feat, this does not happen on a specific initiative but when movement creates a collision. This special combat attack uses a single d20 against the Defense of the target or targets. Up to three medium-sized or small-sized targets can be chosen but they must all be adjacent and in the path of the chariot. The driver attempts to steer the teaming creatures and vehicle to run over the victims. The targets must have a normal movement rate slower or equal to the chariot or this maneuver cannot be used. The driver rolls a single d20, then adds his or her Judgment score to the roll. That single score is used to determine whether each of the targets are effectively trampled, and the chariot must move through those spaces. Damage is calculated as d6 plus the number of creatures pulling the chariot. This maneuver cannot be attempted again until three rounds later.
Unskilled: Not possible
Karma Attainment: 1 Week of working with animals and equipment
War Steed IIMounted Fighting IIWill 5+
This can only be used for an animal specific to the mounted fighting II prerequisite; further, the ridden must be war-trained. No additional dice are granted; however, the animal can also attack in the same turn as the rider. The animal attack would be a separate attack. However, one final restriction is that the off-hand must be used to control the reigns of the animal, limiting other skills that can be used while using an aerial mount.
Unskilled: Not possible
Karma Attainment: 2 Weeks working with the type of flying mount
War-SteedMounted FightingWill 12+
This can only be used for an animal specific to the mounted fighting prerequisite. With this skill, the rider can command the mount to attack separately against an instructed target. The mount-attack occurs in the same turn as the rider. However, the rider still gains the additional d20 from mounted fighting in his or her own attack. Further, the rider could take an action other than an attack, such as activating an item, while the mount still attacks. However, should the rider attack in with spinning moves, then unlike its predecessor, the additional d20 is used against each target. Additionally, when either the rider, the mount or both must make an Agility save, then the better of the two will make a single roll for both. This will include magical or other bonuses on the roll from the best of either one. Thus, if the mount has a higher Agility score, its score could used while gaining bonus of the ring of protection worn by the rider. Likewise, attacks against either the mount or the rider are made against the better Defense of the two, regardless of the actual target. Further, a special maneuver is inherent with war steed skill. The rider can command the steed to rush forward, granting the benefits of the charging skill atop the other benefits, granting yet one more d20 if guiding the mount in a straight line for more than 20 feet before attacking the target. This is true even if the rider does not possess the base charging skill. One final importance for this skill is that the mount can be commanded without reigns, freeing the off-hand of the rider to use however one’s skills permit. Due to both hands being available with this skill, some interesting options open up for heavier arms. Since one’s off-hand becomes available for use, those two-handed weapons can be wielded from atop a steed. If having forté in bastard sword, then the total attack would be made with 4d20 (or 5d20 if charging). Polearms can offer very effective combinations with war steed. Obviously, the impalement option is not available while mounted, but the special dragging or dismounting abilities of a halberd or a ranseur force the victim to be rolled at disadvantage. Add shield-hand into one’s repertoire, then a shield can be added to one’s Defense while fighting with a glaive or similar from the back of a beast. All this said, remember the maximum number of dice from the base attack is still limited to 5d20 per die pool. However, as always, bonus dice from advantage can still exceed the 5d20-limit.
Unskilled: Not possible
Karma Attainment: 1 Week of working with mount
Weapon DisarmWeapon LockBody 15+
This skill uses the techniques of Weapon Lock and improves upon them to remove an opponent’s weapon. Because it is an enhancement of weapon lock, all the restrictions of the required skill which are not changed by the description of this one still apply. One important difference is weapon disarm allows any light weapon to be employed in the maneuver. When using it do disarm an opponent, the same primary hand die pool and bonuses from weapon lock are used. All the dice from that die pool are combined into a single d20. To clarify further, the sub-attribute used in the attack as a modifier is Agility. On success, the opponent has options. One option is the victim may use a reaction to resist the disarming, assuming the target has one available. If not having a reaction available or choosing not to resist, the weapon is removed from the combatant’s grip. By resisting the disarm, the victim is taking a gamble to maintain the grasp with the cost being some minor damage; however,there is no guaranty the gamble will work. The inflicted damage is a base of 2 points, but the attacker’s weapon weight-size (light, medium or heavy) adds to injury. This means the total result is 2 points when attacking with a light weapon, 3 points for a medium one and 4 points for heavy. After accepting the damage, the victim makes an Agility competition save against the attacker. However, the attacker is at advantage on the d12 roll; thus, rolling two dice and selecting the better. If the victim wins the competition, then the weapon remains held; if not, then the weapon is thrown some distance and direction using on the chart below:
Attacker’s WeaponDistanceDirection
Light0 to 1 hexes (d2-1)
Medium1 to 3 hexes (d3)
Heavy1 to 4 hexes (d4)
There are more details about scenarios using this skill in the Compelled Surrender section.
Unskilled: Not possible
Karma Attainment: 2 Days of practice
Weapon ForteSpecialBody 18+
This skill endows mastery of a specific type of weapon, such as a “bastard sword” or a “long bow.” This gives an additional d20 which can be added to a die pool employing that specific weapon. However, the prerequisite is that a style skill from archery, bludgeoning, cleaving, hurling, polearms, slashing or specialty based on styles with which the weapon can be used. Some weapons, like the whip, are prohibited from gaining the extra d20, but the skill would still act as a prerequisite for other skills.
Unskilled: Not possible
Non-Karma Training: 84 Days with Trainer / 168 Days Self-Trained
Karma Attainment: 3 Days of practice
Whip-Blitz
Action or Reaction
Whip Master and AmbidexterityAgility 15+
With this skill, a whip is used in the off hand, similarly to shield-blitz to gain a free whip attack during one’s attack action; however, the target of the whip attack does not have to be the same target as who is being attacked by the primary hand pool. This is one of the few cases where there is an exception for needing spinning moves. Furthermore, someone trained in whip-blitz could use two leather weapons for two separate whip attacks. Using the whip as an additional attack comes with some peculiar constraints. The use of the off-hand can either be used as a bonus multi-attack on the attack action or it could be used in certain reactions, but it cannot be used for both. The reaction option is for either an attack of opportunity or a flee-attack. If those triggers happen, then the off-hand whip can be used instead of the primary hand, but only if the whip-blitz has not been (or will not be) used as part of the attack action. This does not remove the option for a reaction; one could still make a flee-attack, but it would be traditional, using the main weapon rather than the whip. Other than using two whips simultaneously, the rules for two-handed fighting will be updated at a later date. That said, martial arts or savage form could be used as the primary attack in a “savage” die pool while using the off-hand whip-blitz attack as part of a multi-attack.
Unlike whip master this skill cannot be used with the spiked chain. [Tag: To Be Updated]
Unskilled: Not possible
Karma Attainment: 2 Days of practice
Whip MasterCombat Training: MeleeAgility 13+
This skill is part crafting and part combat use. The wielder of the whip modifies his or her weapon to be weighted specific to one’s own whipping style and technique, but thickening the leather and adding metal bars on the tip. This causes the maintenance of the whip to increase to 1 bit monthly, but the customization is so tailored, it is an ordinary whip if another used it. Nonetheless, if used as the primary hand die pool of a whip master, it delivers an additional point of blunt damage above the single edged points to any who were previously subject to damage from a normal whip. Those well-armored remain immune to damage from this whip attack as well, but the Pain value is still inflicted. Further, although it deals blunt and edged damage, this skilled use of the whip is still incapable of combining with either style to increase dice; thus, 1d20 is still the die count of the pool. Further, two-handed fighting with the whip is not allowed because its style does not meet the requirements. However, two-handed mastery is possible, but when using the whip as such, either the Combat Training: Melee skill or the two-handed mastery skill must be assigned to the whip, but not both, as the whip can only have 1d20 assigned.
Alternatively, whip master can restrain a victim, so long as that target’s size is no bigger than one size Category larger. As above, all the dice from the primary hand pool are reduced to 1d20. If that roll successfully strikes the opponent’s Defense, then the whip has wrapped the victim, who then is under the restrained restriction. When this occurs, there now exist a taut leather rope between the two, which open up opportunities for a few different responses. First, the attacker cannot use the whip while maintaining the restraint. On its turn, the victim can enter a Strength competition to yank the handle from the whipper. Alternatively, the victim (or another one else) on one’s respective turn, can cut the whip for 2 points of edged damage to become free and ruin the whip, but the restrained victim attacking the whip would be at disadvantage due to the restriction. The whip in this state is Defense 12. If the victim is still retrained by the attacker’s next turn, he or she can drag the victim, either by movement or by pulling the victim closer. Movement cost for dragging is also explained under the grappling rules. As a final note, the grappling option can be used with a spiked chain too; however, it requires 8 points of damage to break the chain. A spiked chain is Defense 15. Also remember a spiked chain only has a normal 5-foot reach, meaning the grappled opponent can still attack the wielder, albeit at disadvantage. For clarity, a spiked chain would gain nothing by attempting to modify it as described in the first paragraph.
Unskilled: Not possible
Non-Karma Training: 63 Days with Trainer / 126 Days Self-Trained
Karma Attainment: 3 Days honing skill
Whip Steal
Action or Reaction
Whip MasterAgility 14+
The skill of whip steal can be used as either an action or a reaction; however, there are some limitations when using it as a reaction. That said, the action targets an opponent’s single weapon or single item being by the hands. In no way can this action target something on a belt, in a pouch or backpack -- only in the victim’s hands. The method is similar to weapon disarm, striking it and pulling it free. All the dice of the primary hand die pool are reduced to a single d20 which must successfully hit against the target’s Defense. If successful, the item should be pulled free; however, the opponent may attempt to resist if having an available reaction. This would initiate an Agility competition, similar to the disarm competition. However, the wielder of the whip gains only +3 on the competition roll rather than being at advantage like the other skill. If the weapon is taken, it is reeled to the feet of the whip wielder. No action is needed to spin the whip free from the grasped item; however, collecting the stolen weapon cannot be performed until the following action.
    If using this skill as a reaction, then it must be used before the character’s turn. The result of the reaction is to bump up the whip wielder's action to the immediate turn. Thus, if during an opponent’s turn and the whip-stealer’s turn is lower in the initiative queue, a reaction might be used to take an immediate action, which will occur just prior to the opponent’s action. Thus, if the opponent start to use a healing salve as his action, the whip wielder could use a reaction to move force his or her own turn in front, with the hope of stealing that salve from the hands of the opponent. For clarity, this skill allows a special reaction to interrupt the opponent’s action by using one’ turn to disarm the victim -- assuming the whip wielder wins the Agility competition or the opponent is unable to resist. Obviously, that theft would ruin the opponent's action; however, the victim could delay on a d4 to take a different action, if time permitted. Lastly, unlike whip master this skill cannot be used with the spiked chain.
Unskilled: Not possible
Karma Attainment: 1 Week of Practice
Wide StrikePolearmsStrength 11+
While employing a glaive, spear, full staff, or any reach weapon, the attacker uses the primary-hand die pool, possibly requiring both hands, to inflict blunt damage (regardless of the weapon’s normal damage type) against two opponents simultaneously. This is a “multiple target” attack, despite using only one die pool; however, the targets must be within five feet of the attacker and must be adjacent to one another. The single die pool is rolled against both opponents, rolling the appropriate die (1d20 for melee, 2d20 if having weapon forte) and comparing the attack totals against each target’s Defense. Any successful die strike inflicts 1 point of blunt damage as well as the Strength bonus upon each target that the die scores strike; however, the Weapon Weight is sacrificed for attempting to strike two targets with a single blow Further, this skill can be used in conjunction with the drive skill to move two opponents. It is possible to inflict different amounts of damage against each opponent or even miss one while striking the other. Finally, wide strike can be used if wielding a spiked chain instead of the standard polearm, but the requirement for the skill remains.
Weapons Allowed: Glaive, Halberd, Ranseur, Spear, Spiked Chain, Full Staff
Unskilled: Not possible
Karma Attainment: Long Rest
WrenchWeapon ForteStrength 13+
When an attacker uses a melee slicer weapon, a pole-arm that delivers piercing damage, or even a bastard sword, then a special pre-attack declaration can be made to use this technique, but it can only be used against opponents who are currently below half their Body max. (Some enemies will not be able to be estimated for their health.) If used against a healthier opponent, the attack automatically fails. When stating the wrench maneuver will be used, the attacker rolls the attack dice as normal; however, the attack suffers -2 to all d20 attack dice, as this attack is an attempt to run the opponent through. Further, this strike will deliver piercing damage regardless of the weapon used. On a successful hit, this indicates an actual puncturing of some degree, and as such, the attacker will twist the weapon while ripping it free from the victim's body. This will add the attacker's Strength modifier a second time as additional edged damage. The only other limitation of this attack is it cannot be used again as a consecutive action but is available two turns later.
Weapons Allowed: Bastard Sword, Dagger, Gladius, Glaive, Halberd, Longsword, Ranseur, Long Spear, Short Spear
Unskilled: Not possible
Karma Attainment: 2 Days of practice