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* Bash

Shield, Concussive Melee, Target can not be one size larger


Knock enemy back 1 meter for every 3 degrees of success. If enemy hits something Acro Test or Prone

* Choose Location
R None Dice Result
Select hit Location 0
1-2
* Circumvent Defense 3-4
R None 5-7
Ignore otherwise succuessful evade, parry or block 8
9
* Close range
none
Close into a closer range

* Compel Surrender
R Non PC
Allows Helpless NPC (disarmed, at disadvantage) to surrped. No damage is done to target. willpower test agasin

* Disarm Opponent
R Not one size larger. cannont be used on evade
Combat Style test opposed by your original roll. weapon flung number meters equal to your damage bonus.

* Entangle
Weapon with Entangling quality
Cant use location that is struck. Head or abdomen gives -20 skill rols that involve movement. next turn spend ac

* Flurry
Unarmed
Action point to make an additional attack

* Grip
Unarmed reach range
Grap the dood. grabbed doods cant change range or disengage from combat. Strength or combat style opposed

* Impale
R Weapon with impaling quality
Roll damage twice, take highest. Head = max possible dmg. crippling wound = dead. Major wound = attacker ch
Attacker must make STR test to get weapon free. Opponent cant resist. if pulled free roll dmg, then half that. do
* Kill Silently
R Surprised enemy. only on first attack
victim can not cry out. gains benefit of Bypass Armor. if inflict Crippling wound auto fails all end rolls to resist s

* Maximize Damage
R none
Substitute 1 dice of your damage roll with its max value( ie 2d10 becomes 1d10+10)

* Penetrate Armor
R Impaling weapon
Reduce AR of natural or worn armor by X. X equals 20 if ranged or small, 15 for med, 10 for large, 5 for huge or

* Press Advantage
Attack using melee
Enemy cant attack on next turn

* Rapid Reload
R Attack is ranged
Reduce reload time by 1, can stack

* Force Failure
R Enemy Crit fail
Combine Force Fail with any other spec. effect which requires a roll. Force enemy to lose roll

* Pin Weapon
R Connont be used on evade
enemy cannot use weapon. on enemy turn use action point to pull free. Opposed STR or COMBAT STYLE

* Take Weapon
One free hand, you enemy StB less than Double yours. Not on Evade
enemy opposed combat style(only if enemy has unarmed) if lose you have their weapon you may use it

* Trip
None
Opposed Str, Evade or Acro against your original roll. Targe fails they go prone. Quadruped +20. can not trip mo
something Acro Test or Prone

Attacker
Location hit Crit Suc Succ Fail
Head Crit Succ. * Def. 1 Def. 2
Right Arm Defender Succ Att. 1 * Def. 1
Left Arm Fail Att. 2 Att. 1 *
Body Crit Fail Att. 3 Att. 2 *
Right Leg
Left Leg If Both succeed attack only goes through only if Attacker has more Degrees of Succes
Reduce Damage by Degress of Success of defender.
No special Effects Won
(does not apply to magical effects)

is done to target. willpower test agasint original attack.

eters equal to your damage bonus.

t involve movement. next turn spend action to attempt Trip Opponent

bat. Strength or combat style opposed roll.

und = dead. Major wound = attacker chooses to leave weapon in enemy or not. weapon left in enemy = -1 to all skill tests(-1 for every
pulled free roll dmg, then half that. do not add Bonus Dmg to this, but it ignores armor.
wound auto fails all end rolls to resist shoock effectrs of wounds

es 1d10+10)

15 for med, 10 for large, 5 for huge or enormous. Doesnt bypass magic armor effects

e enemy to lose roll

Opposed STR or COMBAT STYLE

ve their weapon you may use it

prone. Quadruped +20. can not trip more than 1 size larger than you
]]]]]

\
Crit Fail
Def. 3
Def. 2
*
*

acker has more Degrees of Success than Defender.

y = -1 to all skill tests(-1 for every size above med)


* Accidental Injury
enemy can not have Very Large Weapon. Crit Fail on attack. no evade
Attacker rolls damage against random location using the weapon he used on attack. unarmed he tears or breaks

* Arise
Prone
Stand up

* Blind Opponent
Crit Succuss on defense
Enemy evade(or if using shield combat style) agasint orginal roll. blind for 1d2 rounds

* Close Range
none
Change engangment range closer.

* Disarm Opponent
Not one size larger. cannont be used on evade
Combat Style test opposed by your original roll. weapon flung number meters equal to your damage bonus.

* Enhanced Parry
Only on Parry
Completely negates attack regardless of size of weapon

* Force Failure
Enemy Crit fail
Combine Force Fail with any other spec. effect which requires a roll. Force enemy to lose roll

* Open Range
None
Open engagement range, gaining space for larger weapons

* Overextend Opponent
Only on Evade
Enemy can not attack next turn

* Pin Weapon
Connont be used on evade
enemy cannot use weapon. on enemy turn use action point to pull free. Opposed STR or COMBAT STYLE

* Redirect Target
New target in reach of Enemy, or in line of fire of ranged enemy. Parry or Evade
Auto hits, no special effects on new target

* Slip Free
None
Escape Entangled, Gripped, or pinned.

* Stand Fast
Not on Evade
Avoid Knock Back effects

* Take Weapon
One free hand, you enemy StB less than Double yours. Not on Evade
enemy opposed combat style(only if enemy has unarmed) if lose you have their weapon you may use it

* Trip
None
Opposed Str, Evade or Acro against your original roll. Targe fails they go prone. Quadruped +20. can not trip mor

* Withdraw
Only on Parry or Evade
Break engangement. Does not incure AOO
on attack. unarmed he tears or breaks something and ignores armor.

r 1d2 rounds

eters equal to your damage bonus.

e enemy to lose roll

pposed STR or COMBAT STYLE


e their weapon you may use it

rone. Quadruped +20. can not trip more than 1 size larger than you
Actions on your Turn Aim +10 to next ranged attack. stack 3 times

All out Attack +20 to Combat Style Test, or Double Luck Bonus for purposes of calculating c

Attack Attack with ranged or melee

Brace Double amount of DMG required for Knockback. +20 to any test to resist Kno

Cast Magic Activate Spell, cast magic, special ability or other sort of power. any non-com

Change Range Disengage from combat, just get some room, or close in for close range weap

Coup de Grace Duh. same as all other games

Delay Spend action point to delay. choose to interupt when ever you want, the actio

Dither Do nothing. lose turn. lose you action point

Intimidating ShoutScream and stuff. Intimidate Test Opposed by WIllpower or Intimidate by all
target fails test, they cant approach you, or make any melee attacks agiasnt y

Mount Your mom.

Out Manuever When fighting more than one person at time. you and enemies make oppose

Ready Weapon/ Sheath, draw, or reload a weapon. Retrieving a weapon requires two turns. o
Drink Potion

Regain footing If not engaged you may stand up from tripped or knocked down

break from grapple opposed Strength or Combat Style


struggle (if it includes unarmed combat)

Reactions (Not your turn) Attack of Op. Pretty much Pathfinder. Cast non-combat spells, move through space, or use

Block Defend with shield or shield arm a melee, ranged or spell attack that you can

Evade Completely Dodge attack. -20 against ranged unles gone prone

Interrupt used if Delay was used on your turn. if you stopped an opponent from compl

Parry Shield or melee weapon to parry attack


Bonus for purposes of calculating critical Successes. CAN NOT take reactions til next turn

kback. +20 to any test to resist Knock Back

other sort of power. any non-combat spell provokes attacks of opportunity

m, or close in for close range weapons. Opponent may choose to pursue (make opposed evade checks) or make AOO (even if successful range is sti

rupt when ever you want, the action you take during innterupt is paid already. if you dont interupt action point is lost

by WIllpower or Intimidate by all in 20 meters. targets fail = -20 to next defense this round. DOES NOT effect immune to fear. If you are frenzied
make any melee attacks agiasnt you

me. you and enemies make opposed evade tests, all who fail cant attack.

ng a weapon requires two turns. one to move and retireve, another to ready. also for reloading weapons

ped or knocked down

pells, move through space, or use ready weapon/drink potion with out being bricked

ranged or spell attack that you can see.

ed unles gone prone

stopped an opponent from completing what he planned on doing, they lose action point
AOO (even if successful range is still changed)

mune to fear. If you are frenzied and

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