Weapon Skill Paths

As mentioned previously, this Skill Path is broken down into 3 sub-categories: Ranged Weapon Skill Paths, Unarmed Skill Paths, and Melee Weapon Skill Paths. The majority of these talents are Active talents, though there are some passive. Unless stated otherwise by the specific talent, each Active talent takes 1 Action to preform.

Ranged Weapon Paths
Each Ranged Weapon Type has it's own path usually consisting of 4 to 5 tiers. Unless another prerequisite is stated, all talents require at least 1 talent of the previous tier be taken.

Tier 1
Archer

Prerequisites: 4 ranks in Archery

Cost: 10 XP

Type: Passive

Description: When wielding a Bow, the Archer gains a +2 to initiative, a +2 to the Recoil of the weapon. Also, the Archer’s hand is so steady that his first shot never incurs Recoil. All additional shots do, but the first one is Recoil-free.

Crossbowman

Prerequisites: 4 ranks in Crossbow

Cost: 10 XP

Type: Passive

Description: When wielding a Crossbow, the Archer gains a +2 to Initiative and increases the rate of fire by 1. The Archer is so practiced that he also reduces re-load time by 2 Actions.

Pistoleer

Prerequisites: 4 ranks in Pistol, Medium Pistol, or Heavy Pistol

Cost: 10 XP

Type: Passive

Description: This style governs the use of pistols of all kinds, revolvers, semi-automatics, automatic machine pistols, etc. When wielding one of these firearms, the Gunfighter receives a +3 to initiative and a +2 to recoil. Also, the Gunfighter’s hand is so steady that his first shot never incurs Recoil. All additional shots do, but the first one is Recoil-free.

Carbineer

Prerequisites: 4 ranks in Submachine Gun

Cost: 10 XP

Type: Passive

Description: It’s a bit of a misnomer, but this style governs the use of all submachine guns, not just carbines. When wielding one of these firearms, the Carbineer receives a +2 to initiative and a +2 to recoil. Also, the Gunfighter may every four rounds perform 2 3-round-bursts in a single action without accruing Double Time penalties, just standard Recoil. All recoil rules apply.

Sniper

Prerequisites: 4 ranks in Rifle

Cost: 10 XP

Type: Passive

Description: This style governs the use of long-ranged shooting with high caliber rifles and not being seen. It his highly recommended that you take Stealth before choosing this style. When wielding a Sniper rifle, the Rifleman gains a +2 to Initiative, +3 to Recoil, and a +2 bonus to Stealth, providing he has ranks in the skill.

Rifleman

Prerequisites: 4 ranks in Rifle

Cost: 10 XP

Type: Passive

Description: This style governs the use of any rifle, anything from the Old West’s Winchester or WWII’s Springfield to today’s AK-47 or M-16. When wielding a rifle, the Rifleman gains a +2 to initiative and a +2 to the Recoil of the weapon. Also, the Rifleman’s hand is so steady that his first shot never incurs Recoil. All additional shots do, but the first one is Recoil-free.

Tier 2
Two-Gun Slinger

Prerequisites: Pistoleer only

Cost: 15 XP

Type: Passive

Description: This style governs the use of 2 handguns at once. When wielding 2 pistols of any kind, the character only suffers a -1 (instead of -2) on their main hand and a -2 (instead of -4) on their off hand. Also, the character may split targets, firing one gun at one opponent and the other at another opponent without extra penalty.

Precision Shooting

Prerequisites: Any Tier 1

Cost: 15 XP

Type: Passive

Description: The Character has spent so much time on the range that he could dot the I’s on a term paper at thirty paces. Therefore, the character may use half their Agility Bonus as a bonus to all damage while using their weapon of choice for a total of 1.5 x Agility Bonus to damage.

Duck and Cover

Prerequisites: Any Tier 1

Cost: 15 XP

Type: Passive

Description: With this ability, the Character zigs, zags, dives, rolls, and uses any available cover to keep from getting shot. He makes a Acrobatics or Athletics (whichever is highest) skill roll at TN 25 and for every 5 over that he rolls, he adds + 1 to their Ranged Defense. For example, the Character rolls a 35 on his roll. Therefore, an additional +2 is added to his Ranged Defense.

Melee Strike

Prerequisites: Any Tier 1

Cost: 15 XP

Type: Active

Description: Sometimes your enemies get a little too close. This is a passive ability that allows the Character to use their ranged as a bludgeoning weapon. However, instead of using a Melee skill, the character may use their appropriated ranged skill (if wielding a pistol, use Pistols, if wielding a bow, use Archery) utilizing any Specializations. Melee attacks of any kind are handled normally. Regardless of make, model, or level of technology, the bow, crossbow, or Firearm deals 3d6 damage. Alternatively, if they are wielding a bow and arrow, they can use an arrow as well, which does 2d6, but has the same Penetration Rating as their bow.

Tier 3
Aimed Shot

Prerequisites: any 1 Tier 2 Talent

Cost: 20 XP

Type: Active

Description: This is a Charged attack. It can be performed at any time and as often as the Character wants. However, to perform this attack, the Character must remain motionless, taking no action save for focusing his aim on one target. Additionally, the target must be at least in the weapon’s medium range. If he focuses and aims for 3 Actions, he gains an additional +2d6 to the weapon’s damage on the shot he takes the round after aiming. Though this is really nice, he does have to stand still, but that doesn’t mean he has to do it in the open for all to shoot him. He will be a stationary target and not able to use defense, save for any cover he may be standing, kneeling, or lying behind. All Partial Cover rules and Common Cover Stopping Powers apply.

Barrage

Prerequisites: any 1 Tier 2 Talent

Cost: 20 XP

Type: Active

Description: This Ability allows the character to focus the seemingly random spray of his weapon. When using a single shot or semi-automatic weapon (bows included, but not crossbows), before he fires he makes a Weapon skill (weapon skill being the appropriate ranged weapon skill) check at TN 30. If he succeeds he draws and fires as many arrows (or bullets) as half his weapon ranks (e.g. 8 ranks = 4 shots, 12 ranks = 6 shots). Then, the character makes a single attack roll Contested against the target with the highest Ranged Defense (if firing at a group, if not just the single target’s Ranged Defense) and if he hits at the proper range, then he uses the number of arrows as if fired from a full auto weapon. If he misses, Full Auto rules and Scatter still apply. And the character receives an additional –4 to the normal recoil of the weapon.

If using a weapon with Burst Fire or Full Auto, before he fires he makes a Weapon skill check at TN 30. If successful he can treat his scatter dice as if they were one range increment closer. For example, the character sprays a group of enemies with full auto at Medium range. He scores a hit and is successful with his Weapon Skill check. So, instead of using the Medium range Scatter dice (the number of d6’s per bullet where rolling 5’s and 6’s hit), he uses the Short range Scatter dice (4,5,and 6’s hit).

This is a concentrated skill and can only be used once every 3 rounds. Additionally, it cannot be used at Point Blank range.

Piercing Shot

Prerequisites: any 1 Tier 2 Talent

Cost: 20 XP

Type: Active

Description: This ability has 2 uses. In either case, the Character first makes a called shot (Called Shot rules apply) and may specify a specific location. If he hits, then he must make a Weapon Skill check. After that, the attack is resolved in two ways.

If the part of the body shot is armored, the Weapon Skill check is rolled vs. the Armor Rating as the TN. For every 5 they roll over the TN, he may ignore 3 points of the Armor Rating. For example, the Character shoots an enemy in the head, but he has a helmet, which provides 25 SP. They roll well and score a 40. The difference between the roll and the helmet’s SP is 16 (25-9 = 16). In game mechanics, this means the SP of the helmet is considered 16 for this shot. In story terms, he found a soft spot, shooting him in the face shield of the helmet, or just under the chinstrap.

If the part of the body shot is unarmored, the Weapon Skill check is rolled vs. a standard Threshold TN 25. If successful, the arrow or bullet pierces that part of the body completely, doing normal damage, but passing to a target behind the initial target. Using the same Called Shot roll (or the number of successes), the character may hit the other enemy standing behind the initial enemy on a random body location, provided the successes that carried over are greater than the 2nd target’s Ranged Defense roll. However, if this happens, the shot loses some kinetic energy passing through human flesh and therefore loses 1d6 damage. Only 2 targets can ever be lined up at once. The GM may allow more, depending on the circumstances.

Regardless of which use is used, Piercing Shot is a concentrated shot and can only be used once every 4 rounds.

Tier 4
Wing/Clip

Prerequisites: any 1 Tier 3 Talent

Cost: 25 XP

Type: Active

Description: With this Ability, the character severs tendons or nerve groups rendering a limb useless, perhaps permanently. First, the character makes a called shot for a limb (no the head is not a limb, arms or legs only). If he successfully hits, then the character makes a Weapon Skill roll at TN 30. The total roll, provided it is higher than 30, is halved and the opponent must make a Consciousness save adding the resulting number to the base Save vs. Consciousness TN. If he fails that limb is rendered useless until treated by a surgeon. If the opponent does not see a physician in 1d6 hours, the damage is permanent (if he doesn’t die anyway). The only way to reverse it is through magical healing and that is setting-specific. The Attack, Defense, and Damage rolls are handled normally. Since this is a Called Shot, the character must also designate that he is attempting a Wing/Clip as well. He may cause number of successful Wing/Clip per opponent equal to 1/4 his Weapon Skill ranks (rounded down). However, he may only attempt a Wing/Clip every 3 rounds, since it is a Concentrated attack.

If you render an arm useless, the target can either not swing their weapon, use that arm, or switch hands (off-hand penalties apply). If you render a leg useless, they must make an Acrobatics or Athletics check at TN 40 or fall prone. If they remain standing or if they fall, they have a mobility penalty for as long as the limb is paralyzed, giving them a -2 successes to all attacks and –4 successes to all movement rolls (including the one to stand up again).

Rapid Shot

Prerequisites: any 1 Tier 3 Talent

Cost: 25 XP

Type: Active

Description: This Ability may only be done ONCE per Combat. This Ability gives the character 8 attacks to use in one round no matter the number of Actions granted to them from their Initiative Rating. None of the Attacks build Recoil and all 8 attacks are made without any previous Recoil that may have been accrued. Apart from that, the Archer may distribute these 8 attacks as he sees fit. Use them on 8 opponents. Use them filling one opponent with 8 holes. All 8 attacks occur on the character’s Initiative turn. This ability may be used with any Single Shot, Semi-Automatic, or Burst Fire Rate of Fire. Additionally, it can be used while dual-wielding via Two-Gun Slinger, but only 8 shots/attacks can be split between the two weapons. It does NOT double the number of rapid shots to 16.

Also any other special attack Ability the character may know previously may not be used in conjunction with this Ability. Only regular shots from his weapon may be used.

Tier 5
One Shot, One Kill

Prerequisites: any 1 Tier 4 Talent

Cost: 30 XP

Type: Active

Description: This ability may only be used ONCE per combat. With this Ability, the Character makes an initial Weapon Skill TN 45. If he succeeds, he may use this Ability on one opponent. For every 5 he rolls over, he may use this Ability on an additional opponent. For example, if the character rolls 55, he can use this Ability on 2 opponents. If he rolls 51, he can use this Ability on 3 opponents.

Once the number of opponents is determined, the Character shoots once at each opponent, making a Called Shot (Called Shot rules apply), accruing Recoil, and penalties for changing targets. Each opponent that can be effected by this Ability that is shot, regardless of where must make a save vs. Death against the Character’s ranks in his Weapon Skill plus specialization added to the base save. For example, if the Gunfighter rolled a 55, allowing him to effect 2 targets. He shoots and hits each enemy. Each of these enemies must make a save vs. Death scoring 18 (the character's skill in Archery' is 6 and 3 in Long Bows = 9 + 9 for the base TN of Save vs. Death). If they make the save, they live, but take damage on the random body location as normal. If they fail, they die.

Unarmed Skill Paths
There is not a separate skill path for each individual Martial Art. That is handled by the Specializations under Unarmed Combat. Instead, these are talents that are more or less universal amongst all Martial Arts. Unless another prerequisite is stated, all talents require at least 1 talent of the previous tier be taken.

Tier 1
Practiced Striking

Prerequisites: Unarmed Combat at 3 and Specialization in any Martial Art at 1

Cost: 10 XP

Type: Passive

Description: After years of training, the Martial Artist has honed his striking ability and receives an additional 1d6 damage to the Punch and Kick maneuvers, regardless of specific Martial Art style. Also, they may use their Agility bonus as a bonus to damage instead or their Strength (whichever is higher).

Counter to Counter

Prerequisites: Unarmed Combat at 3 and Specialization in any Martial Art at 1

Cost: 10 XP

Type: Passive

Description: Once every three rounds, if the Martial Artist parries or dodges in Melee Combat (essentially winning the Contested Defense roll), he may immediately strike back with an attack of his own. All previous Recoil build up applies to this attack and it can be defended normally, this attack itself does not build any additional Recoil. However, his next attack on the Martial Artist’s turn will build Recoil as normal. He may only attack the one opponent who missed him and only every three rounds. This attack does not count against their total number of attacks granted by their Initiative Rating and does not incur Double Time. This cannot be done in the first round. So on round three, if their opponent scores a miss from the player rolling better on his Defense roll, he may attempt a Counter to Counter. The "Counter" attack is handled normally, that is a Contested roll vs the attacker's Defense.

Tier 2
Pressure Points

Prerequisites: Any Tier 1 Talent

Cost: 15 XP

Type: Active

Description: The Martial Artist has studied anatomy and energy flow to such a degree that he can interrupt flow and cause several things to happen. First before any strike at a pressure point is made, an initial Unarmed Combat Skill roll must be made (Specialization ranks included) at TN 35. If they roll over 35, save the result. Next, make a “pressure point” Called Shot (Called Shot rules apply). If the strike is successful and does at least 6 points of damage you may do one of the following effects, not two or a combination of effects.

Paralyze Limb: If you designate a limb, you may make all feeling leave that limb rendering it useless for 1d6/2 rounds. If you paralyze an arm, the target can either not swing their weapon, use that arm, or may attempt switch hands (off-hand penalties apply). If you paralyze a leg, they must make an Acrobatics or Athletics check at TN 35 or fall prone. If they remain standing or if they fall, they have a mobility penalty for as long as the limb is paralyzed, giving them a –2 successes to all attacks and –4 successes to all movement rolls (including the one to stand up again).

Increased Damage: you simply hit them where it hurts. If your initial Martial Arts Skill check roll scores more than 35, then you get an extra 2d6 damage to that strike. For every 5 you roll over 35, you may add an additional 1d6 to the damage for that strike. You can only every increase your damage on one strike every 2 rounds.

Stunning Strike: You hit a point that knocks the wind out of their lungs, or causes their vision to go black. In any case, you stun and disorient your opponent, giving them a –6 penalty to all rolls for 1d6 rounds.

All of these effects are resisted by the target once the strike successfully lands by making a Consciousness save vs. the Martial Artist’s initial Martial Arts Skill roll divided by two (rounded down). If the target saves, then only the strike lands and damage is dealt normally.

Resplendent Defense

Prerequisites: Any Tier 1 Talent

Cost: 15 XP

Type: Active

Description: When performing a Full Defense, the character receives an additional +2 to their Defense rolls and may Counter any missed attack on any one opponent. However, you may only Counter with a strike. In other words, only a Punch or Kick maneuver and only once per target/attacker.

Tier 3
Counter to Counter II

Prerequisites: Any Tier 2 Talent

Cost: 20 XP

Type: Active

Description: This is like Counter to Counter, but when attempting the Counter (and the Counter attack only), the character may remove all Recoil from the attack. If he makes a normal attack, all previous Recoil applies and that normal attack builds more Recoil. Again, this can only be done on the one opponent who missed the character and only every 3 rounds.

Spinning Attack

Prerequisites: Any Tier 2 Talent

Cost: 20 XP

Type: Active

Description: For the more striking oriented Martial Arts, this Ability allows the Martial Artist to spin, catching several enemies in his spinning attack. For more grappling and throwing oriented Martial Arts, this is done by swinging your opponent around causing him to slam into the other enemies around him. Regardless of style, the Martial Artist can do both, he just has to call which one he will do before he does it. First, an initial Unarmed Combat Skill check roll is made at TN 35. If successful, you have effected at least one person. For every 3 above 35 you can effect an additional person. Once you determine the number of effected enemies, roll to hit with a maneuver. You roll one attack and all enemies roll their Defense against that one roll. Once the number of enemies are hit, roll damage and all hit enemies take the same damage to a random body location. Now, for what actually happens.

If you used a striking maneuver, like a kick or punch, it was a wide and sweeping move, spinning and catching the number of enemies in its path. Good job, you look awesome. If you use Grapple or Throw, something a little different happens.

If you use Grapple, you grabbed an enemy and spun him around, hitting the other with his body. However, if you use grapple, this also gives that enemy a chance to escape the grapple on his Defense roll. Risky, but if you use a Grappling art, your bonuses will probably make up for it. Go for it. You still look awesome. If you use Throw, you redirected your initial enemy’s energy, spinning, maybe catching a few others, but then tossing him into a pile of other opponents. All enemies effected by your Ability must make an Acrobatics check at a TN of your Skill roll. If they fail, all effected by your Ability fall to the ground prone. Pretty, eh?

Tier 4
Deadly Strikes

Prerequisites: *Special* see description

Cost: 25 XP

Type: Passive

Description: The Martial Artist is so practiced that their strikes cause Lethal or Stun damage (player’s choice). However, this is only a Tier 4 talent in campaigns where magic is prohibited. In fantasy/magic campaigns, this is included with the Tier 1 Talent Practiced Striking.

Counter to Counter III

Prerequisites: Counter to Counter II

Cost: 25 XP

Description: With this Ability the Martial Artist has 2 choices, but may only do one or the other, NOT both.

First, he may designate one opponent as his Primary Opponent. Once done, any time during combat, if that opponent attacks him in Melee combat and misses due to the character winning the Contested Defense roll, they may Counter him without Recoil and, like the other Counters, does not build any additional Recoil. As many attacks made by his Primary Opponent that miss, the Martial Artist may attempt a Counter until Combat is resolved. Any other opponent may be Countered normally, but only once per opponent.

Second, when in Full Defense (and only in Full Defense), he may attempt to Counter any opponent, regardless of number, who miss him. Unfortunately, this may not be used in conjunction with Resplendent Defense. The standard Full Defense option is the only way the Martial Artist may use Counter to Counter III.

Palm Strike

Prerequisites: Any Tier 3 Talent

Cost: 25 XP

Type: Active

Description: The Martial Artist can transfer the energies of his strikes through objects, effecting things on the other side. With this Ability, the Martial Artist may be able to bypass armor, striking their armored opponent flat-palmed and transferring the energy through the armor directly into the body. This ability affects the target twofold.

First, the character makes a called shot (Called Shot rules apply) and may specify a specific location. If he hits, then he must make an Unarmed Combat Skill (Broad Skill only, no Specializations) check vs. the Armor’s SP. By however much the Martial Artist exceeds the SP of the armor with his roll, he may ignore that much of the SP. For example, the Martial Artist strikes an enemy in the chest, but he has a breastplate, which provides 25 SP. The Martial Artist rolls well and scores a 32. The difference between the roll and the breastplate’s SP is 7 (32- 25 = 7). In game mechanics, this means the SP of the breastplate is considered 18 for this strike.

Second, the transfer of energies cause vibrations, enhancing the damage done to the internal organs. Thus, if the initial Unarmed Combat Skill roll exceeds 25, the Martial artist receives an extra 2d6 to the strike. For every 5 over 25, the Martial Artist receives and additional 1d6 damage to the strike. So, our Martial Artist who rolled 32 would have an additional 4d6 added to his strike, which already started at 2d6 +4 for Agility Bonus. This ability may only be used Once per Combat.

Tier 5
Eight-Direction Strike

Prerequisites: Any Tier 4 Talent

Cost: 30 XP

Type: Active

Description: This Ability may only be done ONCE per Combat. This Ability gives the Martial Artist 8 attacks to use in one round. None of the Attacks build Recoil and all 8 attacks are made without any previous Recoil that may have been accrued. Apart from that, the Martial Artist may distribute these 8 attacks as he sees fit. Use them on 8 opponents. Use them shredding one opponent 8 times. It’s up to the Martial Artist. Also any other special attack Ability the Martial Artist may know previously may not be used in conjunction with this Ability. Only regular strikes.

Death Strike

Prerequisites: Any Tier 4 Talent

Cost: 30 XP

Type: Active

Description: It has been called many things: the Dim Mak, Five-Finger-Exploding-Heart-Technique, Five-Steps-Technique, Punch-them-here-and-it-kills-them-Technique. Whatever the name, it’s one strike and the person dies. The Martial Artist makes an initial Unarmed Combat Skill check (ranks in Broad Skill) at TN 25. If he succeeds, he may use this Ability on one opponent and one opponent only. Then, he makes a “pressure point” Called Shot (-6 to attack). If he hits, the target must make a save vs. Death against half the Martial Artist’s initial Martial Arts Skill roll (rounded down) plus his Agility Bonus. For example, the Martial artist rolls a 33 for his Unarmed Combat skill check. That means the target must save vs. Death at TN 20 (33/2 = 16 rounded down +4 for the Martial artist’s Ability bonus, 16 + 4 = 20) or he will die. If he dies three days later, or after taking 5 steps, or instantly, is up to the player. If the target fails the death save he’s dead regardless. Unfortunately, this strike cannot be used in Combat. It can be used just before, but it cannot be used in Combat. It requires too much concentration. If the opponent saves, the Ability fails and they take no damage, but they are very aware that you tried to kill them. That’s when combat begins.

Melee Weapon Skill Paths
Each Weapon Type has it's own path usually consisting of 4 to 5 tiers. Unless another prerequisite is stated, all talents require at least 1 talent of the previous tier be taken.

Tier 1
Fencer

Prerequisite: Medium Blade at 4

Cost: 10 XP

Type: Passive

Description: This style governs the use of all 1-handed swords. While wielding a 1-handed sword, the Swordsman receives +2 to initiative and +2 to recoil on the weapon.

Two-Handed Swordfighter

Prerequisites: Heavy Blade at 4

Cost: 10 XP

Type: Passive

Description: This style governs the use of all 2-handed swords. While wielding a 2-handed sword, the Swordsman receives a +2 to initiative and a +2 to the recoil on the weapon.

Axeman

Prerequisites: Light Cleaving at 4

Cost: 10 XP

Type: Passive

Description: This style governs the use of all 1-handed axes. While wielding a 1-handed axe, the Axeman receives a +2 to Initiative and a +2 to the recoil on the weapon.

Cleaver

Prerequisites: Heavy Cleaving at 4

Cost: 10 XP

Type: Passive

Description: This style governs all 2-handed axes. Whenever the Axeman uses a 2-handed axe, he receives a +1 to initiative and a +2 to recoil. Additionally, he is adept at using both ends of the axe’s head. If the axe has a hooked head on one side, or a pick-head on one side, the Axeman may do the base damage of the weapon, plus has an AP value of 10 or +5 if the weapon has one already.

Basher

Prerequisites: Light Blunt at 4

Cost: 10 XP

Type: Passive

Description: This style governs the use of all one handed blunt weapons, from a stick to a ball and chain. Whenever the Basher uses a 1-handed blunt/bludgeoning weapon he receives a +1 to initiative and a +2 to the Recoil on the weapon. If they have at least 2 Specialization ranks in a "Grappling" Martial Art, then they may use the 1-hand blunt weapon they are wielding to aid in grappling, giving them an additional +1 for every d6 of damage the weapon has to the Contested Grapple Roll. Additionally, they may choose to do either Lethal or Concussive damage with their strikes.

Staff-Fighter

Prerequisites: Light Blunt at 3 and Specialization in Quarterstaff/Bo at 1

Cost: 10 XP

Type: Passive

Description: This style governs quarterstaffs, Bo staffs, and any other pole-weapon that is used with 2 hands. Whenever the character uses a Staff, he receives a +2 to initiative and a +2 to recoil. Additionally, they may use the staff as a "dual-wield" weapon, meaning they strike with both ends. However, the talent Dual Wield must be taken, or all penalties apply.

Hellhammer

Prerequisites: Heavy Blunt at 4

Cost: 10 XP

Type: Passive

Description: This style governs all war and battle hammers wielded 2-handed. Whenever the character uses a war or battle hammer, he receives a +1 to initiative and a +2 to recoil. Additionally, he is adept at using both ends of the hammer’s head. If the hammer has a hooked head on one side, or a pick-head on one side, the Basher may do the base damage of the weapon, plus has an AP value of 10 or +5 if the weapon has one already.

Knife Fighter

Prerequisites: Light Blades at 3 and Specialization in Knife/Dagger at 1

Cost: 10 XP

Type: Passive

Description: This style governs the use of knives or daggers. While wielding a dagger, the Knife-fighter receives a +3 to initiative and +2 to recoil. Also, if the Knife-fighter has any Unarmed Combat skill and the Talent Practiced Striking, they may add the maneuvers of Punch, Kick, and Throw/Trip to their attacks. They can split the attacks between their number of attacks without penalty, or they may "dual-wield", but without the Dual Wield talent, all penalties apply.

Lancer

Prerequisites: Light Polearm at 4

Cost: 10 XP

Type: Passive

Description: This style governs the use of 1-handed spears. While wielding a 1-heanded spear, the Lancer receives a +3 to initiative and +2 to recoil.

Pikeman

Prerequisites: Heavy Polearm at 4

Cost: 10 XP

Type: Passive

Description: This style governs the use of 2-handed spears. While wielding a 2-handed spear, the Pikeman receives a +2 to initiative and a +2 to Recoil.

Tier 2
Brutal Strikes

Prerequisites: Any Tier 1 Talent

Cost: 15 XP

Type: Passive

Description: The character is so practiced that he knows where to hit and how hard. While wielding their specialized weapon, the character gains half their attribute bonus to the damage, making it 1.5 times the attribute. Which attribute is used is determined by the character's path or any other talent. When wielding any other type of melee weapon, normal damage applies.

Finesse

Prerequisites: Any Tier 1, 1-handed Talent/Style

Cost: 15 XP

Type: Passive

Description: The character spends their time learning their weapon and how to make it hit where it will cause the most damage. They transcend beyond brute force and are able to use their Agility Attribute bonus instead of their Strength Attribute bonus for damage. All other combat is handled normally. If they are granted the use of Agility bonus by a Path (notably, the Path of Shadow), then they may use 1.5 their Agility bonus to damage.

Riposte

Prerequisites: Any Tier 1 Talent

Cost: 15 XP

Type: Active

Description: Once every three rounds, if the character parries or dodges in Melee Combat (basically, winning the Contested Defense Roll), he may immediately strike back with an attack of his own. Though all previous Recoil build up applies to this attack and it can be defended normally, this attack itself does not build any additional Recoil. However, his next attack on the character’s turn will build Recoil as normal. He may only attack the one opponent who missed him and only every three rounds. This attack does not count against their total number of attacks granted by their Initiative Rating and does not incur Double Time. This cannot be done in the first round. So on round three, if their opponent scores a miss from the player rolling better on his Defense roll, he may attempt a Riposte. The "Riposte" attack is handled normally, that is a Contested roll vs the attacker's Defense.

Dual Wield

Prerequisites: Any Tier 1, 1-handed Talent/Style

Cost: 15 XP

Type: Passive

Description: This talent lessens the penalties to wielding 2 weapons at once. With this Talent, the penalties are reduced to -1 for your main hand and -2 for your off-hand. All other Dual Wielding rules apply.

Weapon and Shield-Style Prerequisites: Any Tier 1, 1-handed Talent/Style

Cost: 15 XP

Type: Passive

Description: this style governs the use of any one-handed weapon and a shield of any size. While wielding and one-handed weapon and a shield of any size, the character receives a +1 to initiative and +1 to recoil on top of any other bonuses granted by other Talents. Additionally, they may use their shield every three rounds to Shield Bash their opponent.

Shield Bash has a chance of stunning the opponent or knocking them down (player’s choice). To perform a Shield Bash the character and his opponent treat it like a throw maneuver, but the character uses their main weapon skill instead of Unarmed Combat. If the opponent fails, they are either knocked to the ground (and take damage from the shield), or must make a save vs. Consciousness versus the character’s ranks in his Melee skill, or be stunned for 1d6 rounds. A stunned character can defend themselves, but may not attack. Shield damage is as follows:

Tier 3
Riposte II

Prerequisites: Any Tier 2 Talent

Cost: 20 XP

Type: Active

Description: This is like Riposte, but when attempting the Riposte (and the Riposte attack only), the character may remove all Recoil from the attack. If he makes a normal attack, all previous Recoil applies and that normal attack builds more Recoil. Again, this can only be done on the one opponent who missed the Swordsman and only every 3 rounds.

Wall of Steel

Prerequisites: Any Tier 2 Talent

Cost: 20 XP

Type: Active

Description: When performing a Full Defense, the character receives an additional +2 on Defense rolls and may Riposte any missed attack on any one opponent.

Flash of Steel

Prerequisites: Fencer or Two-Handed Swordfighter and Any Tier 2 Talent

Cost: 20 XP

Type: Active

Description: When drawing a weapon, the character does so with speed and precision. First, the you make a Melee Skill check at TN 35. If the total is above 35, you roll to hit. If not, you must draw your weapon normally and attack taking all Action Times. If you hit and it is not dodged or parried, you get an additional 1d6 to the damage of the weapon. For every 4 you roll over 35, you get an additional 1d6 damage as well. For example, if you roll a 51 on the initial check, and you hit, then you will do an additional 4d6 damage on top of what you normally do. This damage bonus only counts for the first strike from the sword as it is unsheathed. All following attacks do normal damage. This Ability cannot be used until the Swordsman re-sheathes his weapon and draws it again.

Tier 4
Severing the Life Blood

Prerequisites: Fencer, Two-Handed Swordfighter, Knife Fighter and Any Tier 3 Talent

Cost: 25 XP

Type: Active

Description: With this Ability, the character can make a Called Shot for a specific body location (-4 to attack) and strike his opponent. If successful and at least 8 points of damage is scored, then the opponent makes a Consciousness roll vs. the character’s Melee Skill roll (ranks in Broad Skill only). If the character wins, then he causes an additional 2d6 damage as bleeding damage to the body location called in the Called Shot every round for 2d6 rounds or until Combat is resolved. The Attack, Defense, and Damage rolls are handled normally. Since this is a Called Shot, the character must also designate that he is attempting a Severing the Life Blood as well. He may only cause one successful Severing the Life Blood per opponent per fight. If the Severing the Life Blood is unsuccessful (because he missed, the opponent saved, etc.), then the character may attempt as many times as he cares to.

Knock the Wind

Prerequisites: Basher, Staff Fighter, or Hellhammer and Any Tier 3 Talent

Cost: 25 XP

Type: Active

Description: With this Ability, the character makes a Called Shot (-4 to attack) and bashes his opponent in the chest. If the Basher hits and does at least 10 damage, then the opponent makes a Consciousness roll vs. the Basher’s Melee Skill roll (ranks in Broad Skill only). If he wins the roll, his opponent is winded for 1d6/2 rounds and can take no action until he catches his breath. He may only cause one successful winding per opponent per fight. If the wind is not knocked out of the opponent (because he missed, the opponent saved, etc.), then the character may attempt as many times as he cares to.

Double Hit

Prerequisites: Any Tier 3 Talent

Cost: 25 XP

Type: Active

Description: The character strikes and while reeling back for another hit catches his opponent with a second hit as he draws back. This is not 2 attacks. This is arranging the hit so that the opponent is also struck by the character’s recoil for the next strike. To do this, the character must make a Called Shot (-4 to attack) and land a successful hit. He then rolls a Melee Skill check at TN 35. If successful, the character rolls damage again and applies it to the same body location. Even though this was a Called Shot, no body location need be specified. The shot is “Called” because he’s arranging the second hit on the recoil. If a body location is specified, then the penalty raises to –8 for the called shot. This can only be used once per round.

Riposte III

Prerequisites: Any Tier 3 Talent

Cost: 25 XP

Type: Active

Description: With this Ability the character has 2 choices, but may only do one or the other, NOT both.

First, he may designate one opponent as his Primary Opponent. Once done, any time during combat, if that opponent attacks him in Melee combat and misses or is parried, the character may Riposte him without Recoil and, like the other Riposte, does not build any additional Recoil. As many attacks made by his Primary Opponent that miss, the character may attempt a Riposte, this includes any attack in any other round until Combat is resolved.

Second, when in Full Defense (and only in Full Defense), he may attempt to Riposte any opponent, regardless of number, who miss him. Unfortunately, this may not be used in conjunction with Wall of Steel. The standard Full Defense option is the only way the character may use Riposte III.

Tier 5
Arcing Strike

Prerequisite: Any Tier 4 Talent

Cost: 30 XP

Type: Active

Description: With this ability the character swings in a wide, arcing strike, hoping to catch multiple enemies with one slash. First, there must be a number of enemies in front of the character within reach. Second, the character makes a Melee Skill check at TN 35. For every 5 he rolls over 35, he may affect an additional enemy. For example, if the Swordsman rolls a 50, he may affect 4 enemies (the first one, one more for rolling over 35, 3 more for rolling 15 over 35). Once the number of effected enemies is determined, the Swordsman makes one attack. All effected enemies defend against that single roll. If they fail, then they are hit and take damage normally. If they parry, then the strike continues its path, hopefully catching the next one.

Dance of a Thousand Cuts

Prerequisite: Fencer, Two-Handed Swordfighter, or Knife Fighter and any Tier 4 Talent

Cost: 30 XP

Type: Active

Description: This Ability may only be done ONCE per Combat. This Ability gives the character 8 attacks to use in one round. None of the Attacks build Recoil and all 8 attacks are made without any previous Recoil that may have been accrued. Apart from that, the character may distribute these 8 attacks as he sees fit. Use them on 8 opponents. Use them slicing one opponent 8 times. It’s up to the character. Also any other special attack Ability the character may know previously may not be used in conjunction with this Ability. Only regular strikes.

Whirling Blades

Prerequisite: Axeman or Cleaver and any Tier 4 Talent

Cost: 30 XP

Type: Active

Description: Same as Dance of a Thousand Cuts only for axes.

Flurry of Blows

Prerequisite: Basher, Staff Fighter, Hellhammer, Lancer, or Pikeman and Any Tier 4 Talent

Cost: 30 XP

Type: Active

Description:' Same as Dance of a Thousand Cuts and Whirling Blades only for all other weapons not covered by those talents.

Crippling Strike

Prerequisites: Any Tier 4

Cost: 30 XP

Type: Active

Description: The Character makes a called shot for a limb (no the head is not a limb, arms or legs only). If he successfully hits, then the character makes a Melee Skill check at TN 40. The result is halved and the opponent must make a Consciousness save vs. the resulting number. If he fails that limb is rendered useless until treated by a surgeon. If the opponent does not see a physician in 1d6 hours, the damage is permanent (if he doesn’t die anyway). The only way to reverse it is through magical healing and that is setting-specific. The Attack, Defense, and Damage rolls are handled normally. Since this is a Called Shot, the character must also designate that he is attempting a Crippling Strike as well. He may cause number of successful Crippling Strike per opponent equal to 1/4 his Melee Skill ranks (rounded down, Broad Skill only). However, he may only attempt a Crippling Strike every 3 rounds, since it is a Concentrated attack.

If you render an arm useless, the target can either not swing their weapon, use that arm, or switch hands (off-hand penalties apply). If you render a leg useless, they must make an Acrobatics or Athletics check at TN 35 or fall prone. If they remain standing or if they fall, they have a mobility penalty for as long as the limb is paralyzed, giving them a –4 to all attacks and –6 to all movement rolls (including the one to stand up again).

Tier 6
Reaping Strikes

Prerequisites: Any Tier 5 Talent

Cost: 35 XP

Type: Active

Description: This Ability is a Charged attack. The character must charge his attack taking no other action for 4 Actions. He may opt to go to a Full Defense, but may not use Wall of Steel or any version of Riposte. At the end of 4 Actions, the character makes as many attacks as he is allowed. During the 4 Actions, the character must make a Melee Skill check TN 40. If successful, he adds an extra 2d6 to each attack that hits and causes damage. For every 4 he rolls over 40, he may add an additional 1d6 to the base 2d6 and the normal damage of the weapon, plus all other damage bonuses.