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The Dark
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PostSubject: Physical Attacks   Wed Nov 12, 2008 9:43 pm



Last edited by The Dark on Wed Nov 26, 2008 9:40 pm; edited 57 times in total
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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 10:40 pm

AXE
   Description: You wield a mighty battle axe. With its large blade, it makes deadlier cuts when swung with momentum behind the attack.
   Mechanic: +6 on all Attack rolls made with the axe. If you give up all other movement in a turn to make a charge, or are under the effects of Rage, the opponent must make a Defense check against your Attack or the bonus on attack rolls increases to +8 for the purposes of dealing damage. The axe can only be used if your opponent is within reach.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 10:42 pm

BITE
   Description: You have elongated fangs that can make powerful bite attacks.
   Mechanic: +6 on all Attack rolls made with the bite. If you roll 20 when making an attack with the bite, you disable one of your opponent's limbs, and that opponent takes -2 penalty on all Attack checks until the Heal Hit Points ability is used on them.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 10:44 pm

BOW AND ARROW
   Description: You know how to fire a bow and arrow in combat. The most reliable ranged weapon, but takes precision to use effective.
   Mechanic: +6 on all Attack rolls made with the bow and arrow. If you roll 20 while making an attack with the bow and arrow, the opponent must make a Defense check against your Attack or be slain instantly. You cannot move during a turn in which you fire your bow and arrow. The bow and arrow cannot be combined with any other physical attacks during the same turn. The bow and arrow can be used at a ranged, as long as you can see your opponent.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 10:46 pm

BRASS KNUCKLES
   Description: You fit your hands with brass knuckles before you go into battle. They may not amount to much on their own, but they make a strong punch deadly.
   Mechanic: +2 on all Attack rolls with an unarmed attack. Brass Knuckles can be combined with any unarmed attack ability, such as Fists of Fury.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 10:47 pm

CLAWS
   Description: You have two deadly claws that can sprout from your hands. With these natural weapons, you are a capable combatant.
   Mechanic: +4 on all Attack rolls with the claws. You can use both claws, gaining two attacks in the same turn. The claws cannot be combined with any other physical attacks in the same turns. The claws can only be used if your opponent is within reach.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 10:49 pm

CLUB
   Description: A small wooden or metal weapon used to smash things.
   Mechanic: +4 to attack rolls using this weapon. If you have successfully used Stealth, then the opponent must make a successful defense roll or lose their next turn. It cannot be combined with any other physical attack on the same turn.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 10:50 pm

CROSSBOW
   Description: You know how to fire a crossbow in combat. While not as powerful as a bow and arrow, this weapon is easier to fire.
   Mechanic: +4 on all Attack rolls made with the crossbow. The crossbow cannot be combined with any other physical attacks during the same turn. The crossbow can be used at a range, as long as you can see your opponent.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 10:53 pm

DAGGER
   Description: You know how to wield a dagger in combat. A decent secondary weapon, it is also small enough to be thrown.
   Mechanic: +2 on all Attack rolls made with the dagger. The dagger can be combined with the long sword, granting two attacks in the same turn. The dagger can be used at a range, as long as you can see your opponent.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 10:54 pm

FENCING
   Description: You have mastered the art of fencing, gaining access to three of its most popular techniques.
   Requires: Rapier
   Mechanic: The fencing style gives access to the following three abilities;
      En Guarde!: If you give up all other movement in a turn to make a charge, and your initial Attack is successful, the opponent must make a Defense check against your Attack or lose their next turn as they are caught by surprise.
      Parry: Whenever your bonus to Defense rolls using the rapier would apply, that bonus is increased to +2.
      Touche: When you roll 20 when making an Attack with the rapier, the damage dealt by your attack is increased by +50% (8 would become 12).

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 10:55 pm

FISTS OF FURY
   Description: You are armed even when unarmed, as you have learned to accurately throw your fists in a rapid succession of punches.
   Mechanic: +4 on all Attack rolls made with the fists. You gain additional attacks with your fists equal to 1/4 your Attack modifier, rounded down (a character with an Attack of 8 would get 2 fist attacks per turn, but a character with an Attack of 12 would get 3). The fists cannot be combined with any other physical attacks during the same turn. The fists can only be used if your opponent is within reach.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 10:57 pm

GREAT SWORD
   Description: You know how to wield a great sword in combat. A large and impressive blade that deals massive damage but takes two hands to hold.
   Mechanic: +6 on all Attack rolls made with the great sword. If you roll 20 when making an attack with the great sword, the opponent must make a Defense check against your Attack or be slain instantly. The great sword cannot be combined with any other physical attack during the same turn. The great sword can only be used if your opponent is within reach.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 10:58 pm

GUNSLINGER
   Description: You wield the musket as an extension of yourself, foreshadowing the canny cowboys of future days.
   Requires: Musket
   Mechanic: The gunslinging style gives access to the following three abilities;
      Quick Shot: For a number of turns equal to 1/4 your Swiftness modifier, you do not have to spend an entire turn reloading, but still cannot move and attack in the same turn. Alternatively, you can move and attack in the same turn, but must immediately spend a turn reloading afterwards.
      Shot on the Run: When using the Quick Shot ability to move and attack in the same turn, you gain a +2 bonus on defense checks.
      Dead Shot: Opponents take a -4 penalty on defense checks to avoid being slain instantly by your attack.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 10:59 pm

KATANA
   Description: You know how to wield a katana in combat. You have also learned the iajutsu strike, a technique which allows you to draw your blade with lightning speed.
   Mechanic: +6 on all Attack rolls made with the katana. Upon drawing your katana in combat, the opponent must make a Defense check against your Attack or be caught off-guard, losing their next turn. The katana cannot be combined with any other physical attack during the same turn. The katana can only be used if your opponent is within reach.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:00 pm

KENDO
   Description: You have mastered the art of kendo, gaining access to three of its most popular techniques.
   Requires: Katana
   Mechanic: The kendo style gives access to the following three abilities;
      Iajutsu Strike: When you perform a successful iajutsu draw, robbing your opponent of their next turn, the first attack you make on the turn the opponent is stunned gains an additional +4 bonus, for a total of +10 from your katana.
      Kiai Shout: You can make a kiai shout once per turn, forcing your opponent to make a Defense check against your Attack or lose their next turn. Unlike the iajutsu draw, this ability may be used whether your weapon is drawn or active, and can be used in combination with one physical attack per turn.
   Nitoichi: The katana can now be combined with the wakizashi (the wakizashi is represented by the short sword ability), granting two attacks in the same turn. This is the only weapon the katana can be combined with.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:05 pm

KHOPESH
   Description: You know how to wield a khopesh in combat. This curved blade can hook around an oncoming attack as it deflects, granting you time to make an attack with a secondary weapon.
   Mechanic: +4 on all Attack rolls made with the khopesh. When you make a successful Defense check against an oncoming attack, the opponent must make a Defense check against your Attack or lose their next turn unless they drop their weapon. If the opponent remains holding their weapon, you may make a free attack with a second weapon in your possession on your next turn. Aside from this technique, the khopesh cannot be combined with any other physical attacks during the same turn. The khopesh can only be used if your opponent is within reach.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:10 pm

KNOCKOUT PUNCH
   Description; You cold clock your opponents, knocking them out instead of killing them.
   Mechanic: When you make a successful unarmed attack, your opponent must make a Defense check against your Attack or immediately fall unconscious, taking no actions until they are revived or wake up a number of hours later equal to 12 minus their Endurance modifier. This ability can be combined with any unarmed attack ability, such as Fists of Fury.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:11 pm

LANCE
   Description: You know how to wield a lance in combat. A favored weapon of knights and cavaliers, the lance comes in handy while charging.
   Mechanic: +6 on all Attack rolls made with the lance. If you give up all other movement in a turn to make a charge, and your initial Attack is successful, the opponent must make a Defense check against your Attack or the bonus on attack rolls increases to +10 for the purposes of dealing damage.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:13 pm

LONG SWORD
   Description: You know how to wield a long sword in combat. It is a basic but reliable weapon.
   Mechanic: +4 on all Attack rolls made with the long sword. Can be combined with other weapons in the same turn, as noted in their descriptions. The short sword can only be used if your opponent is within reach.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:15 pm

MONKEY STAFF
   Description: Created by warrior monks who lived high in the mountains of a land to the East, this style of staff fighting is equal parts martial art and ki magic. The style gets its name from the one who inspired it; the legendary Monkey King himself.
   Requires: Fists of Fury, Flight, Staff, 15th level
   Mechanic: The Monkey Staff style grants access to the following three abilities;
      Ruyi Jingu Bang: Like the Monkey King, your staff becomes magical, able to change sizes at will. The Staff ability may now be used at a range, as long as you can see your opponent.
      72 Tranformations: By plucking one of your hairs and throwing it to the ground (requires a full turn), you create a clone of yourself, which acts as you and is played by you as well, effectively granting you an extra attack each turn. You may summon as many such clones as you like (each granting an extra attack), but the moment the clones are struck in battle (that is, the opponent's attack must match their Defense roll, but does not have to beat it), the clone reverts to an ordinary hair.
      Jindouyún: When you combine Staff and Flight in the same turn, all physical attacks made in the same turn (including Staff) gain a bonus equal to 1/4 your Swiftness modifier (minimum 1), rounded down.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:17 pm

MOUNTAIN HAMMER
   Description: You have mastered a difficult fighting style that wields the massive Zweihander in more tactical ways.
   Requires: Zweihander or Warhammer, Strong Attack
   Mechanic: The Mountain Hammer style gives access to the following three abilities;
      Wall of Iron: Utilizing the sheer size and weight of the Zweihander, you can make a temporary shield to wall yourself from incoming attacks. Taking the place of your physical attack, you embed your Zweihander into the ground and use it as cover, granting +6 to Defense for the turn and a 50% chance to be untargetable by ranged attacks requiring sight. If this ability is combined with Etherealness, the chance to be untargeted is 75%.
      Earth Splitter: By focusing all your might into a powerful crushing blow, you shatter the ground in front of you, knocking your opponents off balance. You must use the ability Strong Attack and reduce your Defense by at least 6 to use this ability. If your opponent fails his Defense check, he is knocked prone, losing his turn and taking -4 to Defense on the turn he is prone. While using this ability, you may not use any other physical attack, but may combine it with one magical attack.
      Cleave: You swing your Zweihander in a massive arc, crushing everything infront of you, but throw yourself off balance in the process. In place of your physical attack, you may attack all opponents directly infront of you. This attack does not receive the knockback effect of the Zweihander, and after completion, you are prone, losing your next turn, and receiving -4 to Defense during the turn you are prone. While using this ability, you may not use any other physical attack or magical attack.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:18 pm

MUSKET
   Description: You know how to fire a musket in combat. Muskets have astoundingly lethal potential, but require you to reload.
   Mechanic: +8 of all Attacks rolls made with the musket. Upon making a successful attack with the musket, the opponent must make a Defense check against your Attack or be slain instantly. Each time you attack with the musket, you must spend a turn reloading it in order to use it again. You cannot move during a turn in which you fire your musket. The musket cannot be combined with any other physical attacks during the same turn. The musket can be used at a ranged, as long as you can see your opponent.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:21 pm

NINJITSU
   Description: You study ninjitsu, a hybrid fighting style that combines elements of technology, martial arts, and mysticism.
   Requires: Claws or Shuriken (player's choice), Silence, Stealth
   Mechanic: The ninjitsu style gives access to the following three abilities;
      Poison Star: You may combine all your uses of the Shuriken ability in a turn with Poison Attack, even if you do not possess that ability.
      Deadly Shadow: Whenever you successfully use the Silence or Stealth ability against an opponent, you also gain a +2 bonus on Attack and Swiftness rolls against that opponent until the end of combat.
      Master of Illusions: You may now use the Shapechange ability to alter your appearance, but not your attributes and abilities. Opponents may attempt to see through your disguise by making a Resistance check against your Magic; opponents possessing the Awareness ability apply their bonus against this roll.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:22 pm

PICK POCKET
   Description: You know how to bargain shop; five finger discount style.
   Mechanic: When you execute this ability, the opponent must make a defense check against your Attack or lose access to any physical attack or physical defense they currently possess until the end of combat. You gain access to this ability for the same duration. You may choose the ability taken at the time you use this ability. This ability may be combined with one physical or magical attack per turn. This ability can only be used if your opponent is within reach.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:23 pm

POISON ARROW
   Description: You lace your arrows with a deadly poison.
   Requires: Bow And Arrow or Crossbow
   Mechanic: You may treat your arrows as if they were combined with Poison Attack. Using this ability is automatic.

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