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The Dark
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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:25 pm

RAGE
   Description: You can work yourself into a frenzy, gaining strength and toughness beyond your normal limits.
   Mechanic: When you execute this ability, you gain a +4 on Attack and Endurance for a number of turns equal to your (newly modified) Endurance modifier as your adrenaline increases your power and stamina, but also take a -2 penalty on Defense as you become more careless, leaving yourself open. The increase to Endurance gives you 8 hit points for the duration of the ability. This ability cannot be combined with any physical attack in the same turn it is activated. This ability can be activated once per combat. Using this ability is otherwise automatic.

~@~


Last edited by The Dark on Sun Nov 23, 2008 9:35 pm; edited 1 time in total
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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:25 pm

RAPIER
   Description: You know how to wield a rapier in combat. You can use its light weight to your advantage, aiding in your Defense.
   Mechanic: +4 on all Attack rolls made with the rapier. Whenever you remain within reach of an opponent for single turn, you gain a +1 bonus on defense rolls made against that single opponent in the same turn. The rapier cannot be combined with any other physical attacks during the same turn. The rapier can only be used if your opponent is within reach.

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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:28 pm

RAPTOR SCHOOL
   Description: A martial arts style with techniques inspired by birds of prey.
   Requires: Fists of Fury, Flight
   Mechanic: The Raptor School style gives access to the following three abilities;
      Eagle's Swoop: For a number of turns equal to the duration of your Flight ability in combat, you may add +50% (8 becomes 12) of the bonus granted by your Strong Attack ability.
      Falcon's Feathers: At the beginning of your turn, all opponents that rely on sight to perceive your whereabouts must make a Resistance check against your Magic or you become invisible to them. Opponents who cannot see you take a -2 penalty on all physical and magical attacks made against you.
      Hawk's Eye: If you spend an entire turn observing an opponent and taking no other actions, you gain a +2 bonus on physical attacks against them.

~@~
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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:30 pm

SCYTHE
   Description: You know how to wield a scythe in combat. Fearsome by reputation, your weapon cuts through foes as if they were grain.
   Mechanic: +4 on all Attack rolls made with the scythe. If you roll 20 when making an attack with the scythe, the opponent must make a Defense check against your Attack or the damage from your attack is increased by +50% (8 damage would become 12). The scythe cannot be combined with any other physical attack during the same turn. The scythe can only be used if your opponent is within reach.

~@~
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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:32 pm

DEADLY SCYTHE
   Description: You are an expert at cutting through opponents with your scythe's edge.
   Requires: Scythe, Strong Attack, 3rd Level
   Mechanic: Your scythe does +50% damage on a natural roll of 15 or above. This ability requires scythe to use, but is otherwise automatic.

~@~
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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:34 pm

SET TRAP
   Description: You can set mechanical traps to catch your enemies.
   Mechanic: You can create a mechanical trap that duplicates any physical attack or magical damage-dealing attack for a number of turns equal to your Attack modifier. To set the trap, you must spend a number of rounds working on the trap equal to the replicated attack's normal bonus (minimum 1 turn). Hastily made traps only grant a bonus equal to the number of rounds spent working on them, regardless of the original ability's bonus. You cannot exceed the bonus granted by the original attack by spending extra rounds preparing the trap. After the initial duration, the trap will deactivate of its own accord unless you combine it with the Contingency ability to spring at a certain trigger event. Using this ability is otherwise automatic.

~@~
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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:37 pm

SHORT SWORD
   Description: You know how to wield a short sword in combat. The most popular and reliable secondary weapon.
   Mechanic: +3 on all Attack rolls made with the short sword. The short sword can be combined with the Long Sword, granting two attacks in the same turn. 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 11:41 pm

SHURIKEN
   Description: You know how to wield shuriken in combat. Small enough to fit in the palm of your hand, the shuriken can be thrown in numbers.
   Mechanic: +0 on all Attack rolls made with the shuriken. The shuriken can be combined with the long sword, granting an additional three attacks in the same turn. The shuriken 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 11:43 pm

SPEAR
   Description: You can accurately throw a spear, a deadly ranged weapon that, even if it does no damage, may buy you time to catch your opponent.
   Mechanic: +6 on all Attack rolls made with the spear. If your Attack total matches or beats the Defense total of your opponent, the opponent must make a Defense check against your Attack or lose 1 turn and take a -2 penalty on Defense during the next turn, in which they are unable to take actions. You cannot move during a turn in which you throw a spear. The spear cannot be combined with any other physical attacks during the same turn. The spear can be used at a range.

~@~
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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:45 pm

STAFF
   Description: You know how to wield a staff in combat. The discipline of wielding a staff includes learning how to deflect attacks with it.
   Mechanic: +6 on all Attack rolls made with the staff. Once per turn, you may make a Defense check against any one Attack made against you. If you are successful, the attack is negated. The staff cannot be combined with any other physical attack during the same turn. The staff can only be used if your opponent is within reach.

~@~
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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:46 pm

STRONG ATTACK
   Description: You really put your all into an attack, throwing caution to the wind.
   Mechanic: You can subtract a number from your defense up to your current Defense modifier and place it on your Attack rolls for a single turn. Each turn you do this, your defense remains lowered for the remainder of your turn. This ability can be combined with any physical attacks in a turn.

~@~
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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:49 pm

SUN STYLE
   Description: Originating from the practices of desert nomads, this style uses the wielding of dual khopesh blades, and the force of the elements, to make its user one with the wind, earth, and fire.
   Requires: Khopesh, Fire Attack
   Mechanic: The sun style gives access to the following three abilities;
      Dance of the Wind: You gain a second attack with your khopesh, representing that you wield two swords instead of one.
      Dance of the Rock: You gain a +2 bonus to Defense rolls while wielding the khopesh.
      Dance of the Sun: When you combine your Khopesh ability with Fire Attack, any opponent you attack must make a Resistance check against your Magic or lose their next turn and be blinded (-2 on Defense checks) for the next turn after that.

~@~
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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:51 pm

TACKLE
Description: Using the weight of your body to knock an opponent over.
Mechanic: Opponent must make an additional Defense roll against your Attack, or be knocked down for 2 turns. Otherwise they just take damage. This ability may be combined with one physical attack per turn. To use this ability, your opponent must be within reach.

~@~


Last edited by The Dark on Wed Nov 19, 2008 3:50 pm; edited 2 times in total
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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:54 pm

THROWING ARM
   Description: This is an improvisation style of fighting, allowing you to throw most given styles of weapons that can be used with one hand.
   Mechanic: The improvised weapon takes a -2 on attack rolls but gains the ability of being used at a range as well as being able to be used as a melee weapon. Once the weapon is thrown, it must be picked up again in order to be used again. This skill is always active.

~@~
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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:56 pm

THROWING ARM PROFICIENCY
   Description: Being proficient with grasping random weapons, you can throw them better.
   Requires: Throwing Arm
   Mechanic: This reduces the penalty of the Throwing Arm skill to 0. Using this ability is automatic.

~@~
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PostSubject: Re: Physical Attacks   Wed Nov 12, 2008 11:58 pm

TRIP ATTACK
   Description: Your attack knocks your opponent off their feet.
   Mechanic: When you execute this ability, the opponent must make a Defense/Resistance check against your Attack/Magic, or fall prone, losing 1 turn and taking a -4 penalty on Defense checks on the turn they are stunned. This ability may be combined with one physical or attack per turn. This ability can only be used if your opponent is within reach.

~@~
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PostSubject: Re: Physical Attacks   Thu Nov 13, 2008 12:02 am

TWIN WAND STYLE
   Description: You have mastered a difficult fighting style that wields a pair of wands simultaneously as deadly, magically-charged blades.
   Requires: Wand in two ability slots, any magical attack ability
   Mechanic: The twin wand style gives access to the following three abilities;
      Two As One: You may combine two wand attacks in the same turn, effectively giving you an extra attack each turn while using a wand. While dual-wielding wands, you may not use any other physical attack, but may combine each wand with one magical attack per turn as normal.
      Wand Blades: You can transform each of your wands into short shorts. In addition to the normal benefits of the wand, these wand blades behave in all ways as if you had the Short Sword ability, with the exception that the only physical attack they can be combined with in a single turn is each other.
      Empowered Spell: While wielding two wands in combat, your bonus on magical attacks with each wand increases to +3.

~@~
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PostSubject: Re: Physical Attacks   Thu Nov 13, 2008 12:06 am

VAMPIRE HUNTER
   Description: You have learned the strengths and weaknesses of the undead, and use that knowledge against them.
   Requires: Death Attack Immunity, Light Attack
   Mechanic: The vampire hunter style gives access to the following three abilities;
      Dust to Dust: You gain a +4 bonus on Magic checks using Light Attack.
      Hallowed Soul: You are permanently affected as if by Seal Soul; you cannot be turned into an undead creature. Additionally, you gain a +2 bonus on Resistance checks against any magical attack directed by an undead creature against you.
      Deathwatch: You gain a second Resistance check against illusion or concealment-based abilities used by an undead creature against you, such as Silence, Stealth, or World of Illusion, should you fail the first.

~@~
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PostSubject: Re: Physical Attacks   Thu Nov 13, 2008 12:08 am

WAND
   Description: You channel your spells through a wand, making them more powerful.
   Mechanic: When you execute a magical attack, utility power, or magical healing ability, you gain a +2 on all Magic checks made using that ability. This ability can be combined with one magical attack per turn, but not with any physical attacks in the same turn.

~@~
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PostSubject: Re: Physical Attacks   Thu Nov 13, 2008 12:15 am

WARHAMMER
   Description: A favoured weapon of the dwarves, this heavy, blunt mace-like weapon has bone-crushing force.
   Mechanic: +6 on all attack rolls with the warhammer. If your initial Attack succeeds, the opponent must make a Defense check against your Attack or take a -2 penalty to Defense and Swiftness until they are healed in-game. A dwarven character can take Warhammer in place of Great Sword as a racial required ability, if desired. This ability cannot be combined with any other weapon-based physical attacks in a turn, but can be combined with magical attacks. The warhammer can only be used if your opponent is within reach.

~@~
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PostSubject: Re: Physical Attacks   Thu Nov 13, 2008 12:18 am

WHIP
   Description: You know how to wield a whip in combat. The whip can be tangled around an opponent's leg, rendering them immobile until they break free.
   Mechanic: +6 on all Attack rolls made with the whip. If you forgo dealing damage with the whip during a successful attack, you can instead tangle around an opponent's leg, forcing the opponent to make a successful Defense check versus your Attack or lose their next turn and all subsequent turns until they make a successful Defense check. You cannot make physical attacks during any turn in which you hold an opponent immobile in this manner. The whip cannot by combined with any other physical attacks during the same turn. The whip can only be used if your opponent is within reach.

~@~
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PostSubject: Re: Physical Attacks   Thu Nov 13, 2008 12:20 am

WIND RAZOR
   Description: This is a dual bladed weapon that looks like an aerodynamic "S"-shaped blade with a grip in the center of the weapon.
   Mechanic: Attack +4 on melee attacks with the Wind Razor . The Wind Razor can not be combined with any other physical attacks. Special: If the Throwing Arm proficiency skill is acquired the weapon will acquire a +6 single ranged attack.

~@~
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PostSubject: Re: Physical Attacks   Thu Nov 13, 2008 12:21 am

RETURNING WIND RAZOR
   Description: Being proficient with grasping random weapons, you can throw them better.
   Requires: Wind Razor, Throwing Arm, Throwing Arm Proficiency
   Mechanic: When you throw your wind razor using the Throwing Arm ability, it returns to you on the beginning of the next turn following the turn in which you threw it. This ability can only be used in combination with the Wind Razor physical attack, its combinable physical attack abilities, and one magical attack per turn, but is otherwise automatic.

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PostSubject: Re: Physical Attacks   Thu Nov 13, 2008 12:24 am

WRESTLING
   Description: You have learned the art of wrestling, which uses various holds to subdue an opponent in place of blunt attacks.
   Requires: Fists of Fury
   Mechanic: The wrestling style gives access to the following three abilities;
      Clothesline: If an opponent is moving at you and attacking in the same turn, they must make a Defense check against your Attack or lose all attacks in that turn.
      Pin: You gain a +4 bonus on all Attack rolls to physically restrain an opponent.
   Reverse: You gain a +4 bonus on all Defense rolls to escape being physically restrained.

~@~
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PostSubject: Re: Physical Attacks   Thu Nov 13, 2008 12:27 am

ZWEIHANDER
   Description: You know how to wield a zweihander in combat. The sheer size of this massive blade is enough to knock away your foes on impact.
   Mechanic: +6 on all Attack rolls made with the zweihander. Upon making a successful attack with this weapon, the opponent must make a Defense check against your Attack, or be knocked away, effectively losing their next turn. The zweihander cannot be combined with any other physical attacks during the same turn. The zweihander can only be used if your opponent is within reach.

~@~
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