Physical Attacks
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Physical Attacks
Physical Attacks
Physical Attacks are abilities that focus on doing harm or impairing a target through physical means such as a weapon. These abilities are opposed by a Defense roll versus the user’s Attack roll. In order to gain Physical Attacks, a character needs two points per ability in Attack.
Re: Physical Attacks
AXE
Description: You wield an axe in combat.
Mechanic: You gain +6 on all Attack rolls made with this ability. If you are under the effects of Rage or have made a charge, the target must make a secondary Defense roll against your Attack roll or receive eight additional points of damage on a successful attack. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. The target of this ability must be within five feet. This ability may not be combined with any other Physical Attacks in the same turn. Using this ability takes an action.
Re: Physical Attacks
BITE
Description: You have elongated fangs that can make powerful bite attacks.
Mechanic: You gain +6 on all Attack rolls made with this ability. If you roll 20 when using this ability, you disable one of your target's limbs, and that target takes -2 on all Attack rolls until at least one point of damage is healed. This ability does damage to the target equal to a quarter of your Attack score. The target of this ability must be within five feet. This ability may not be combined with any other Physical Attacks in the same turn. Using this ability takes an action.
Re: Physical Attacks
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: You gain +6 on all Attack rolls made with this ability. On a die result of 20, the target must make a second Defense roll against your original Attack roll or take twice as much damage. You cannot move during the cycle in which you use this ability. This ability cannot be combined with any other Physical Attacks during the same turn. This ability may be used on a target a number of feet away equal to twice your modifier with this ability and then multiplied by five. The target of this ability must be at least ten feet away from you. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Re: Physical Attacks
CLAWS
Description: You have two deadly claws that can sprout from your hands. With these natural weapons, you are a capable combatant.
Mechanic:You gain +4 on all Attack rolls with this ability. You may use this ability twice in a turn, effectively as if you had two attack actions. Both attacks must be on the same target. This ability does damage equal to the difference between your offensive roll and the target's defensive roll. The target of this ability must be within five feet. This ability may not be combined with any other Physical Attacks in the same turn. Using this ability takes an action.
Re: Physical Attacks
CLUB
Description: This is a simple weapon that is easily crafted. It really has no other purpose than to bash things, be that your opponent’s head or a window.
Mechanic: You gain +4 to Attack rolls using this ability. On a die result of 20, your target must succeed at a second Defense roll against your original Attack roll or lost his next turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. The target of this ability must be within five feet. This ability may not be combined with any other Physical Attacks in the same turn. Using this ability takes an action.
Re: Physical Attacks
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: You gain +4 on all Attack rolls made with this ability. The target of this ability must be within a number of feet equal to your modifier with this ability multiplied by five and must be at least five feet away. This ability does damage to the target equal to a quarter of your Attack score. This ability may not be combined with any other Physical Attacks in the same turn. Using this ability takes an action. This weapon needs to be reloaded after use. Doing so takes an action.
Re: Physical Attacks
DAGGER
Description: You know how to wield a dagger in combat. A decent secondary weapon, it is also small enough to be thrown.
Mechanic: You gain +2 on all Attack rolls made with this ability. The target of this ability must be within a number of feet equal to half your modifier with this ability and then multiplied by five. This ability may be combined with other attack actions in the same turn. This ability does damage to the target equal to a quarter of your Attack score. Using this ability takes an action.
Re: Physical Attacks
FISTS OF FURY
Description: You have learned to turn your body into a whirlwind of danger.
Mechanic: You gain +2 on all Attack rolls made with this ability. You may use this ability a number of times in a turn equal to a quarter your Attack score, effectively gaining that many attack actions. All attack action must be used on the same target. The target of this ability must be within five feet. This ability may not be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Re: Physical Attacks
GREAT SWORD
Description: You know how to wield a great sword in combat. It’s a large and impressive blade that deals massive damage but takes two hands to hold.
Mechanic: You gain +6 on all Attack rolls made with this ability. On a die result of 20, your target must succeed at a secondary Defense roll against your original Attack roll or take twice as much damage. The target of this ability must be within five feet. This ability may not be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Re: Physical Attacks
HANDGUN
Description: You can accurately fire a handgun-style firearm. While not as powerful as rifles, these firearms are easier to use in a skirmish.
Mechanic: You gain +8 of all Attacks rolls made with this Physical Attack. On a die result of 18 or more, the opponent must make a second Defense roll against your original Attack roll or be slain instantly. Each time you attack with this Physical Attack, you must spend two actions to reload it in order to use it again. The target of this ability must be within a number of feet equal to half your modifier with this Physical Attack multiplied by five. This ability may not be combined with any other Physical Attacks in the same turn. This ability does damage equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Last edited by Fate on Sun Sep 09, 2012 12:29 am; edited 1 time in total
Re: Physical Attacks
JAVELIN
Description: This short spear-like weapon may be thrown at a target.
Mechanic: You gain +6 on all Attack rolls made with this ability. On a successful attack with this ability, the target must make a second Defense roll against your original Attack roll or be unable to take any actions on their next turn and take a -2 penalty on Defense rolls during the next cycle. You cannot move more than five feet in the same turn in which you use this ability. The target of this ability must be within a number of feet equal to your total modifier with this ability multiplied by five but cannot be within five feet. This ability may not be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to a quarter of your Attack score. Using this ability takes an action.
Last edited by Fate on Thu Jan 12, 2012 5:42 am; edited 1 time in total
Re: Physical Attacks
KATANA
Description: You know how to wield a katana in combat.
Mechanic: You gain +6 on all Attack rolls made with this ability. The target of this ability must be within five feet. This ability may not be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Re: Physical Attacks
KHOPESH
Description: This curved blade can hook around an oncoming attack as it deflects, granting you time to make an attack with a secondary weapon.
Mechanic:You gain +4 on all Attack rolls made with this ability. On a die result of 20, your target must succeed at a second Defense roll against your original Attack roll or be unable to use their weapon as it is pinned by your weapon until they can succeed against it or you choose to release the weapon.. This ability does damage equal to the difference between your Attack roll and the target’s Defense roll. The target of this ability must be within five feet. This ability may be combined with other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Re: Physical Attacks
LANCE
Description: You know how to wield a lance in combat. This long and heavy weapon is great for charges.
Mechanic: You gain +6 on all Attack rolls made with this ability. If you move a number of feet equal to twice your base speed before attacking, your bonus with this ability is increased to +10. The target of this ability must be within five feet of where you finish your movement. This ability may not be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to a quarter of your Attack score. Using this ability takes an action.
Re: Physical Attacks
LONG SWORD
Description: You know how to wield a long sword in combat. It is a basic but reliable weapon.
Mechanic: You gain +4 on all Attack rolls made with this ability. The target of this ability must be within five feet. This ability may be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Re: Physical Attacks
NUNCHAKU
Description: This weapon is simple, just two rods about the length of your forearm connected by a chain or cord. The method of using these weapons is quick and decisive, but extremely difficult to achieve.
Mechanic: You gain +2 on all Attack rolls with this ability. You may use this ability a number of times in a turn equal to a quarter your Attack score, effectively gaining that many attack actions. All attack actions must be against the same target. The target of this ability must be within five feet. This ability may not be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Re: Physical Attacks
PICK POCKET
Description: You can take the sword from the fighter. You are mighty.
Mechanic: When you use this ability, the target must make a Defense roll against your Attack roll or lose access to any Weapon-Based Physical Attack or Defense Equipment they currently possess until the end of combat or until you return the pilfered item. You gain the ability to use the stolen ability for the same duration. You must choose the ability taken at the time you use this ability. The target of this ability must be within five feet. This ability may be combined with any other Physical Attack or any Magical Attacks in the same turn. Using this ability takes an action.
Re: Physical Attacks
RAIL GUN
Description: Rail guns deal an incredible amount of damage, easily piercing through most hulls in no time. Unfortunately, they also take a long time to reload.
Mechanic: You gain +12 on all Attack rolls with this Physical Attack. Each time you attack with the rail gun, you must spend four actions reloading it in order to use it again. You cannot move during a cycle in which you use this Physical Attack. The target of this ability must be within a number of feet equal to twice your modifier with this Physical Attack multiplied by five and cannot be closer than five feet. This ability may not be combined with any other Physical Attacks in the same turn. This ability does damage equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes two actions.
Last edited by Fate on Sun Sep 09, 2012 12:31 am; edited 2 times in total
Re: Physical Attacks
RAPIER
Description: This fancy sword is a long thin blade of rolled metal, usually with a filigree guard. It is popular with nobility and those who might not have the strength to make the most of a heavy sword. But the rapier’s light weight makes it excellent in instances that defense is needed.
Mechanic: You gain +2 on all Attack rolls made with this ability. Whenever you remain within five feet of a target for a full cycle, you gain a +1 bonus on Defense rolls made against that target in the following cycle. The target of this ability must be within five feet. This ability may be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to a quarter your Attack score. Using this ability takes an action.
Re: Physical Attacks
RIFLE
Description: You can accurately fire a rifle or shotgun. These are more powerful firearms, but their recoil tends to slow you down in battle.
Mechanic: You gain +10 of all Attacks rolls made with this Physical Attack. On a die result of 18 or more, the opponent must make a second Defense roll against your original Attack roll or be slain instantly. Each time you attack with this Physical Attack, you must spend three actions to reload it in order to use it again. The target of this ability must be within a number of feet equal to your modifier with this Physical Attack multiplied by five and must be at least five feet away from you. This ability may not be combined with any other Physical Attacks in the same turn. You cannot move more than five feet during any cycle that you use this ability. This ability does damage equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Last edited by Fate on Sun Sep 09, 2012 12:31 am; edited 1 time in total
Re: Physical Attacks
RING BLADE
Description: You know how to wield a ring blade in combat. Its unique circular shape makes it good for throwing, but it makes it difficult to wield with other weapons.
Mechanic: You gain +6 on all Attack rolls made with this ability. The target of this ability must be within a number of feet equal to your modifier with this ability multiplied by five. This ability may not be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Re: Physical Attacks
SAI
Description: This slim spike has two smaller spikes on either side. This unique shape allows you to attempt to disarm your opponent.
Mechanic: You gain +2 on all Attack rolls with this ability. You may choose to forgo damage in order to attempt to remove any ability of the Weapon-Based subcategory from the target’s usage until the end of combat. The target of this ability must be within five feet. This ability cannot be used in the same turn as other Physical Attacks. This ability does damage equal to a quarter your Attack score. Using this ability takes an action.
Re: Physical Attacks
SCYTHE
Description: This weapon was originally used by farmers to harvest grain. The long curved blade is deadly sharp despite the awkwardness of wielding such a large weapon.
Mechanic: You gain +4 on all Attack rolls made with this ability. On a die result of 20, the target must make a Defense roll against your original Attack roll or the damage from your attack is increased by half again, rounded down. The target of this ability must be within five feet. This ability may not be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Re: Physical Attacks
SHORT SWORD
Description: This sword has a blade about as long as the length of space between the inside of your elbow and the tips of your fingers. This medium blade makes an excellent secondary weapon.
Mechanic: You gain +3 on all Attack rolls made with this ability. This ability grants the user an attack action for its use. The target of this ability must be within five feet. This ability may be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Re: Physical Attacks
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: You do not gain a bonus to Attack rolls made with this ability. This ability grants two additional attack actions for its use. The target of this ability must be within a number of feet equal to your modifier multiplied by five. This ability may not be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to a quarter your Attack score. Using this ability takes an action aside from the additional ones granted by this ability.
Re: Physical Attacks
SPEAR
Description: One of the oldest and most important of all hand weapons, the spear can b as simple as a pointed stick or an ornate sharp metal head stuck on a shaft. A wielder of a spear can use the moment of a strike to propel themselves beyond their target.
Mechanic: You gain +2 on all Attack rolls with this ability. After you make an attack with this ability, you may move another five feet, even if you have already taken all the move actions that you are allowed for the turn. This does not apply to multiple attacks against the same target. The target of this ability must be within five feet. This ability cannot be used in the same turn as other Physical Attacks. This ability does damage equal to a quarter your Attack score. Using this ability takes an action.
Re: Physical Attacks
SPIKED CHAINS
Description: You can wield spiked chains. These deadly weapons can impale targets, holding them immobile.
Mechanic: You gain +2 on all Attack rolls made with this ability. The target of this ability must make a second Defense roll against your Attack or be unable to take any actions on their next turn. The target loses all subsequent actions until they make a successful Defense roll against your original Attack roll. You cannot make offensive rolls during any cycle in which you hold a target immobile in this manner. Targets with Awareness add the bonus derived from that ability to Defense rolls against this ability. The target of this ability must be within ten feet. This ability may not be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the quarter your Attack score. Using this ability takes an action.
Re: Physical Attacks
STAFF
Description: By far the simplest of weapons, this shaft can be used to knock your opponent to the ground.
Mechanic: You gain +6 on all Attack rolls made with this ability. On a die result of 20, the target must make a second Defense roll against your original Attack roll or be knocked prone. (When prone, a character suffers -4 on all defensive rolls.) The target of this ability must be within five feet. This ability may not be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Re: Physical Attacks
WAND
Description: You channel your spells through a wand, making them more powerful.
Mechanic: You gain +1 on all Attack rolls made with this ability. Additionally, your Magic score is considered to be higher by +2 so long as you are in possession of this ability. These additional points do not grant ability slots. The target of this ability must be within five feet. This ability may be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action. The bonus to Magic is automatic and may be stacked twice.
Re: Physical Attacks
WAR HAMMER
Description: This hammer is large and heavy. Only the strongest can heft one.
Mechanic: You gain +6 on all attack rolls with this ability. On a die result of 20, the target must make a second Defense roll against your original Attack roll or take a -2 penalty to Defense and Swiftness until they heal a minimum of one point. The target of this ability must be within five feet. This ability may be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Re: Physical Attacks
WHIP
Description: You know how to wield a whip in combat. The whip can be tangled around a target's leg, rendering them immobile until they break free.
Mechanic: You gain +6 on all Attack rolls made with this ability. If you forgo dealing damage with this ability, you may instead tangle the whip around the target's legs, forcing the target to be unable to make any move actions until they successful Defense roll against your original Attack roll. If the target tries to move without being freed, they immediately fall prone. (While prone, a target suffers -4 on all Defense rolls.) You can only make one Attack roll during any cycle in which you hold a target immobile in this manner. The target of this ability must be within ten feet. This ability may be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll, but can never reduce a target below 0 hit points. Using this ability takes an action.
Re: Physical Attacks
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: You gain +4 on Attack rolls with this ability. If used at ranged by use of the ability Throwing Arm Proficiency, the bonus with this ability increases by +2. The target of this ability must be within five feet. This ability cannot be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
Re: Physical Attacks
ZANBATO
Description: This weapon is a sword as tall as the wielder and as wide as his head. It takes muscle to swing this thing around, but when it hits, it hits hard.
Mechanic: You gain +6 on all Attack rolls made with this ability. Upon making a successful attack with this weapon, the target must make a second Defense roll against your original Attack roll, or be knocked five feet away from the user and lose the ability to activate abilities for the next cycle. The target of this ability must be within ten feet. This ability cannot be combined with any other Physical Attacks in the same turn. This ability does damage to the target equal to the difference between your Attack roll and the target’s Defense roll. Using this ability takes an action.
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