Basic Shot
Effects: This is your standard ranged attack. The AB receives a -4 modifier for each full Range Increment that the target is from the attacker.
Brace
Effects: The character steadies his aim in order to make a long shot. In doing so, he gains a +5 to his AB, but only to offset range penalties. If the character’s range penalties are less than the +5, then they are totally negated and any extra bonus left over is ignored.
Defensive Shot
Effects: The character is able to make his ranged attack in such a way that he is able to better protect himself from attacks.
Double Shot
Effects: This Move is only usable by bows. The character is able to fire 2 arrows at the same time (loading them onto the bow takes 4 AP instead of the normal 3 AP for 1 arrow). The targets must be within 5’ of each other for every 20’ of distance they are from the character (i.e. at a range of 60’, the targets may be up to 15’ apart from one another) and they must be on the same side of the character firing the bow.
Far Shot
Effects: By taking a modifier to both his AB and his DEF, the character is able to extend his normal Range Increment by 20’.
Moving Shot
Effects: This move includes both the loading (3 AP) and the firing (2 AP) of the bow or sling or the drawing of another thrown weapon (this Move may not be used with crossbows). The character may move at a run or higher rate while loading/drawing and firing his weapon. The character may move up to 5 AP during the round and for each AP that he spends moving, he receives a -2 modifier to his AB. The AP spent moving are part of the total 5 AP required by this Move.
Ranged Disarm
Effects: The character attempts to shoot a weapon or other object out of the foe’s hand. This attack causes damage as normal, but the foe must also make a Save vs. Str (TN 20) or drop the object. Any range penalties for the shot are also applied as penalties to the TN of the Save. The character receives an additional -2 modifier to hi AB if foe is wielding a Small weapon, and an additional -4 if foe is wielding a Tiny weapon.
Ranged Trip
Effects: The character attempts to hit the character with his ranged weapon in such a way as to make him trip and fall to the ground. If the attack is successful, it does damage as normal and the character must also make a Save vs. Spd (TN 20) or fall to the ground prone (DEF = 12 + magical bonuses while prone).
Set
Effects: The character takes a little extra time to ensure his aim and extends his Range Increment by 10’.
Well Aimed Shot
Effects: The character gains a base of +2 to his AB. And then, for every extra AP spent taking the shot, beyond the normal 2 AP required, the character gains a +1 to his AB. He also extends his Range Increment by 10’.
All Out Attack
Effects: A character may not use this Combat Move if they are Fighting Defensively in any way. When using this Move, the attack deals an extra 4 points of Base Damage.
Basic Block
Effects: A character may cancel his current action to perform this Combat Move. To perform a Basic Block, the player makes a roll using his Attack Bonus against a TN of 10 + foe’s Attack Bonus. Only the portion of the Attack Bonus that has not been shifted to DEF is used, both for the character’s roll and for the setting of the TN.
Basic Disarm
Effects: The player makes a normal attack roll. If it is successful, the foe must make a Save vs. Str or his weapon will go flying 1’-10’ in a random direction. The TN of the Save is 15 + 1 for every 5 points that the character’s attack roll was above the Foe’s DEF.
Basic Dodge
Effects: The character sidesteps or attempts to move out of the way of the incoming attack. The character may cancel a declared action to perform this Move. The character need not be holding a weapon to perform this Move.
Basic Melee Attack
AB: +0 DEF: +0 AP: varies
Effects: This is the most basic type of attack made using a melee weapon. Tiny/Small weapons require 3 AP to make this type of attack. Medium sized weapons require 4 AP to make this type of attack, and Large/Huge weapons require 5 AP to make this type of attack. A successful attack does the Base Damage of the weapon used and Scaled Damage both.
Cut
Effects: This Combat Move may only be used with edged weapons, and if a successful attack is made, it only does the weapon’s Base Damage. It does not do any Scaled Damage. This Combat Move also ignores a foe’s armor, so foe does not get to apply his AR against this attack. However, foes with a natural AR would still get to apply that against this attack.
Dive for Cover
AB: +0 DEF: +3 AP: 3
Effects: The character dives away from the incoming attack in an attempt to escape it.The player makes either a Save vs. Spd or an Acrobatics skill roll, whichever has the higher bonus. The TN of this roll is 15. For every 3 points above the TN that the roll is, the character receives a +1 to his DEF and moves 5’ in a direction away from the direction that the attack is coming from. The character ends up prone (DEF 12 + magical bonuses) on the ground and must spend 2 AP getting up.
If the roll fails, the character still receives the basic modifier to DEF. The character may cancel his current action to perform this Move.
Feint
Effects: The character tries to misdirect the attention of his foe before making his real attack. The foe must make a Save vs. Int. If the foe fails, the character receives the AB and DEF modifiers listed. If the foe succeeds, then the character does not receive the modifiers and this is treated as a Basic Melee Attack.
Haft Jab
Effects: The makes a quick jab at his foe using the handle or haft of his weapon. This Move is good for use in close quarters. The attack does no Base Damage, but it does do Scaled Damage. If the attack is successful, the foe also receives a -2 to all action for the remainder of the round in which he is attacked and the following round.
Killing Strike
Effects: This Move may only be learned if the character already knows the Move, Power Strike. The character takes extra time and care in making his attack and in exchange for modifier to his AB, he receives 2 extra Boon Points upon making a successful attack.
Moving Strike
Effects: The character can perform significant movement and attack in the same round. The character must move for a good portion of the round. He must spend at least 3 of the 5 APs moving, but if needed he could spend all 5 of the AP on movement. If the attack is successful, it does an additional +5 hits of Scaled Damage for each AP spent moving in addition to the normal damage dealt by the attack.
Parry
Effects: This move is similar to the Basic Block, but when performing it, the character receives a bonus to both his AB and DEF. The player must make a roll using his AB, plus the AB modifier given for this Move, against a TN of 10 + the foe’s AB. Even if unsuccessful, the character still receives the bonus to his DEF for the remainder of the round. The character may cancel his declared actions for the round to perform this Move.
Power Strike
Effects: The character spends a little extra time to put a little extra oomph! into his attack. If successful, this attack does 5 extra points of Base Damage.
Probe
Effects: This Move is solely meant to allow the character to better gauge the abilities and defenses of his foe by testing his defenses in a way that allows the character to determine whether or not the foe is less or more skilled than himself. As such, this attack does no Scaled Damage, only Base Damage.
Resist
Effects: The character gains a +5 to any Saving Throws against Shoves or other similar Moves. The character may cancel his declared action to perform this one.
Riposte
Effects: This Move may only be used if the character first performs a successful Block (Basic Block, Parry, etc.) in the same round. In order to do this, the character must actually declare both his Block and Riposte before the round. If the Block is successful, the character may then make this rapid attack, which also does 2 extra points of Base Damage. If the character fails the Block, then this move is also cancelled automatically.
Shield Bash
Effects: When using a shield to make an attack, the character will lose the shield’s modifier to his DEF and the shield will do an amount of Base Damage equal to that DEF modifier plus the character’s Str bonus (i.e. if the character has Str bonus of +2 and shield has DEF mod of 3, then Base Damage for Shield Bash would be 5 points). The talent, Shield Training, applies equally to both the DEF modifier and the Base Damage of this Move.
Shield Parry
Effects: The character uses his shield, rather than his weapon to perform a block against a specific attack. In doing so, he will lose the shield’s modifier to his DEF against all other attacks that he receives during the round, but he will apply the shield’s modifier to his AB in rolling to see if he can block the incoming attack (TN 10 + foe’s AB)
Shield Ram
AB: +2 DEF: +0 AP: 3
Effects: This is similar to a normal Shield Bash, except that the character is attempting to knock down his foe. The character makes an attack using his shield, and if the attack is successful (i.e. does damage), the foe must also make a Save vs. Spd (TN 15 + Shield’s DEF rating) or be knocked prone. To learn this Move, the character must already have the Shield Bash.
Shove
AB: +0 DEF: +0 AP: 3
Effects: This Move requires that the character be using a Medium or larger weapon or a shield. He performs this Move by pushing his weapon or shield up against the foe’s weapon, trapping it, and then giving a strong push.
The player makes a normal attack, but does no damage. If the attack is successful, the foe must make a Save vs. Strength (TN 18 + attacker’s Str Bonus) or be pushed back 1’-10’.
Slash
Effects: This is a common type of attack that does 2 extra points of Base Damage. The attack may only be used with edged weapons.
Snap Attack
Effects: The character is able to make an attack faster than is normally allowed. Damage is figured normally.
Stab
Effects: The character stabs his foe and does bleeding damage instead of normal damage. Every full 5 points of damage dealt is converted into 1 point of bleeding each round (i.e. an attack that deals a total of 12 hits would instead do 2 points of bleeding and 2 hits of damage). AR is applied after bleeding is figured, and 5 AR will negate 1 hit of bleeding.
Thrust
Effects: The character quickly jabs the point of the blade at his foe. This attack does no Scaled Damage, only Base Damage. This attack may only be used with bladed weapons.
Trip
Effects: The character attacks the foe’s legs. The attack does normal damage and the foe must make a Save vs. Spd (TN 15 + character’s Str Bonus) or fall to the ground prone (DEF 12 + magical bonuses). This Move is designed to work on foes who are roughly the same size as the character. It will not work on foes who are more than 1.5 times the size of the character or less than half the size of the character using this Move.
The following Combat Moves are designed specifically for ranged attacks. There will be some that will work on some types of ranged weapons, but not others.
Ranged Combat Moves may not be combined, nor can multiple Combat Moves be used on the same ranged attack in a single round.
- Basic Shot (0)
- Brace (4)
- Defensive Shot (3)
- Double Shot (4)
- Far Shot (4)
- Moving Shot (5)
- Ranged Disarm (4)
- Ranged Trip (4)
- Set (3)
- Well Aimed Shot (5)
The following Combat Moves are all designed for unarmed combat. Not all Weapon Katas will be able to be used with all of the following Moves.
Many of the Combat Moves listed below have their own individual Damage Ratings. The Damage Rating of these Moves is 1 point less than listed for Halfings.
- Basic Block (0)
- Basic Disarm (0)
- Basic Dodge (0)
- Basic Grapple (0)
- Basic Kick (0)
- Basic Punch (0)
- Basic Throw (0)
- Body Shift (4)
- Choke Hold (4)
- Cross (5)
- Dancing Dodge (5)
- Disarming Strike (5)
- Escape (4)
- Flying Kick (5)
- Hand Strike/Punch (4)
- Haymaker (4)
- Hold (5)
- Hook (3)
- Iron Fist (6)
- Iron Palm (5)
- Jab (4)
- Knockout (6)
- Legsweep (4)
- Martial Block (4)
- Resist (5)
- Reversal (5)
- Shove (4)
- Side Kick (4)
- Slam (5)
- Snap Kick (5)
- Stunning Kick (6)
- Stunning Strike (5)
- Takedown (6)
The following list of Combat Moves is for those who have trained specifically with melee weapons. Not every Combat Move will be appropriate to every type of weapon.
- All Out Attack (6)
- Basic Block (0)
- Basic Disarm (0)
- Basic Dodge (0)
- Basic Melee Attack (0)
- Cut (5)
- Dive for Cover (0)
- Feint (4)
- Haft Jab (4)
- Killing Strike (4)
- Moving Strike (5)
- Parry (5)
- Power Strike (6)
- Probe (3)
- Resist (5)
- Riposte (5)
- Shield Bash (3)
- Shield Parry (5)
- Shield Ram (5)
- Shove (4)
- Slash (3)
- Snap Attack (0)
- Stab (3)
- Thrust (4)
- Trip (4)