Combat


Part 1: System

Combat is a fact of life in the Forest of Doors, as it is in most of the eight Gateworlds. It is easy enough to pick up a weapon and start wading into battle; it is difficult, however, to do it such that you survive the attempt.


Damage and Wounds
Forest of Doors uses a wound location system along with a simple point system derived from toughness, armor, and/or protective spells. Essentially, a character totals their level of Resilience (toughness + armor + protection) to arrive at a number of “hits” they can normally take. Any attack that hits a legal location takes off points of Resilience equal to its damage. If a character is struck by an attack that does more damage than their remaining Resilience, they take a wound to the location that is hit. A wounded arm is unusable, a wounded leg means you can only move by crawling, and a wounded torso means you are Critical (dying).

A wounded limb that is wounded again causes the character to take a Torso wound directly, as does three limb wounds in any combination. Two wounded limbs will cause a Torso Wound in five minutes.

Weapon Use and Types
Except in the case of Heavy Weapons, which require the Strong trait in order to use, and Thrown Weapons, which require level 1 in the appropriate skill to employ, any character can use any weapon. All weapons do the same amount of damage for normal attacks (1 point), but Heavy Weapons (which typically use two hands), increase the level of any Power Strike used with them by 1. A good rule of thumb is that if no "tagline" is called, the damage is 1.

We allow both striking and thrusting with almost all weapons in FoD, with the following exceptions: Spears are thrusting only; Axes, Maces, Clubs, and Hammers are striking only. A Staff can be used to strike or thrust, and can also be used one handed, though only  for defense. No sheild besides a strap-on buckler can be wielded while using a staff, nor can any offhand weapon be used with one. When attacking, "hafted" weapons (Maces, Hammers, Axes, Spears, Halberds) must strike their targets with the head of their weapon; haft hits do not count as legal attacks.

Prowess
Combat skills grant characters the ability to do extra damage, parry incoming attacks, and many other special techniques. For each level a character has in their highest combat skill, they have that much Prowess available. Prowess is automatically refreshed after 10 minutes of rest (i.e. no combat, no running, and no spellcasting or skill use). Though Prowess is based upon a character’s highest combat skill, the abilities available to them are dependent upon the weapon(s) they are currently using, except with Dodge, which may be used regardless. Each ability, when used, costs a variable amount of Prowess.

A universal rule, which applies to magical attack taglines AND combat abilities, is that only one tagline can be called with any attack. In essence, we avoid "stacking" effects in FoD wherever possible.

***

Part 2: Skills

Your choice of weapon says something about you. Are you a duelist? A heavy man-at-arms? An archer? In the Empire, it is said that a warrior becomes like bad weather, if they hold a weapon that does not fit them. Choose wisely.


Combat Skills
The following eight combat skills, though quite versatile and powerful, are not the only combat-related paths available to players. Each of the Gateworlds, save for the Enchanted Glade, has an Advanced Weapon Style available to them. These styles are mysterious, difficult, and closely guarded by the masters who study them. Although a world's inhabitants may purchase an advanced style at reduced cost, others can learn them as well...if they meet the requirements.

Sword
[Short Sword, Long Sword, Greatsword]

Level
Cost
Abilities
 
 
Prowess = Highest Combat Skill + Strong Trait
1
15 CP
  Power Strike 2
2
5 CP
  Parry
3
10 CP
  Dodge,  Sword Lore
4
15 CP
  Disarm,  Recover
5
20 CP
  Power Strike 3
6
25 CP
  Mortal Blow
7
25/5 CP
  Favored Sword A -or- Favored Sword B
8
25/10 CP
  Battle Focus -or- Fencing
9
25/15 CP
  Master Power Strike -or- Combat Fitness
10
25/20 CP
  Battle Focus -or- Slayer
11
25/25 CP
  Master Power Stike -or- Mobility
12
25/30 CP
  Battle Focus -or- Legendary Sword

The sword is a noble weapon, though difficult to learn, and strikes a good balance between attack and defense. Though often rare on the battlefield, make no mistake; those that can afford the sword, use the sword. Denizens of the Realm of Castles are born to the blade, and recieve a skill cost reduction in it.


Bow
[Bow, Crossbow]

Level
Cost
Abilities
 
 
Prowess = Highest Combat Skill + Strong Trait
1
15 CP
  Power Strike 3
2
5 CP
  Shield Pierce
3
10 CP
  Dodge,  Archery Lore
4
15 CP
  Power Strike 4
5
20 CP
  Power Strike 5
6
25 CP
  Mortal Blow
7
25/5 CP
  Favored Bow A -or- Favored Bow B
8
25/10 CP
  Battle Focus -or- Trick Shooting
9
25/15 CP
  Master Power Strike -or- True Strike
10
25/20 CP
  Battle Focus -or- Master Power Strike
11
25/25 CP
  Master Power Stike -or- Slayer
12
25/30 CP
  Battle Focus -or- Legendary Bow

The bow is one of the oldest weapons known, in all the worlds, and it is still thought by many to be the true master of the battlefield. Although it takes a great deal of time and effort to master, archery is unparalleled in its devastating, offensive potency.


Axe
[Short Axe, Battleaxe, Greataxe]

Level
Cost
Abilities
 
 
Prowess = Highest Combat Skill + Strong Trait
1
10 CP
  Power Strike 2
2
5 CP
  Power Strike 3
3
10 CP
  Dodge,  Axe Lore
4
15 CP
  Shield Pierce
5
20 CP
  Power Strike 4
6
25 CP
  Mortal Blow
7
25/5 CP
  Favored Axe A -or- Favored Axe B
8
25/10 CP
  Battle Focus -or- Shieldbane
9
25/15 CP
  Master Power Strike -or- Slayer
10
25/20 CP
  Battle Focus -or- Master Power Strike
11
25/25 CP
  Master Power Stike -or- Mighty Blow
12
25/30 CP
  Battle Focus -or- Legendary Axe

The axe is a testament to brutal efficiency; who needs defense if your opponent is already dead? This weapon is also both a shield bearer's best friend and worst enemy, for many a line has broken into flinders under the bite of axes.


Mace
[Short Mace/Club/Hammer, War M/C/H, Greatmace, Maul, Cudgel]

Level
Cost
Abilities
 
 
Prowess = Highest Combat Skill + Strong Trait
1
10 CP
  Power Strike 2
2
5 CP
  Power Strike 3
3
10 CP
  Dodge,  Mace Lore
4
15 CP
  Power Strike 4
5
20 CP
  Weapon Break
6
25 CP
  Stunning Blow
7
25/5 CP
  Favored Mace A -or- Favored Mace B
8
25/10 CP
  Battle Focus -or- Weaponbane
9
25/15 CP
  Master Power Strike -or- Mighty Blow
10
25/20 CP
  Battle Focus -or- Master Power Strike
11
25/25 CP
  Master Power Stike -or- Breaker
12
25/30 CP
  Battle Focus -or- Legendary Mace

The mace, which really covers all manner of crushing weapons, is a close cousin to the axe, capable of dealing tremendous damage in combat. Maces, clubs, and hammers shatter other weapons as well as skulls, and are rightly feared by swordsmen.


Polearm
[Staff, Spear, Halberd]

Level
Cost
Abilities
 
 
Prowess = Highest Combat Skill + Strong Trait
1
10 CP
  Power Strike 2
2
5 CP
  Parry
3
10 CP
  Dodge,  Polearm Lore
4
15 CP
  Power Strike 3
5
20 CP
  Sweep Attack
6
25 CP
  Mortal Blow
7
25/5 CP
  Favored Polearm A -or- Favored Polearm B
8
25/10 CP
  Battle Focus -or- High Ground
9
25/15 CP
  Master Power Strike -or- Combat Fitness
10
25/20 CP
  Battle Focus -or- Slayer
11
25/25 CP
  Master Power Stike -or- Mighty Blow
12
25/30 CP
  Battle Focus -or- Legendary Polearm

Hafted weapons are among the most ubiquitous tools in wartime, allowing poorly armored troops to hold off better equipped opponents. The humble polearm, once mastered, also makes for excellent personal defense.


Thrown
[Throwing Knives, Axes, Clubs, Hammers...]

Level
Cost
Abilities
 
 
Prowess = Highest Combat Skill + Strong Trait
1
10 CP
  Thrown Proficiency,  Power Strike 2
2
5 CP
  Thrown Disarm
3
10 CP
  Dodge,  Thrown Lore
4
15 CP
  Power Strike 3
5
20 CP
  Thrown Subdue
6
25 CP
  Mortal Blow
7
25/5 CP
  Quick Hands -or- Trick Throwing
8
25/10 CP
  Battle Focus -or- Artful Maiming
9
25/15 CP
  Master Power Strike -or- Combat Fitness
10
25/20 CP
  Battle Focus -or- Mobility
11
25/25 CP
  Master Power Stike -or- True Strike
12
25/30 CP
  Battle Focus -or- Slayer

Thrown weapons require less singular dedication than archery, though there is a specific trick to using them effectively, unlike other weapons. As a result, only those with Thrown Proficiency can employ Thrown Weapons at all. Still, Thrown is a good supplement for a melee fighter who needs some ranged capability, and despite their limitations, thrown weapons can be used to pull off some interesting tricks


Close Weapons
[Daggers, Hatchets, Saps]

Level
Cost
Abilities
 
 
Prowess = Highest Combat Skill + Strong Trait
1
5 CP
  Power Strike 2
2
5 CP
  Subdue
3
10 CP
  Dodge,  Close Weapon Lore
4
15 CP
  Parry
5
20 CP
  Power Strike 3
6
25 CP
  Mortal Blow
7
25/5 CP
  Favored Close Weapon A -or- Favored Close Weapon B
8
25/10 CP
  Battle Focus -or- Footpad
9
25/15 CP
  Master Power Strike -or- Combat Fitness
10
25/20 CP
  Battle Focus -or- Mobility
11
25/25 CP
  Master Power Stike -or- Slayer
12
25/30 CP
  Battle Focus -or- Legendary Close Weapon

Close Weapons; the choice of thugs and footpads everywhere. No matter which style of warfare is currently fashionable, or what strange weapons come to dominate the battlefield, the knife always has a place. Though it is difficult for Close Weapon users to stand toe-to-toe with wielders of larger weapons, stealth and opportunity make this a viable skill, indeed. Many a great warrior has fallen to an unseen dagger in the back, or a club upside the head.


Shield
[Buckler, Small Shield, Large Shield]

Level
Cost
Abilities
 
 
Prowess = Highest Combat Skill + Strong Trait
1
10 CP
  Block
2
5 CP
  Deflect
3
10 CP
  Dodge,  Shield and Armor Lore
4
15 CP
  Stonewall
5
20 CP
  Shield Bash
6
25 CP
  Fortification
7
25/5 CP
  Favored Shield A -or- Favored Shield B
8
25/10 CP
  Battle Focus -or- Crushing Shield
9
25/15 CP
  Shieldbearer -or- Combat Fitness
10
25/20 CP
  Battle Focus -or- Arrowbane
11
25/25 CP
  Defensive Strength -or- Perfect Aegis
12
25/30 CP
  Battle Focus -or- Legendary Shield

Shields are an almost universal defense; anyone who goes to battle needs a reason not to use a shield, rather than a reason to use one. Though a seemingly simple skill, long-time masters of the shield are able to fend off the most dire of attacks, and can even use the shield as a weapon itself.



***

Part 3: Combat Abilities

The following table shows all of the basic and advanced combat abilities that are granted by the skills described in Part 2. Specific details are listed after the table itself, and are linked from each individual skill. Cost refers to the amount of prowess it takes to activate the ability.

Note: Unless stated otherwise, combat skill abilities can only be used with the weapon/shields covered by the skill they were gained under; a character with level 6 in Sword can only use their Mortal Blows with swords, as an example.

When using a combat ability, unless it explicitly says otherwise, a character must call out the name of the ability in a clear voice, like all other taglines. Note that the tagline for attack abilities must be said before the attack hits its target, and that defensive taglines must be called within 2 seconds of an attack hitting.

All attacks are assumed to cause 1 damage, unless they explicitly say otherwise; this rule applies even if the attack is a specialized maneuver (Stunning Blow), or if it hits an opponent instead of its appropirate target (Shield Pierce or Disarm).

Basic Combat Abilities
 
Name
Cost
Description
  Block
1
  Reduces attack damage to 1; other effects still apply
  Deflect
2
  Negates a melee or missile attack
  Disarm
2
  Struck weapon is dropped, light only, not parryable
  Dodge
3
  Negates any melee, missile, or magical attack
  Fortification
-
  +1 Armor rating when armored and using shield
  Item Lore
-
  Grants knowledge, item use, skill bonuses
  Mortal Blow
3
  Destroys target's resilience; causes Torso wound
  Parry
2
  Negates a melee attack
  Power Strike #
1
  Does # damage for one swing
  Recover
2
  Negates a Disarm
  Shield Bash
3
  Disarm attacker, 1 damage to arm, must hit shield
  Shield Pierce
1
  1 damage to shield-struck arm; cannot Deflect
  Stonewall
2
  Resists a Shield Pierce or Shield Break effect
  Stunning Blow
2
  Struck target can take no action; 5 sec.; mental
  Subdue
1
  Must hit unaware from behind; Uncon. for 10 min.
  Sweep Attack
2
  Struck target must drop to knees for 5 seconds
  Thrown Disarm
1
  As Disarm; must strike weapon
  Thrown Subdue
1
  As Subdue
  Weapon Break
2
  Breaks struck light weapon, no parry
  Withstand
2
  Resists a Weapon Break effect


Advanced Combat Abilities
 
Name
Cost
Description
  Arrowbane
--
  Gain Threshold 1 vs. missiles
  Artful Maiming
1
  Causes a Limb Wound directly
  Battle Focus
--
  Restores Prowess and Toughness 1/day
  Binding Strike*
1
  Binds a target's leg, 1 damage
  Breaker
--
  +Stunning Blow, Sunder, Killing Strike
  Combat Fitness
--
  Reduces rest time to 5 min., double restoration
  Crushing Shield
--
  Shield Bash or Weapon Break for 2 pr.
  Defensive Strength
--
  +1 to Power Strikes while using shield
  Favored Item
--
  Choice of free abilities with item
  Fencing
--
  Recover for 1, Disarm after Parry
  Footpad
--
  Subdue for 0; Greater Subdue
  Greater Subdue
1
  Affects those immune to normal Subdue
  Greater Stonewall
2
  Can resist magic break effects to shield
  Greater Weapon Break*
2
  May break Light and Heavy weapons
  High Ground
--
  +Sweep Attack/Resist, extra prone damage
  Killing Strike*
3
  Target dies immediately, as a Killing Blow
  Legendary Item
--
  ++Favored Item
  Master Power Strike
--
  Base Power Strike for 0, +1 per chosen
  Mighty Blow
2
  x2 PS damage, limited defense
  Mobility
--
  Dodge reduced to 2
  Perfect Aegis
2
  Negate spell attack
  Quick Hands
--
  Block thrown unarmed, counterthrow
  Shieldbane
--
  +Shield Pierce, Shield Break for 2
  Shieldbearer
--
  +Stonewall, use Deflect with Feats
  Shield Break*
2
  Struck shield takes a Break effect
  Slayer
--
  Killing Strike, Mortal Blow for 2
  Sunder*
2
  Damage objects as a Feat of Strength
  Trick Shooting
--
  Binding Strike, trick shots
  Trick Throwing
--
  Thrown Subdue and Disarm for 0, trick shots
  True Strike
2
  Undefendable Power Strike
  Weaponbane
--
  +Weapon Break, Withstand for 1
*These maneuvers are never gained seperately; they are instead earned as part of a group of abilities.


Descriptions (Basic Abilities)


Block
Prowess : 1
Defenses: --

This ability allows a shield user to "take a hit" on their shield arm, which reduces its damage to 1, regardless of how damaging the attack was originally. The 1 point of damage is still taken off of a character's resilience, as normal. Block will not stop the special effects of an attack, such as the stunning of a Stunning Blow, nor the knockdown of a Sweep Attack, nor the critical effect or resilience destruction of a Mortal Blow.


Deflect
Prowess : 2
Defenses: --

This ability allows a shield user to completely negate a melee or non-magical missile attack. Unlike Block, Deflect explicitly stops all effects of the attack. Note that Shield Pierce and Shield Break effects cannot be Deflected.


Disarm
Prowess : 2
Defenses: Dodge, Recover

This ability allows a sword user to cause an opponent to drop a weapon they are wielding. After saying the tagline, the user of this ability must then immediately strike the opponent's weapon. Heavy weapons are immune to Disarm, and their wielders may call "No Effect" in response to this attack.


Dodge
Prowess : 3
Defenses: --

This ability allows a character to completely negate a melee, missile, or packet-delivered magical attack of almost any sort. Unlike most other combat abilities, Dodge does not require that a character be wielding the weapon tied to the skill with which they gained it. A Feat of Agility may be used to call a Dodge effect, and is treated exactly the same as a use of this ability.


Fortification
Prowess : --
Defenses: --

This passive shield ability grants a +1 increase in the maximum point value of any suit of armor, assuming the character wears it while also using a shield. The character must don the armor and spend at least 5 minutes wearing it before the extra point is in effect. Armor that is Breached (at 0 points) cannot be improved by this ability until it is maintained, but if it is worn the entire time, the extra point comes back immediately upon maintenance. If the armor is removed for any reason, however, the character must again spend the 5 minutes to restore its bonus. Finally, if the character drops their shield or if it becomes broken, the armor bonus is immediately lost until the shield is restored to them.


Weapon, Shield, and Armor Lore
Prowess : --
Defenses: --

All combat skills grant a Lore ability at level 3. This ability represents general knowledge and understanding of that particular item type, as can only be gained by practical use. With Lore, a character can tell if an item of its type is of superior quality at a simple touch, as well the abilities it has, if so. ("X Lore; is this superior quality? What abilities does it have?"). Note that this ability will not reveal anything about magical items, and is not a replacement for Artifice. An applicable Lore is strictly required in order to use the active abilities that superior quality weapons/shields often have, and may be required to use certain unique weapons, at all. Finally, this ability grants a small bonus to crafters if they attempt to make a superior quality item of its type, and a similar bonus to scholars and merchants whose research and speculations involve it, respectively.


Mortal Blow
Prowess : 3
Defenses: Dodge, Deflect, Parry

This potent attack immediately destroys its target's Resilience and inflicts a Torso wound on them, assuming it hits a legal area. Note that extremely powerful foes may be resistant to the instant critical effect, but will still take a great deal of damage from this attack.


Parry
Prowess : 2
Defenses: --

This ability allows a character to completely negate a melee attack of almost any sort. Note that any attack which requires a specific sort of defense, however, such as a Disarm or Shield Pierce, cannot be parried.


Power Strike
Prowess : 1
Defenses: Dodge, Deflect, Block (reduced to 1), Parry

This ability allows a character to call extra damage for 1 swing, the amount of which depends upon their skill level and the type of weapon they are using. Note that Heavy Weapons automatically add 1 to the damage of any power strike called with them. The tagline for this ability is "Power Strike X," where X is the damage amount. A Feat of Strength may be used to call a free instance of this ability at the character's normal power strike damage, just as if they had spent 1 prowess and called it as usual.


Recover
Prowess : 2
Defenses: --

This ability allows a sword user to negate a Disarm effect delivered by a melee or thrown weapon. Note that Recover cannot be used to resist magical drop/disarm effects.


Shield Bash
Prowess : 3
Defenses: Dodge, Recover (does not resist damage)

This ability, when used, disarms an opponent and does 1 damage to their weapon arm. Shield Bash can only be called if an opponent strikes the user's shield with a melee attack. After such an attack, the defender calls "Shield Bash"; the attacker then takes 1 damage to their attacking arm and is subject to a Disarm. Note that, as always, Heavy Weapons are immune to the disarm effect, though not the damage. Likewise, a recover called as a defense will negate the disarm effect, but not the damage.

Note: players should NEVER actually strike anyone with a shield; this ability is just a representation of such an attack.


Shield Pierce
Prowess : 1
Defenses: Dodge, Stonewall

This ability allows an axe or bow user to bypass a shield entirely, doing 1 damage to the arm of the defender. A Shield Pierce must actually strike the shield itself, immediately after the ability is called. Resilience applies as normal.


Stonewall
Prowess : 2
Defenses: --

This ability allows a shield user to completely negate a Shield Pierce or Shield Break attack. Note that this ability will not defend against magical break effects.


Stunning Blow
Prowess : 2
Defenses: Dodge, Parry, Deflect

This attack, if successful, causes its victim to take 1 damgage to the appropriate location, and to be Stunned for 5 seconds. Stunning is a Mental effect, and can be resisted as such, though the damage still applies. Stunned characters may not move, attack, defend, speak, or cast spell effects which require verbals, for the duration. No items need to be dropped, but the victim should lower their weapons/shield while under this effect. Stunned characters may not be given a Killing Blow directly. Note that Stunned characters may be Subdued with no restriction, regardless of any normal immunity they might have to the effect.


Subdue
Prowess : 1
Defenses: Dodge

This Close Weapon ability must be delivered from behind, and takes the form of a pommel tap to the upper back or shoulder of the victim. If successful, the victim then falls unconscious for 10 minutes. Perceptive characters and those wearing helmets are completely immune to subdual, and call "No Effect" when hit with such. Although the attacker need not be hidden to deliver a subdual, if a potential victim actually turns around and calls "I See You" (or otherwise makes it obvious the attack is detected somehow) before the subdual takes place, then it fails. As with all attacks, only 1 subdue may be called per second, and if a victim calls a Dodge on the first (or it somehow misses) the attacker is counted as being seen, as above.

Note: All Close Weapons must have at least 1" of open cell foam on their pommel, unlike other melee weapons, and regardless of whether or not they are "intended" to be used with this ability.


Sweep Attack
Prowess : 2
Defenses: Dodge, Parry, Deflect

This attack does 1 damage to the appropriate location, and inflicts a Knockdown effect which drives its victim to their knees (or into a sitting/prone position) with such force that they are unable to stand for 1 minute. For the duration of the effect, the victim cannot move from where they are, but they may use all of their abilities as normal. A Feat of Strength can be called to resist the knockdown effect, though not the damage. The knockdown victim can be dragged away just as someone would move a body, but they will not be able to stand for the duration of the effect, period.


Thrown Disarm
Prowess : 1
Defenses: Dodge, Recover

This attack is very similar to a normal disarm, save that it is delivered by a thrown weapon and only costs 1 prowess. Like a regular disarm, the ability must be called and the weapon struck for it to take effect. As always, Heavy Weapons are immune to Disarm effects.


Thrown Subdue
Prowess : 1
Defenses: Dodge

This attack is very similar to a normal subdue, save that it is delivered by a thrown weapon and only needs to strike its victim in the back (torso). All restrictions and qualifications relating to Subdue apply to this ability, though since thrown weapons must be entirely made of foam, the pommel construction requirement is not needed.


Weapon Break
Prowess : 2
Defenses: Dodge, Withstand

This attack is delivered in a way similar to a Disarm, except that if it succeeds, the target weapon is subject to a Break effect. Broken items may not be used at all, though they need not be dropped; however, if a character takes a weapon hit on a broken weapon (or shield), the damage goes directly to the arm holding it. Heavy Weapons are immune to Weapon Breaks, though not to magical sources of break effects.


Withstand
Prowess : 2
Defenses: --

This Mace ability allows its user to negate a Weapon Break attack entirely. Withstand is useless on magical sources of break effects, however.



Descriptions (Advanced Abilities)


Arrowbane
Prowess : --
Defenses: --

With this ability, a character automatically gains a persistent Threshold 1 versus all non-magical missile attacks, assuming they are holding a shield. Arrowbane does not stack in any way with armor-based threshold, and Shield Pierce effects ignore it completely, however.


Artful Maiming
Prowess : 1
Defenses: Dodge, Deflect

Characters with this ability may immediately wound the limbs of their opponents through precise strikes at their joints. The cost for such an attack is 1 Prowess, called as “Artful Maiming: X,” where X is Right Leg, Left Leg, Right Arm, or Left Arm. The weapon must strike the opponent in a legal location, though it does not matter if it actually hits them anywhere near the called location. If the attack is successful, it causes a limb wound to the declared location, though it does no Resilience damage. If the target already has a wound to the affected location, then this attack does nothing at all. Artful Maiming may be defended against just like a normal thrown attack.


Battle Focus
Prowess : --
Defenses: --

After 5 seconds of concentration, a character using this ability immediately refreshes all of their Prowess and Toughness. Battle Focus may be used a number of times per day equal to the number of times it is chosen as an ability. If a character has several Battle Focus abilities from different skills, they all add to the number of times it can be used. Using this ability does not require the character to wield a weapon/shield of the skill type(s) under which it was bought. Any effect which prevents regaining prowess/toughness will prevent this ability from restoring same.


Binding Strike
Prowess : 1
Defenses: Dodge, Deflect

After this ability is called, and assuming it successfully strikes an opponent in a legal location, Binding Strike does 1 damage to the leg of its victim (their choice which one), and a inflicts a Bind effect upon them.


Breaker
Prowess : --
Defenses: --

Using this ability, a character can call “Stunning Blow X,” instead of a normal Stunning Blow, where X is their weapon’s current maximum Power Strike damage. The Prowess cost is still 2, and the stunning effect still takes place; the target just takes X damage instead of 1.

As well, being a Breaker grants access to the Sunder and Killing Strike abilities.


Combat Fitness
Prowess : --
Defenses: --

This ability permanently reduces the time a character must rest in order to recover Prowess and Toughness. After choosing this ability, it only takes 5 minutes of standard resting to do so. Note that a character cannot reduce their normal recovery time below 5 minutes with any known game effect. This ability can only be chosen once, and applies regardless of whether or not the character is wielding the appropriate weapon or shield.

In addition, Combat Fitness automatically doubles the amount of Toughness and Prowess a character regains if they are restored by outside means. That is, a potion which restores 2 Prowess will instead restore 4 Prowess to a character with this ability.


Crushing Shield
Prowess : Shield Bash reduced to 2
Defenses: --

This ability reduces the cost of Shield Bash to 2. As well, a character with Crushing Shield may call “Weapon Break” for 2 prowess after taking a hit on their shield from a melee weapon, targeting it exactly as the mace ability of the same name, with no effect on heavy weapons.


Defensive Strength
Prowess : --
Defenses: --

While wielding a shield, a character with this ability may call +1 damage with all their melee Power Strikes. This effect, like using a Heavy weapon, will modify any abilities which calculate damage based on Power Strikes.


Favored Weapon/Shield
Prowess : --
Defenses: --

This ability grants per-day combat maneuvers when using a particular, distinctive weapon or shield. These abilities are called as either "Favored X" or "X Favored" (player's choice), where X is the normal ability tagline, and do not take any Prowess at all.

Upon gaining this ability, the character may designate a particular item immediately, noting it on its tag at earliest opportunity (put chararacter name and favored type on it). If the item is lost, given away, sold, or destroyed, the character can designate a new Favored Item of the same type by using it liberally for at least one full event day, and then dedicating a downtime action to practicing with it. At the next event, it becomes their new Favored Item, which must be noted on its tag as normal. A character may only have one Favored Item belonging to a particular skill, at a time, though additional Favored Items from different skills are allowed.

EX] Slashfyst Deathkyller has just reached level 7 in Axe, and has a special weapon he wants declare as Favored (he calls it Tiffany...don't ask). Unsurprisingly, he chooses Favored Axe A, which grants him 2 Mortal Blows per day with it. At the next event, while facing down a bandit, Slashfist must call either "Mortal Blow Favored" or "Favored Mortal Blow" in order to use the ability on his soon-to-be-dying opponent. The tagline is the only difference here; the ability functions as normal.

Favored items, from a roleplaying perspective, represent a seasoned warrior’s familiarity with a particular tool of their trade: they know it as they know their own limbs, and it acts as an extension of such. The physical representation of the item ought to be quite distinctive, and players should endeavor to also make sure that it is of good aesthetic quality and that it is in good condition. Favored items need not be Superior Quality, but it is entirely appropriate if they are, and the player may gain additional favored abilities if so. As with all per-day abilities, Favored Item maneuvers refresh at sunset.

Note: Only the item’s user--the one who declared it as Favored--may use any of these granted abilities. For anyone else, it is just a normal item of its type. The actual favored item must be wielded and directly used to call the following abilities, of course. A couple of the Type B abilities (Weapon Break/Withstand and Disarm/Recover) still take up a single "slot," but either of the listed effects can be used with it, at the player's whim.

Skill
Type A
Type B
     
  Sword   2x Mortal Blow   2x Parry, 1x Disarm/Recover
  Bow   2x Mortal Blow   2x True Strike, 2x Binding Strike
  Axe   2x Mortal Blow   2x Shield Break, 2x Shield Pierce
  Mace   3x Stunning Blow   3x Weapon Break/Withstand
  Polearm   2x Mortal Blow   2x Sweep Attack, 1x Parry
  Close Weapon   2x Mortal Blow   2x Greater Subdue, 1x Parry
  Shield   2x Shield Bash   2x Stonewall, 1x Deflect


Fencing
Prowess : Recover reduced to 1
Defenses: --

This ability permanently reduces the cost for Recovers to 1 Prowess, as long as the character is wielding a sword. In addition, if a character calls a Parry on an opponent's attack, they may then use a free Disarm (called as "Fencing Disarm") on them if they do so within 3 seconds of the parried attack, before the fencer makes any other attack or defense. The character must still strike their attacker's weapon; the only change is the cost. Note that only the Parry ability--not mundane parries--actually triggers the free disarm.


Footpad
Prowess : Subdue reduced to 0
Defenses: --

Characters with this ability reduce the cost of Subdue to 0. In addition, they may use the Greater Subdue ability.


Greater Subdue
Prowess : 1
Defenses: none

Characters with this ability may freely target those wearing helmets, or those who have the Perceptive trait. Exceptionally perceptive targets, however, may ignore a single Greater Subdue if they call a Greater Feat of Perception. A Greater Subdue cannot be Dodged.


Greater Stonewall
Prowess : 2
Defenses: --

This ability allows a character to resist even magical sources of break effects which target their shield.


Greater Weapon Break
Prowess : 2
Defenses: --

This ability is identical to Weapon Break except that it can explictly break Heavy weapons.


Killing Strike
Prowess : 3
Defenses: Dodge, Parry, Deflect

This ability allows the character to call “Killing Strike" for a single swing, which if not Parried, Dodged, Deflected, or Resisted, immediately slays the target (also destroying all resilience) as if they had just received a Killing Blow. Killing Strike is not gained as an individual ability; rather, it is gained as a part of the Slayer or Breaker abilities.


High Ground
Prowess : --
Defenses: --

A character with this ability may call a Sweep Attack as “Sweep Attack X,” where X is their weapon’s normal Power Strike damage. The Prowess cost is still 2, and the attack does X damage to wherever it hits, as above. Also, when attacking prone opponents (those sitting, kneeling, or lying down), or while prone and attacking standing opponents, a character with High Ground adds 1 to the damage of any Power Strike--or power strike derived ability such as Sweep Attack itself--they call.


Legendary Weapon/Shield
Prowess : --
Defenses: --

In a fashion similar to Favored Weapon/Shield—though to a much more profound degree--this ability allows a character to wield a weapon/shield which so personifies their skill at arms that it gains incredible, near-magical properties. This ability takes in-game actions to “activate” (think warrior’s quest); the exact process and result is of which is FOIP.


Master Power Strike
Prowess : --
Defenses: Dodge, Parry, Block (reduce to 1), Deflect

A character with this ability may call Power Strike 2 (3 for Bow) with the appropriate weapon type, and for no prowess cost. Every time this ability is chosen again for the same skill, they may call their next highest power strike for no cost. If a character chooses this ability the maximum number of times, they may call their highest possible power strike damage for no cost. Note that these “permanent” power strikes are still enhanced if the weapon they are used with is Heavy, or if they use any other effects/abilities which explicitly state they increase the damage of all Power Strikes used with them.


Mighty Blow
Prowess : 2
Defenses: Dodge, Block (full damage to shield arm)

This fearsome attack costs 2 Prowess and allows a character to call “Mighty Blow X,” where X is twice their maximum power strike damage (including bonuses from Heavy weapons and the like) for the appropriate weapon. Mighty Blows cannot be Parried or Deflected, only Dodged or resisted. Block may be used against this ability, but the shield user takes the full Mighty Blow damage to their arm.


Mobility
Prowess : Dodge reduced to 2
Defenses: --

This ability permanently reduces the cost of Dodge to 2 Prowess. May only be chosen once, and may be used without restrictions, as a normal Dodge.


Perfrect Aegis
Prowess : 2
Defenses: --

A character with this Shield ability may spend 2 Prowess to negate a magical, packet-based attack, and is called as "Aegis." This ability may also be called in place of a Deflect, and is treated in exactly the same way.


Quick Hands
Prowess : --
Defenses: --

Characters with this ability may block thrown weapons with their hands alone, or with any thrown weapon they might be wielding. Also, if a character with Quick Hands happens to catch a thrown weapon, they may immediately hurl that weapon back at the thrower (and the thrower only), calling a free Power Strike at their normal amount. If this power strike hits someone else accidentally, it still takes effect, though the character must be sincerely trying to hit the original opponent.

In addition, characters with this ability may gather up to 5 thrown weapons during any Hold that happens to be called during a battle (saying “Quick Hands”), though they may not call holds for such a purpose.


Shieldbane
Prowess : --
Defenses: --

Using this ability, a character can call “Shield Pierce X,” instead of a normal shield pierce, where X is their weapon’s current maximum Power Strike damage. The prowess cost for this effect is still 1, and the damage still targets the victim’s arm. In addition, the player gains the Shield Break ability.


Shieldbearer
Prowess : Stonewall reduced to 1
Defenses: --

A character with this ability gains Greater Stonewall, and they reduce the prowess cost of normal Stonewall to 1. As well, Shieldbearers may ignore any drop effect (calling “Shieldbearer”), magical or otherwise, with regards to their shield. Finally, as long as they are holding their shield, Shieldbearers may spend any physical feat (Strong, Tough, or Agile) to call a free Deflect against any attack affected by such.


Shield Break
Prowess : 2
Defenses: Dodge, Stonewall

This ability allows an axe wielder to break an opponent's shield directly. As with a Shield Pierce, a Shield Break must actually strike the shield in question.


Slayer
Prowess : Mortal Blow reduced to 2
Defenses: --

This dangerous ability permanently reduces the cost for Mortal Blow to 2 Prowess, for the weapon type under which it was gained. In addition, the character may call Killing Strikes (3 Prowess) with said weapon type.


Sunder
Prowess : 2
Defenses: --

This ability allows a Mace user to damage objects and structures just as if they used a Feat of Strength to do so. Often, Sunder must be attempted in the presence of a Marshal. This ability may not be used to substitute for more "constructive" uses of Feats of Strength.


Trick Shooting
Prowess : --
Defenses: --

This ability allows an archer to use the Binding Strike maneuver. In addition, in a Marshalled situation, a character with this ability may call a "Trick Shot" (2 prowess) to strike at inanimate targets in impossible ways, allowing them to flip levers, wedge doors, activate buttons, knock things around, etc.


Trick Throwing
Prowess : Thrown Subdue and Thrown Disarm reduced to 0
Defenses: --

This ability reduces the cost of Thrown Disarm and Thrown Subdue to 0. In addition, in a Marshalled situation, a character with this ability may call Trick Throw (2 prowess) to strike at inanimate targets in impossible ways, allowing them to flip levers, wedge doors, activate buttons, knock things around, etc.


True Strike
Prowess : 2
Defenses: none

This powerful attack, usually called with a bow or a thrown weapon, is called as “True Strike X,” where X is the user's maximum power strike damage in that weapon. A True Strike may not be defended against or resisted by any game effect at all (including physical resists), except for effects which specifically make one immune to the weapon type it is called with. The only way to avoid this type of attack is to actually avoid it or actually block it with a shield (and/or weapon in the case of thrown True Strikes).


Weaponbane
Prowess : Withstand reduced to 1
Defenses: --

A character with Weaponbane gains access to the Greater Weapon Break maneuver. As well, this ability reduces the cost of Withstand to 1.




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