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Combat Skills
Published by Dragavan on 2006/10/18 (6985 reads)
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Basic Version

Combat Skills


This section is an addition to the regular skills section, dealing only with combat related skills. Each combat skill from the basic game book is listed here with a full description of how they are used. This section is broken down by different types of combat skills, attacks, defenses, hit points and armor, weapons, and others.

Skill Groups
There are only three major skill groups within the combat section for the Basic Version (and several other related groups), but many more will be added in the future and can be found elsewhere. The three groups that are included cover three different major common aspects of combat.

Advanced Combat Techniques
This group is the more common form of fist fighting in the world. It is more brutal and punishing than the basic level and less flowing and stylized than martial arts. The military often trains its soldiers in this and the best boxers and gladiators are well versed in it.

Basic Combat Skills
This is the most basic skills that everyone has. It isn't any special training but the natural abilities to defend oneself.

Basic Martial Arts
This group is a more specialized and graceful form of fighting, but it also takes more time and skill to learn and get good at. There are far more kicks and special maneuvers in this form of fighting and the moves appear to flow more. To some, these maneuvers appear to be a form of dance.

Combat Training
This is the general skill group for everyone who has any level of combat training at all. This teaches the basics and opens up several other areas of combat study.

Weapon Training
This group includes all the skills needed to use all the common weapons found in the world. Once again, this group is common to members of the military. The exact nature of what weapons a character is trained in depends on the skills taken here.

Skill Descriptions
This section describes all of the combat skills on the skill list. They are organized by common groupings, like attacks, defenses, and others. This is done to make them easier to use and find during combat situations.

Base Damage (BD) Notes
Throughout the combat section, hand-to-hand damage is usually marked as some variation of BD (which stands for Base Damage). The base damage of a character is dependant on their Strength (STR). Damage bonuses and other modifiers are added to these after they are rolled. A listing of 2BD means you roll two dice as described by the BD for the character. A listing of BD+2 means you roll the BD and add two to the total.

For example: A character with a STR of 70 has a BD of 1D8. This means a listing with 2BD+2 Crush would mean it does 2D8+2 Crush damage.

The standard Base Damage for any hand-to-hand attack is 1D6 but stronger and weaker characters can have more or less. Characters with a STR of less than 21 (5-20) have a base of 1D4. Characters with a STR of more than 60 and less than 81 (61-80) have a base of 1D8. Characters with a normal STR of more than 80 (81-95) have a base of 1D10.

Attack Skills
This is a collection of all the hand-to-hand attack skills used mainly as ways to strike opponents.

Axe Kick
This is a kick where the foot is swung up over the opponent and comes down onto them, striking them with the heel. This takes a full action and no split actions can be used for this. It takes a skill roll to be successful or else they fall down, canceling the rest of their actions this melee, and it takes at least one action to stand back up.

This can’t be performed directly before or after another kick attack. Basic Damage for this kind of kick is 2BD Crush plus damage bonus. Can be Blocked, Parried, or Dodged.

Backstab
This is a special sneaky strike that must be performed without the knowledge of the defender. It can't be performed if the attacker is seen by the target or anybody around him in a combat situation, since everyone in the combat situation are on a heightened sense of alertness and will notice glances of those around them. This can also only be performed with a knife or sword Pierce attack.

Roll to strike as normal and if successful, and over any armor coverage, it counts as an automatic Critical. These can be used with called shots as well, to get a more specific location. This has no defense other than armor.

Body Throw
This can only be performed as a counterstrike and only if the attacker performs at least one strike. It uses the opponents own momentum against them to throw them to the ground. This does 1D6 Crush damage from the fall plus damage bonus (Roll With Fall can be used to lessen the damage) and this causes 1D4 SP damage. If successful the victim automatically loses the initiative the next melee, unless Roll With Fall was used and successful. This can be Dodged.

Chop
This is a simple open hand strike used in the martial arts and has an automatic +1 strike. Basic Damage for this kind of strike is BD Crush plus damage bonus. This can not be used in combination with a Knuckle Punch or Power Punch. Can be Blocked, Parried, or Dodged.

Crescent Kick
This is a swivel kick based from the hips, used to hit an opponent to the side of the attacker. This takes a full action and no split actions can be used for this. It takes a skill roll to be successful or else they fall down, canceling the rest of their actions, and it takes at least one full action to stand back up.

This can’t be performed before or after another kick attack. Basic Damage for this kind of kick is 2BD Crush plus damage bonus. Can be Blocked, Parried, or Dodged.

Disarm
This is a specialized strike used to knock the opponents weapon from their hands. It does no real damage, but if successful the opponent drops the target weapon and has a sore hand. For this to be successful, a strike roll over 10 must be rolled. This skill must be taken for each arm separately if they have Double Fist.

This action can only be Dodged, but after a successful strike roll, the defender gets to make a STR check at -10% per +1 Damage bonus the attacker has to retain the weapon in hand. If the weapon is dropped they also suffer 1D4 SP damage.

Jump Kick
The attacker jumps into the air to use their legs full force to kick the opponent. This takes a full action and no split actions can be used for this. It takes a skill roll to be successful or else they fall down, canceling the rest of their actions, and it takes at least one action to stand back up.

This can’t be performed before or after another kick attack. Basic Damage for this kind of kick is 4BD Crush plus damage bonus. Can only be Dodged.

Kick
This is a basic kick that effects only the lower body, kicking the leg or groin of the opponent. It takes a skill roll to be successful or else they fall down, canceling the rest of their actions, and it takes at least one action to stand back up.

This can’t be performed before or after another kick attack. Basic Damage for this kind of kick is BD+2 Crush plus damage bonus. Can be Blocked, Parried, or Dodged.

Knuckle Punch
This is a special kind of bare handed punch, where the middle fingers knuckle is slightly extended, that can be used with a regular punch or a Power Punch to increase the damage. It strikes the same, but this does an extra +2 damage when successful and can easily break the finger if fumbled. This can not be used in combination with a Chop.

Leg Sweep
This is an attack used to knock down the opponent, by sweeping their legs out from under them This takes one full action to perform and no split actions can be used for it. If successful the victim automatically loses the initiative the next melee and must spend at least one full action to stand back up. This move can be Parried or Dodged.

Power Punch
This is a full strength punch that uses the full arms strength. This takes one full action to perform and no split actions can be used for it. Basic Damage for this kind of attack is 2 BD Crush plus damage bonus. This can not be used in combination with a Chop. This move can be Blocked, Parried, or Dodged.

Punch
This is the basic punch that all characters can do. Basic Damage for this kind of attack is BD Crush plus damage bonus. This move can be Blocked, Parried, or Dodged.

Roundhouse Kick
This is a powerful kick that involves spinning around to get more power. This takes up one full action to perform and no split actions can be used for it. It takes a skill roll to be successful or else they fall down, canceling the rest of their actions, and it takes at least one action to stand back up.

This can’t be performed before or after another kick attack. Basic Damage for this kind of kick is 3BD Crush plus damage bonus. Can be Blocked, Parried, or Dodged.

Snap Kick
This is a very fast kick that strikes the legs of their opponent but does relatively little damage. What makes it useful is that it only takes half an action to perform, without the usual 1/2 action penalties. It takes a skill roll to be successful or else they fall down, canceling the rest of their actions, and it takes at least one action to stand back up.

Unlike most kicks it can be performed before or after another Snap Kick attack, but not any other kind of kick. Basic Damage for this kind of kick is BD Crush plus damage bonus. Can be Blocked, Parried, or Dodged.

Tackle
This is an attack where the attacker throws themselves into the defender, trying to knock them down. If performed, this is the only action the attacker can perform that melee.

If this is successful the defender is knocked down, automatically loses the next initiative, and the attacker is on top of them, holding them down. If the attacker chooses they can try to keep holding them down, but the defender may resist and try to get up. In the case of a resisted hold, both characters roll D% and add their strength (STR). The attacker also gets to add another +15 since they have the advantage. The higher total wins and either attacker keeps holding them or they get free. The initial attack can be Dodged, but the continued hold in the following melees can only be resisted.

Uppercut
This is a special punch that comes in from a lower direction and is used to target specific areas. When using an uppercut it reduces the penalty for a called shot in half and if the called shot misses, but the roll would still normally be a hit, it counts as a normal strike.

The only areas an uppercut can strike are the head, stomach, or kidney area of the body. This can be used with punches, knuckle punches, and power punches, but not chops. This can be Blocked, Parried, or Dodged.

Defense Skills
This is a collection of all the defense skills used mainly as ways to avoid an opponent's strikes.

Block
This is the basic hand to hand block. This can only be used effectively against hand to hand type attack. If used against a weapon you still take the damage, but you take it in the arm you blocked with. This takes one action, even a split action. This skill must be taken for each arm separately if they have Double Fist.

Dodge
This attempts to move you out of the way of all attacks for the rest of the melee. When this defense is used no other actions can be made by them in the melee. If used to defend against a counterstrike the first attack already decided on still counts, but no other attacks or defenses can be chosen or used after it.

This can only be used if there is somewhere to dodge to. This means you have to be able to get at least arms length away from your opponent or outside of his weapons reach, whichever is farther. When people are defending back to back, cornered, or otherwise unable to get out of their general position they can not dodge, but may be able to sidestep dodge still.

One roll is made against the first full actions worth of attacks being dodged, even if it includes multiple strikes from double fist or paired weapon skills or multiple split actions. If it is successful, even against just one of the strikes, all of the following strike actions against the dodging character from that opponent are canceled this melee, even ones within the same group of split actions.

If none of them were dodged and the attacker still has at least one more attack action against the dodging character they may either choose to keep their previous dodge roll or roll again to gain a new dodge number. This number is then compared to the next full actions worth of strikes against them, still including Double Fist or Paired Weapon attacks and any split actions. If any of them are dodged then all of the following strike actions against the dodging character from that opponent are canceled this melee, even ones within the same group of split actions.

This continues until there is either a successful dodge or all the opponents strike actions against them are used up. If there are multiple attackers each one is handled separately and have separate dodge rolls.

There is a down side to dodging out of the way. By dodging away the character sets themselves into a defensive position and allows the attacker to press the offensive. In game terms this is represented by a -5 to the dodging characters initiative roll in the next melee. If there is at least a melee break between the dodge and the next initiative roll the negative does not count.

Entangle
This is a special hand to hand defense where the defender grabs the attackers arm, leg, or weapon they are striking with. This skill must be taken for each arm separately if they have Double Fist. It is used the same as most defenses, by making a roll and trying to get above the attackers roll.

If successful the defender takes only half damage from the strike, has a hold of the target, and causes 1D4 SP damage to the attacker. The target may then choose to try and get free, using their next action, no matter what they had chosen to use it for. When attempting to get free, both parties roll D% and add their STR, the higher wins. An attempt to get free may be made every action and no other actions using the target may be used while it is entangled.

Parry Weapon
This is a special maneuver used to parry a weapon with just your bare hand and take no damage from it. It uses a combination of pain control and weapon redirection to defend against the weapon strikes. If successful, the attack is parried, they take no damage, and the attacker suffers 1 SP damage. This skill must be taken for each arm separately if they have Double Fist.

Sidestep Dodge
This is a dodge that can be performed as a single full action and is used to avoid a single full action worth of strikes, even if the action involves paired attacks or split actions. This can not be used to avoid multiple actions without being used multiple times, but does use the standard dodge bonuses a character may have without preventing other actions from taking place in the same melee or suffering negatives to the next initiative.

This can be used in many situations where a full dodge can not be used and does not include the negative to initiative. Even if they are not able to move out of range of the attacker they can still use it as long as they can move around near them. It can not be used, however, if the defender is stuck into their position for some reason.

Hit Points & Armor Skills
These are special groups of skills that are used to increase hit points and armor of the character. Although they are skills with different names they have the same maximums and can not be layered as different skills.

Hit Point Modifiers
All three of these skills effect the same thing and work as part of the same bonus. The maximum number of hit points is always double your END, even if you take more than one of these. The only exceptions are through magic or special races.

Pain Threshold Training is the lowest level of hit point increasing a character can take. It can be taken as many time as you want as long as your hit points don’t go over your characters maximum.

Advanced Pain Threshold Training is the mid-level of hit point increasing a character can take. It can only be taken once, since is a special method of thinking and not an ongoing training, and your hit points can’t go over your characters maximum.

Mental Pain Block is the highest level of hit point increasing a character can take. It can only be taken once, since is a special method of thinking and not an ongoing training, and your hit points can’t go over your characters maximum.

Natural Armor Modifiers (Body Hardening & Stone Skin)
Both of these skills effect the same thing and work as part of the same bonus. The only difference between them is cost in skill points and the maximum they can reach. These reduce the amount of damage taken from all physical attack types, but not poisons and others. This protection does not include damage from criticals.

Body Hardening is the lower level of natural body armor a character can develop. This also has a lower maximum. Stone Skin is the higher level of natural body armor a character can develop. This also has a higher maximum and makes Body Hardening a redundant skill if they have both.

For every point of Natural Armor Protection a character has they gain 1 point of natural armor protection against Cut, Chop, and Crush damage. For every 2 points of Natural Armor Protection a character has they gain 1 point of protection against Pierce and Burn damage. For every 4 points of Natural Armor Protection a character has they gain 1 point of protection against Chemical damage.

Other Hand to Hand Skills
These are all the other hand to hand based skills used with combat. None of these are attacks or defenses directly. These do not include any weapon skills.

Counterstrike
This gives the character the ability to strike, even if they lose the initiative. This is done in the defense phase of the character who lost the initiative.

Damage Bonus
This bonus counts towards hand to hand damage only, not weapons. However, it does count towards all types of hand to hand strikes, including kicks.

Double Fist
This is a special skill that allows the user to use both of their fists at the same time to make double strikes or blocks with the same action, taking place at exactly the same time.

For every action you take using a hand strike or defense, you can use your other hand to do another hand strike or defense. There is a catch though, you have to buy Strike, Block, and many other skill bonuses that use only hands or arms separately for the second hand.

This can only be used with hand strikes only, but can be combined with strikes using a paired weapon skill.

For example: Your character can strike with a sword in one hand and punch with the other if they have both Double Fist and Paired Sword. Or your character can strike with the sword with one hand and block with the other.

Extra Action
Each of these one time bonuses add an extra action to the characters base of 1 action per melee. In the basic game so far (this book you are holding) there is a maximum of 3 actions per melee available. This is of course without the use of magic or special means.

Hand to Hand Strike Bonus
This is a bonus to strike with all hand to hand attacks using the hands or arms. This does not add to weapon or kick strikes. This bonus must be taken for each arm separately if they have Double Fist.

Heavy Armor Training
This is the ability to wear and use heavy armors, usually made of metal, without the usual extra penalties or reductions. For more on this, see the armor rules earlier in this section.

Initiative Bonus
This is a bonus to the initiative roll, winner of initiative becomes the attacker, forcing their opponent to become the defender.

Kick Strike Bonus
This is a bonus to strike with all kick attacks. This does not add to weapon or hand strikes.

Light Armor Training
This is the ability to wear and use light armors, usually made of cloth or leather, without the usual penalties or reductions. For more on this, see the armor rules earlier in this section.

Roll With Punch
This is the ability to roll with any Crush attacks that was landed, including weapon strikes. This reduces the damage of the strike by half if successful. Roll this skill every time an attack is landed, if it is over the strike roll it is successful and the damage is lowered. The damage reduction is factored in before armor even takes the damage.

It does not take an action and does not need to be announced before hand. The defender does need to be aware of the attack for it to work though, so it can’t be used against a sneak attack.

Weapon Use Skills
This section details the special skills that are common to many of the weapon training skills. This section also includes the two special skills used to have basic knowledge of many different weapons. These two special skills we be listed first and the rest will be alphabetical.

Basic Weapon Knowledge
This is the basic knowledge of the common weapon types of the world. It also includes basic knowledge of how to use them and basic maintenance. This can not be used to repair weapons, but can be used to keep blades sharp and weapons looking nice.

People with this skill can use Axes, Swords, Knives, Maces & Clubs, Spears, and Staves without negatives. It does not include any special skills or bonuses though.

Advanced Weapon Knowledge
This is a deeper knowledge of weaponry and how to use them. This includes knowledge about and how to use all weapon types but the extremely rare or difficult to master.

People with this skill can use Ball & Chains, Bows, Crossbows, Pole Arms, and some Chain & Rope weapons without negatives. It does not include any special skills or bonuses though. It does not include any special or rare weapon types.

Strike Bonus
This is a bonus to strike with a particular weapon type. It does not give a bonus to other weapon types, the weapon when thrown, or hand to hand strikes. This skill must be taken for each arm separately if they have Paired weapon skill in the weapon.

Strike Bonus When Thrown
This is a bonus to strike with that weapon type when thrown. It does not give a bonus to strike with other weapon types or in melee combat. This skill must be taken for each arm separately if they have Paired weapon skill in the weapon.

Parry Bonus
This is a bonus to parry an attack by the opponent when using this weapon type. This does not give any bonuses to other weapon types or to hand to hand. This skill must be taken for each arm separately if they have Paired weapon skill in the weapon.

Damage Bonus
This is knowledge of how to increase the damage from attacks using this weapon type. This does not add damage to other weapon types or hand to hand strikes.

Paired Weapons
This is a special skill that allows the user to use weapons in both of their hands at the same time to make double strikes or parries with the same action, taking place at exactly the same time. Since these are done at exactly the same time, some weapons are excluded from being used paired, like pole arms, staves, and bows for example.

For every action you take using this weapon type for strike or defense, you can use your other hand to do another strike or defense with this weapon type. There is a catch though, you have to buy Strike, Parry, and some other bonuses separately for the second hand.

This can be combined with other strikes using another paired weapon or Double Fist skill.

For example: Your character can strike with a sword in one hand and punch with the other if they have both Double Fist and Paired Sword. Or your character can strike with the sword in one hand and a club in the other hand, if they have both Paired Sword and Paired Club.

Weapon Skills

Axe
This includes all Chop attacks and parries with all types of axes.

Bow
This includes ranged arrow, Pierce, attacks with all kinds of Bows, but not crossbows.

Crossbow
This includes bolt, Pierce, attacks with all kinds of Crossbows, including how to reload them.

Fencing
This includes Pierce attacks and parries with all kinds of swords. The parry bonus for Swordsmanship and Fencing are the same bonus so you don’t need to buy them twice over.

Knife Fighting
This includes Cut and Pierce attacks and parries with all kinds of Knives.

Mace & Club
This includes Crush attacks and parries with all kinds of Maces & Clubs.

Shield
This is mainly used as a defense, but can also include Crush attacks with shields of all kinds. These shield bashes usually only do 1D6 Crush damage, plus any relevant damage bonuses, and can be dodged, blocked, or parried with larger weapons or other shields.

What makes this skill special is that the default arm for the skill and bonuses is the non-dominant hand, without a paired weapon skill needed. If they have more than two arms then it is the opposite one from the dominant hand. This means it can be used as a defense, or even a secondary attack, with any other weapon as if they were using a paired weapon skills even if they do not have one. But this only works when using a shield.

Swordsmanship
This includes Chop and Cut attacks and parries with all kinds of swords. The parry bonus for Swordsmanship and Fencing are the same bonus so you don’t need to buy them twice over.

Throwing Knife
This includes thrown, Pierce, attacks with all kinds of Knives.

Throwing Spear
This includes thrown, Pierce, attacks with all kinds of Spears.

The Land of Karn: Fantasy Role-Playing Game Basic Version 0.3.5
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