World of Gaianar - Third Edition
The World of Gaianar
Third Edition
Menu
  • External link opens in new tab or window
  • External link opens in new tab or window
  • External link opens in new tab or window
  • External link opens in new tab or window

Combat Proficiencies

Quick Links: Non-Combat Skills | External link opens in new tab or windowGeneral Combat Matrix (BAtCh) | External link opens in new tab or windowUniversal Matrix

Starting Skills

Bonus Skills and Skill Progression

Class

Weapons Allowed

Combat slots

Noncombat slots

Start

Progression

Start

Progression

Barbarian

Any. Barbarians would prefer non-technological weapons, such as swords, axes, and bows.

8

â—Źâ—Źâ—Źâ—Źâ—Ź

4

â—‹â—Źâ—‹â—Źâ—‹

Cavalier

Any. However, missile weapons are only employed as a last resort.

7

â—Źâ—Źâ—Źâ—Źâ—Ź

5

â—Źâ—‹â—Źâ—‹â—Ź

Gunslinger

Firearms (large and small) and any other small weapon.

6

â—Źâ—Źâ—‹â—Źâ—Ź

6

â—Źâ—‹â—Źâ—‹â—Ź

Investigator

Any. However, concealable weapons are preferred.

6

â—Źâ—‹â—Źâ—‹â—Ź

6

â—Źâ—Źâ—‹â—Źâ—Ź

Jack

Any.

5

â—‹â—Źâ—‹â—Źâ—‹

7

â—Źâ—Źâ—Źâ—Źâ—Ź

Speaker

Any. However, the staff is the preferred weapon.

4

â—Źâ—‹â—Źâ—‹â—Ź

8

â—Ź â—Źâ—‹â—Źâ—Ź

Necromancer

Bows and melee weapons that are not so heavy as to require two-handed wielding.

4

â—‹â—Źâ—‹â—Źâ—‹

8

â—Źâ—Źâ—Źâ—Źâ—Ź

Mathematician

Any. However, given their low hit points, small missile weapons such as handguns are preferred.

2

â—‹â—Źâ—‹â—Źâ—‹

10

â—Źâ—Źâť·â—Źâ—Ź

Paladin

Any. However, swords are preferred.

6

â—Źâ—Źâ—Źâ—Źâ—Ź

6

â—‹â—Źâ—‹â—Źâ—‹

Priest

Bludgeoning weapons only (staff, club, slingshot, etc.)

4

â—‹â—Źâ—‹â—Źâ—‹

8

â—Źâ—Źâ—Źâ—Źâ—Ź

Protector

Any. Preference is made for weapons of high parrying potential.

6

â—Źâ—Źâ—Źâ—Źâ—Ź

6

â—Źâ—‹â—Źâ—‹â—Ź

Ranger

Any.

6

â—Źâ—‹â—Źâ—‹â—Ź

6

â—Źâ—Źâ—‹â—Źâ—Ź

Shaman

Any. A shaman would prefer non-technological weapons, such as swords, axes, and bows.

5

â—‹â—Źâ—‹â—Źâ—‹

7

â—Źâ—Źâ—Źâ—Źâ—Ź

Thief

Any. However, concealable weapons are preferred.

7

â—Ź â—Źâ—‹â—Źâ—Ź

5

â—Źâ—‹â—Źâ—‹â—Ź

Warrior

Any.

10

â—Źâ—Źâť·â—Źâ—Ź

2

â—‹â—Źâ—‹â—Źâ—‹

Wishsinger

Any. However, given their low hit points, missile weapons are preferred (such as bow or blowgun).

3

â—‹â—Źâ—‹â—Źâ—‹

9

â—Źâ—Źâ—Źâ—Źâ—Ź

â—‹- No Slot Gained, â—Ź- 1 Slot Gained, âť·- Two Slots Gained

Starting Skills
Just like people in real life, the characters are skilled in trades that can keep them fed in-between adventuring. And it is assumed that most characters had a life before adventuring. They may have had trades, menial jobs; they may have been students, or seminarians, or even street thugs. It was during this time that the character was taught many of the skills that he or she begins the game with. Some character classes begin the game with bonus proficiencies, due to schooling and certain mandatory life experiences. In choosing a background for the character, the right skills can be helpful in adding both flair and functionality.

Depending on the profession, the character starts with 2-10 slots in both combat and noncombat skills. It takes two slots to make a usable skill, but only one slot to increase the level of mastery (intensity) of a known skill. Additionally, a character may gain a one-time bonus of slots due to high intelligence. Slots earned this way may be divided among combat and noncombat as the player desires. 

A player should spend skill slots acquiring a variety of skills. At first level, no skill can be higher than int(2), and the mastery can advance only one point in intensity per level of experience. Note that players can leave skill points “floating” for later use - this is required if they wish to take the two points needed to start a new skill.


Generally speaking, it is a good idea for Player Characters to learn at least one melee weapon skill, one missile weapon skill, and one form of unarmed combat. This strategy allows the Player Character to always have some means of initiating combat in all circumstances.



Combat AssistsAmbidexterity, Blind Fighting, etc.

Table: Combat Assists

Skill Name

Description

Ambidexterity

This skill allows the wielder to use either hand equally well.  If two weapons are used concurrently, there is no penalty to attack, but the non-dominant hand inflicts only half damage unless combined with Two Weapon Style. Note: Constructs get ambidexterity at intensity-1 for free. Quick Link: External link opens in new tab or windowHand Dominance

Intensity 1: Either hand is useful for weapon or labor use.

Intensity 2: Either hand is equally useful for writing.

Intensity 3: Either hand is equally useful for artistic purposes.

Intensity 4: Either hand is equally useful for delicate repair work and surgery.

Blind Fighting

This skill permits the combatant to fight in less than optimal lighting conditions.  For each intensity of Blind Fighting, one negative modifier is negated to Batch due to poor lighting or blindness.

Combat Readiness

This skill allows the character to put his or her armor in a hurry.  Ordinarily, an unarmored character may have to spend 1d4 rounds to don Light Armor, 2d4 rounds for Medium Armor, and 3d4 rounds for Heavy Armor.  This skill allows the armor to be fastened in half the time, at the cost of -1 AC (the armor isn't fitted efficiently.) This skill also gives the character a +2 bonus to be awakened from sleep during a surprise night encounter.


When a character learns how to use a sword, knife, or handgun, this ability is conferred for single-handed use.  (Try going to a shooting range with a gun in each hand and see just how difficult it is.)  Two Weapon Use (optional rule) and Ambidexterity can permit a character to attack unpenalized with two weapons at the same time.  A third skill, Blind Fighting, helps the character fight with senses other than sight.  Thus, the combat penalties are lessened for a blindfolded or blinded character with this skill.


A Note on Two-Weapon Combat:
  • Without either Ambidexterity or Two Weapon Style, the combatant fights at -3 to BAtCh on the non-dominant hand and -2 to the dominant hand, as well as the non-dominant hand inflicts only ½ damage.
  • With Ambidexterity only, the non-dominant hand performs full BAtCh, but only half damage.  With Two Weapon Style only, the dominant hand is at +0 to Batch, the non-dominant hand functions at -3, but inflicts only half damage.  With both skills, both hands inflict full damage and the non-dominant hand functions at +0 to BAtCh.
  • Even with Two Weapon Style and Ambidexterity maximized, the weapon wielder will never get Strength or Dexterity BAtCh or damage bonuses on the non-dominant hand.  These combat skills only negate the penalties.
  • In all cases, wielding a second weapon gives you one extra attack per complete attack routine - this is the last attack in the attack sequence.


Melee Weapon LevelsBonuses for additional intensity of skill

Table: Adding Melee Weapon Intensity (total benefits listed at each intensity)

Intensity

Weapon Performance

1

Normal

2

+1 Initiative | +1 Parry

3

+1 Initiative | +1 Parry | +1 BAtCh | +1 Damage

4

+2 Initiative | +1 Parry | +1 BAtCh | +1 Damage

5

+2 Initiative | +2 Parry | +1 BAtCh | +1 Damage

6

+2 Initiative | +2 Parry | +2 BAtCh | +1 Damage


The knowledge of weapons is vital to combat.  To learn a weapon type, the combatant must invest two proficiency slots in order to bring the knowledge of the weapon to intensity 1. 


At intensity two or higher, the wielder gains bonuses to hit, damage, or parry.  A character can claim to be a specialist in a weapon once int(3) is earned. And, unless otherwise noted, a combatant must have a weapon skill advanced to at least intensity 3 before a combatant can attempt to create a Chosen Weapon from a weapon of that type.  At weapon intensity 1, a combatant is said to be proficient with a weapon, nothing more.


For fighter types prior to achieving 8th level, Chosen Weapon status can be claimed (for the purposes of the Cavalier and Warrior supernatural powers) but the weapon itself does not function in the talismanic capacity of a true Chosen Weapon.

Melee WeaponsSpeed, Damage, and Size

Table: Melee Weapon Stats

Weapon Name

Damage

Initiative Delay

Weight

Size

Type

Cost

Ax

1d8

5

8

M

C

10

Bastard sword 5

1d10

8

10

L/M

C

85

Battle Axe 5

1d10

9

11

L/M

C

60

Bayonet 7

1d8

9

9

M

I

80

Bludgeon Club 2

1d12

10

17

L

B

5

Brass knuckles

Fist+2

1

1

S

B

6

Bullwhip8 (whip)

1d4+1

3

2

M

C

13

Cat O Nine Tails 4,8 (whip)

1d12

8

5

M

C

40

Club

1d6

3

4

M

B

1

Dagger

1d4

2

1

S

I

15

Double Ax 2

1d12+1

10

13

L

C

95

Fencing foil

1d4

2

3

M

I

25

Flail

1d8

6

6

M

B

30

Footman Lance

1d8+1

8

10

L

I

25

Garrote

1d8

4

1

S

C

2

Gurka

1d6+1

6

9

M

B

45

Halberd 2 (polearm)

1d12 + 1

10

16

L

C

100

Hammer

1d4

2

5

S

B

2

Hatchet

1d6

5

6

M

C

4

Heavy Flogger8 (whip)

1d8

6

4

M

C

34

Horseman Lance 6

2d8 + 2

9

20

L

I

55

Hunga munga

1d8

6

4

M

C

40

Knife

1d2

1

1

S

C

1

Kopesh

1d6+1

7

8

M

C

55

Kryss

1d6

2

2

S

I

25

Long sword

1d8

5

6

M

C

45

Mace

1d6+1

5

7

M

B

10

Machete

1d6

5

6

M

C

45

Morning Star 5

1d8+1

7

10

L/M

B

55

Maul

1d10 + 2

10

15

L

B

80

Nun chuck 4

1d6+1

6

4

M

B

45

Parry Dagger 3

1d3

2

2

S

C

20

Pike2 (polearm)

1d10 + 1

7

11

L

I

65

Pitchfork 5

1d6

4

8

L/M

I

4

Punch Blades

Fist+1d4

1

1

S

I

20

Quarterstaff (simple)

1d6

4

5

L

B

10

Quarterstaff (combat)

1d8

5

8

L

B

20

Rapier

1d6

3

4

M

I

55

Riding Crop8 (whip)

1d3

2

1

M

B

18

Sai

1d4+1

2

2

S

I

25

Scimitar

1d8+1

5

8

M

C

60

Scythe

1d10

9

8

L

C

11

Scourge8 (whip)

1d3+1

2

1

M

C

20

Short sword

1d6

4

5

M

C

20

Sickle

1d6

6

6

M

C

15

Slap jack

1d3

1

1

S

B

2

Sock Knife

1d3

1

1

S

I

15

Spear

1d8

7

6

M

I

35

Swagger stick

1d4+1

2

4

S

B

12

Thin Chain (whip)

1d6

6

3

M

C

10

Tomahawk

1d4+1

5

5

M

C

7

Tri-blade Dagger

1d4+2

2

3

S

I

30

Trident2 (polearm)

1d10 + 1

8

12

L

I

55

Two-handed sword 1

1d10+2

9

12

L

C

130

Undertaker Knife

1d6+1

2

3

S

I

30

Walking staff

1d4+1

4

8

L

B

3

War Hammer 5

1d8+1

7

11

L/M

B

45

1 Requires Strength 13

2 Requires Strength 15

3 Has a parrying value of 10 points

4 Requires Dexterity 15

5 Can be wielded one-handed if Strength is greater than 15

6 Can only be used when on a Steed and if Strength is greater than 13

7 Generally only found mounted to the front of guns

8 Does only half damage against metal armored opponents

Polearm – these weapons have reach in that they allow the character to perform a melee attack against opponents that are two 5’ x 5’ squares away from them. They also deal double damage when set against charging foes, such as those on horseback. However, they are large and clumsy, thus attempts to use them against foes in an adjacent square suffer a –4 penalty to hit and they cannot be used against foes in the same 5’ x 5’ square.

Whip: These flexible weapons function in the same way as Polearms, except that they cannot be set against a charge. However, they give the wielder a +2 bonus to all Trip, Disarm, and Entangle attempts. Whips can be used against foes in the same square, but only if used to choke or otherwise bind a foe. All other bonuses and drawbacks are the same as those for a Polearm.


Weapon Statistics.  The next series of tables illustrates the combat effectiveness of the various commonly used weapons.  The GM may also introduce weapons that do not appear in this manual.


Damage indicates the amount of harm the weapon is capable of inflicting.  The maximum damage (i.e.. 9 for a 1d8+1 weapon) is also indicative of its damage resistance for the purposes of parrying damage (cf. Parrying). Initiative delay describes the number of segments required to wield the weapon and is added to the base initiative roll at the beginning of each melee combat round. 


Weight is weight of the weapon in pounds.


Size is the rough bulk of the weapon, which can be small, medium, or large. Small weapons are one-handed, easily concealed, and can generally be used with Martial Arts and similar combat styles. Medium weapons are one-handed but are not easily concealed. Large weapons require both hands to wield (thus preventing the use of a shield) and are often heavy or bulky.


Type is the kind of damage the weapon deals out. Damage type consists of Cutting (slashing, slicing; most swords), Impaling (piercing, stabbing; most daggers, missile weapons, some swords), and Bludgeoning (pounding, beating; blunt weapons such as staves and hammers). 


Cost is in terms of copper pieces.


Initiative Delay is the initiative delay caused by the weapon.  Smaller, lighter weapons are faster to wield than large and heavy weapons.  The initiative delay is added to the base initiative roll. This figure is ignored if using Combat Initiative Method Two.


Missile Weapon LevelsBonuses for additional intensity of skill

Table: Adding Missile Weapon Intensity (total benefits listed at each intensity)

Intensity

Benefit

1

Standard

2

+1 Initiative |  +1 BatCh

3

+2 Initiative |  +1 BatCh | +1 Damage

4

+2 Initiative |  +1 BatCh | +1 Damage | + extra missile launched per round.

5

+2 Initiative |  +1 BatCh | +2 Damage | + extra missile launched per round.

6

+2 Initiative |  +2 BatCh | +2 Damage | + extra missile launched per round.


Reloading: Once a magazine, be it the chambers of a pistol or a quarrel of arrows, is exhausted, the character will have to suspend his attacks for 1 round with that weapon if he/she wishes to reload. Some character classes, such as the Gunslinger, can reload quickly (and thus reload and shoot in the same combat round). All character classes can benefit from weapons designed to hold more ammo or to be quicker to reload (at GM’s discretion, of course.)


Like with Melee Combat, a character can choose to master the use of a particular missile weapon by spending additional slots on a known skill. 





Missile WeaponsSpeed, Damage, and Range

Table: Missile Weapon Stats

Weapon Name

Damage

Init

Weight

Size

Type

Cost

Range Increment

Mag Size

Ball of Spikes6

2d4

2

1

S

I

5

10

4

Blow Gun5

1

5

1

S

I

10

10

2

Boomerang

1d6

4

3

M

B

35

10

4

Citizen’s handgun

2d6

4

3

M

I

300

20

6

Cluster star6, 9

1d4

1

1

S

C

10

10

10

Composite Bow2

1d6+1

6

7

L

I

150

70

20

Crossbow2

1d12

10

10

L

I

120

80

20

Dagger 9

1d4

2

1

S

I

15

10

8

Dart Guard5

1

1

1

S

I

20

5

3

Derringer

1d4

4

2

S

I

75

10

1

Detective Special

2d8

3

4

M

I

450

25

7

Gunslinger’s gun3

3d6

2

4

M

I

600*

35

6

Hatchet

1d6

6

6

M

C

4

15

4

Hunga Munga

1d8

7

4

M

C

40

15

4

Long Bow

1d6

6

6

L

I

65

60

20

Machine gun9

1d4

5

12

L

I

1,000

50

36

Molotov Cocktail

As explosive type

1

Varies

S

B

varies

10

4

Needle Gun 5

1

4

2

S

I

65

10

12

Pepper box

4d4

4

3

M

I

350

20

4

Pistol Crossbow

1d4

7

3

M

I

50

20

2

Razor star6,9

1d4+1

3

1

S

I

10

15

6

Rifle

1d12+2

7

8

L

I

575

90

12

Short Bow

1d6

5

5

L

I

40

40

20

Sawed-off Shotgun 8

1d12 + 3

1

10

L

10

600

15

2

Shotgun 4

1d20

1

10

L

10

700

30

2

Sling

1d4

9

1

S

B

5

10

20

Sling shot

2

3

1

S

B

5

15

20

Sniper Rifle1

1d12 + 1

8

10

L

I

600

100

10

Spear

1d8

7

6

L

I

35

15

15

Staff sling7

1d4+1

9

5

L

B

35

10

20

Throwing star7, 9

1d3

3

½

S

C

7

10

10

Tomahawk

1d4+1

4

5

M

C

7

15

4

1 If the person using this weapon takes a full round to focus upon his target without being distracted, this weapon suffers no range penalties (max range still applies) and is at +2 to hit for that attack

2 Requires Strength 12 to wield

3 A Gunslingers first pair of guns is free

4 Target takes full damage; all within 30-degree cone get Save vs. Area Effect for half damage

5 Darts and needles typically are swabbed with poison or drugs

6 This weapon requires a protective gauntlet to use

7 Half damage vs. metal armor

8 Target takes full damage; all within 60-degree cone get Save vs. Area Effect for half damage

9 Can be “burst fired,” granting 2 missile attacks for everyone 1 attack that could normally be made, but with a –2 penalty for all the attack rolls in that round.

 

Recovering Missile Weapons
Adventurers are a frugal lot, and they will try to reuse whatever they can after a battle. As a general rule, if a missile weapon strikes its target or any other hard surface, it cannot be successfully recovered - arrows break, throwing stars get chipped and bent, and so on. Of missed projectiles, assume a 50% recovering rate, depending upon circumstances. Obviously, if the missed projectiles slam into walls or fall into lava, they are not going to be recovered. By the same token, most missed shots can be recovered if they are fired in an open field.

There are some exceptions to this rule. Boomerangs and similar returning weapons have a 100% recovery chance if they miss and are able to return to the one who threw them. Bullets from firearms cannot be recovered in any circumstance since the charge in the cap has been fired and the casing has been destroyed.

Note that magical or enchanted weapons may break these rules. A nearly indestructible throwing-axe will always be able to be recovered unless it falls into a deep pit or is lost in some other way. Similarly, a quiver of arrows that can always be recovered would be a very useful magical item for a frugal adventurer.


Street FightingNorthern/Western Unarmed Fighting

Unarmed Combat
The value of unarmed combat cannot be underestimated.  While an enemy can steal all swords, spears, potions and poisons, hands and feet are not easily confiscated.
There are two main categories of barehanded combat: street fighting and martial arts.  Street fighting arose in the in the West and North points on Gaianar.  Street fighting is fast, aggressive, and high on offense, lean on defense.  Street fighting has the unfurled glory of an old-fashioned barroom brawl - a proverbial tempest in a teapot. 

Martial arts, by contrast evolved primarily in the East, with some rare forms spring from South Point.  Martial arts are a more disciplined form of combat, balancing offensive and defensive capabilities.  In martial arts, the wielder's mind and body becomes a weapon unto itself.Combining Unarmed Combat Styles and Weapons: The only weapons that can be used with Unarmed Combat Styles are Small size-class weapons, and the GM has the final say on any weapon combination. So, wielding a Great-Axe while performing The Way of the Crouching Bonebreaker is impossible.Combining Armor and Unarmed Combat Styles: It is impossible to use ANY Unarmed Combat Style effectively while wearing any form of armor heavier than Light Armor. That explains why you will never see a boxing Knight in Scale Mail, or a Ninja doing jump-kicks in Full Plate.

Reminder: A Player cannot start the game with a Level-1 character and have a higher value than Intensity(2) in any fighting skill.

Street Fighting
With street fighting, there are three basic forms: Boxing, Wrestling, and Unarmed Military Standard.  Learning Boxing or Wrestling not only allows the wielder to defend one’s self, but also permits an income between adventures.  Unarmed Military Standard, on the other hand, is frequently taught to recruits in cities ruled by a militocracy.

Table: Boxing Capabilities

Damage

Comments

1d3/1d3

Target must save versus system shock on critical success or else by KO'd for 2d6 rounds.

1d4/1d4

Same as above; System Shock save is at -1.

1d4/1d4

KO lasts 3d6 rounds

1d6/1d6/

Same as above; System Shock save is at -2.

On a knock out (KO), the victim will remain dazed for 1d4 rounds after awakening, giving him -1 to hit and -3 to initiative.


Practitioners of Boxing also gain a few bonuses tied to their training. First, they can parry an unarmed attack or a small-sized weapon attack at +1. Additionally, the character gets a +1 to any check in situations where the hero could get knocked off his/her feet. Finally, the fleetness of feet that Boxing teaches is such that the character gets a +1 to any dodge roll.

Table: Wrestling Capabilities

Int

Damage

Grapple

Knock Down

Pin

Choke Hold

1

1d3+1

20%

35%

20%

15%

2

1d4+1

30%

40%

25%

20%

3

1d6+1

40%

45%

30%

25%

4

1d8+1

50%

50%

35%

30%


In wrestling, the objective is more often to incapacitate an opponent rather than kill.  This combat skill is often useful for those involved in law enforcement and investigator work. In each wrestling attack, one of the following capabilities can be combined with the basic punch: Grapple, knock down (KD) pin down (Pin), and choke hold (CH).  The percentages for success are shown in the table above and depend on the intensity of wrestling knowledge.

      • Grapple: The wrestler can disrupt another person's attack routines.  Moreover, if the wrestler overcomes his target's Endurance (match Endurance vs. Endurance on the Universal Matrix) he can wrestle away his opponent's weapon.

      • Knock Down: In this instance, the wrestler throws his whole body at his target in an attempt to knock his opponent to the ground.  On a successful KD%, the wrestler takes no damage from the attempt, otherwise he takes 1d2 points of damage for every point of Endurance less than his target. If successful, and the wrestler overcomes his opponent's Endurance, the opponent is knocked to the ground, taking 1d6+1 damage.  The can get up the next round, but is at -2 to initiative per intensity of the wrestler.
      • Pin Down: In this instance, the wrestler attempts to immobilize his opponent.  Generally, pinning an opponent involves wrestling him to the floor and locking the opponent's arms behind his back.  Once an opponent is pinned, he can only break free by overcoming the wrestler's Endurance; each failed attempt to break free causes the opponent to lose one point of Endurance.
      • Choke Hold:  This capability is similar to "pin down" and is escaped in the same fashion except that the point of immobilization is at the neck. Once a chokehold is established, the wrestler may choose to break his opponent's neck (Batch versus AC1) or knock him unconscious by constricting blood flow to the brain (BAtCh vs. AC4).

    Table: Unarmed Military Standard

    Intensity

    Damage

    Knock Out

    Choke Hold

    Init Bonus

    1

    1d4+1

    20%

    10%

    +1

    2

    1d4+2

    25%

    15%

    +1

    3

    1d4+3

    30%

    20%

    +2

    4

    1d4+4

    35%

    25%

    +2


    A little less showy than wrestling, those skilled in unarmed military standard seek disable their opponents in the shortest amount of time and move on to the next opponent. 
    • Knock Out: If the attacker successful matches his Endurance against his opponent's Endurance on the Universal Matrix, then the opponent is rendered unconscious for 2d3 rounds; otherwise the opponent loses 1d4 Endurance points.
    • Choke Hold: Functions exactly like the wrestlers’ choke hold.
    • Initiative Bonus: The indicated number is the bonus to the character's base initiative roll in each combat round.

    Martial ArtsSouthern/Eastern Unarmed Fighting

    Martial ArtsThere are six basic forms of Martial Arts, five of which were developed on East Point and the final from South Point.  The known martial arts forms are: Way of the Iron Fist, Way of the Foot, Way of Exact Motion, Way of the Protective Hand, Way of the Hidden Path, and Crouched Bonebreaker.

    Table: Martial Arts - Way of the Iron Fist

    Intensity

    Bare Hand Damage

     

    Intensity

    Bare Hand Damage

    1

    1d3 / 1d4+1

     

    4

    1d6 / 1d6+1

    2

    1d4 / 1d4+1

     

    5

    1d6 / 1d8+1

    3

    1d4 / 1d6+1

     

    6

    1d8 / 1d8+1

    The wielder of this martial art may not implement a shield.  This martial art relies exclusively on focusing all one's body-energy on a single point: the clenched fist, the chop, and the open palm.  Tapping one point of Body-Mind-Spirit before the attack roll allows the wielder to make a third hand attack in the same martial arts sequence, thus the 1d6 / 1d6+1 becomes 1d6 / 1d6+1 / 1d6. It should be noted that the second hand attack in each sequence is slightly more powerful than the first. The martial art sequence cannot be split between two targets. Note that it is not possible to spend additional points of B-M-S in the same round to get even more attacks.


    Table: Martial Arts - Way of Exact Motion

    Intensity

    Damage

    BAtCh

     

    Intensity

    Damage

    BAtCh

    1

    1d3 / 1d3

    +1

     

    4

    1d4 / 1d4

    +3

    2

    1d3 / 1d3

    +2

     

    5

    1d6 / 1d6

    +3

    3

    1d4 / 1d4

    +2

     

    6

    1d6 / 1d6

    +4

    While Way of the Iron Fist focuses on more potent hand attacks, the Way of Exact Motion instead develops more precise hand attacks.  Expending a point of Body-Mind-Spirit before an attack roll grants the martial artist +2 to hit for that particular martial art sequence.  Note also that the power is stackable, and thus expending two points of B-M-S in the same combat sequence will yield +4 to hit.


    Table: Martial Arts - Way of the Foot

    Intensity

    Kicking Damage

     

    Intensity

    Kicking Damage

    1

    1d3 / 1d4+1

     

    4

    1d6 / 1d6+1

    2

    1d4 / 1d4+1

     

    5

    1d6 / 1d8+1

    3

    1d4 / 1d6+1

     

    6

    1d8 / 1d8+1

    The Way of the Foot is a logical counterpart to Way of the Iron Hand.  In practice, this martial art improves the force of impact from kicking blows.  This someone very skilled in this martial art could pursue a career as a kick-boxer if necessary.  Like Way of the Iron Hand, this martial art produces a stronger second attack. By tapping one point of Body-Mind-Spirit before the attack roll, the martial artist can add 1 point of damage to the first kick and 2 points of damage to the second kick. - tapping multiple points of B-M-S produces cumulative bonuses.


    Table: Martial Arts - Way of the Protective Hand

    Intensity

    Damage

    AC

    Parry

     

    Intensity

    Damage

    AC

    Parry

    1

    1d6

    +1

    +2

     

    4

    1d6+1

    +3

    +3

    2

    1d6

    +2

    +3

     

    5

    1d6+2

    +3

    +3

    3

    1d6+1

    +2

    +3

     

    6

    1d6+2

    +4

    +4

    The philosophy of Way of the Protective Hand is that a warrior who is not injured can outlast even the fiercest battle.  Thus those skilled in Way of the Protective Hand learn how to strategic ways to dodge attacks and parry blows.  Moreover, by having this martial arts skill, the wielder gains an extra parry each round that can be used against small sized or blunt weapons.  To use Way of the Protective Hand, the wielders’ dominant hand must be empty or holding only a small sized weapon.


    By tapping a point of Body-Mind-Spirit before a parry roll, the wielder can slow time (perceptually), effectively giving him more time to react to an incoming blow.  This perceptual distortion gives the martial artist and additional +1 to AC and +2 to parry.  This power is stackable and can be used at any time during the combat round; the power is effective from the time it is invoked until the end of the combat round.


    Table: Martial Arts - Way of the Wind

    Intensity

    Damage

    AC

    Init

     

    Intensity

    Damage

    AC

    Init

    1

    1d3/1d3

    +0

    +1

     

    4

    1d4/1d4

    +2

    +3

    2

    1d3/1d3

    +1

    +2

     

    5

    1d6/1d6

    +2

    +3

    3

    1d4/1d4

    +1

    +2

     

    6

    1d6/1d6

    +3

    +4

    The theory behind this martial art is that a swift warrior can cut down a slower adversary without fear or reprisal.  Thus those skilled in this martial art gain bonuses to base initiative rolls and to armor class rating.

    As always, a martial artist of with this style cannot wear armor heavier than leather or use a medium-sized or larger weapon and still have use of these skills. By expending one point of Body-Mind-Spirit at the beginning of the combat round, the martial artist is able to attack on initiative 1.


    Table: Martial Arts - Way of the Hidden Path

    Intensity

    Damage

    Stealth

    Scale Walls

    Tightrope

    1

    1d4+1

    20%

    15%

    15%

    2

    1d4+1

    30%

    25%

    20%

    3

    1d4+2

    45%

    30%

    25%

    4

    1d4+2

    55%

    40%

    30%

    5

    1d4+3

    60%

    45%

    35%

    6

    1d4+3

    65%

    50%

    40%


    This martial art form was developed on South Point and is something of an assassin's or spy's martial arts. This skill allows the warrior to sneak up on his victim in order to deliver a blow.  The stealth, scale walls, and walk tightrope skills are cumulative with skills of the same name possessed by Investigators, Wishsingers, Rangers, and the like.

    By tapping one point of Body-Mind-Spirit, the wielder can find the concentration to increase either stealth, scale walls, or walk tightrope by 10% for a period of one turn.  This power is stackable in both the same skill or across the three skills.


    Table: Martial Arts - Way of the Crouched Bonebreaker

    Intensity

    Damage

    Damage Resist

    System Shock Bonus

    1

    1d6+1

    2 pts

    +1

    2

    1d6+1

    3 pts

    +1

    3

    1d6+2

    4 pts

    +2

    4

    1d6+2

    5 pts

    +2

    5

    1d6+3

    6 pts

    +3

    6

    1d6+3

    7 pts

    +3


    Also invented on South Point, the wielder of the Crouched Bonebreaker is an eerie opponent to attack.  Under the concentration of this skill, the martial artist remains stock-still, like a statue, until physically attacked.  Thus a person skilled in Way of the Crouched Bonebreaker always attacks on the same initiative as his attacker. 


    Essentially, his parry and attack occur on the same initiative.  Because the martial artist's body is so tensioned and still and controlled, the wielder is able to shrug off a certain number of points per attack, so long as he is using this martial art attack style. Using this damage reduction ability against an attack counts as the use of a parry for the round, but it can happen automatically if the character so chooses - he does not have to make a parry roll against the attack if using this ability. Note that this form of damage reduction only works against attacks and instantaneous area effects - it will not allow for the character to ignore damage dealt by poison after it has entered the body, a wall of fire that the character is walking through, and so on.


    If the wielder is attacked a greater number of times in a round than he has attack/parry routines, then he takes normal damage for that attack, but still maintains the system shock bonus.


    By expending one point of Body-Mind-Spirit before the attack roll, the martial artist is able to add +2 to the damage dealt by the hand attack. Thus, a 1d6+3 hand attack becomes a 1d6+5.  This power boost applies only to that specific attack and does not last the entire combat round. 


    Things to Remember

    • It takes two free slots to start a brand-new skill, but it only takes one free slot to improve an existing skill.

    • Melee weapons usually get a bonus if the character has high strength while missile weapons get a bonus when the character has high dexterity.

    • A character can role-play learning a new skill (under the GM's direction). For example, a character may spend six months in game time studying under a martial arts master learn Way of the Protective Hand.

    • Certain magical books will convey new combat skills.

    • A Player Character can cash in a wish to learn a combat skill.

    • Constructs can choose to either learn new combat skills or develop a new accessory.

    • Combat skills cannot be unlearned.

    • Certain character classes have limitations on weapon use. For instance, most forms of good-aligned Priests are limited to bludgeoning weapons.

    Column



    Column


    ctodd@gaianar.com


    • Home
    • Downloads
    • Rules for Players
    • Spiritual Powers

     

    Copyright 1991-2021 World of Gaianar - Version 3.0

    Written and Designed by Christopher Todd

    Co-Designed by Matthew Hannum


    close lightbox