Star InactiveStar InactiveStar InactiveStar InactiveStar Inactive
 
extra_toc

1. Bashing Weapons Offensive Skills Progression Tree

Offensive Skills Bashing Weapons v9a

2. Bashing Weapons Offensive Skills

Tier

Skill

Effects

Stat and Action Cost

Range and Area

Duration

Success Rate

Prerequisites

Cost to Acquire
1 Basic Weapons Proficiency This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by x 1.25. These effects are permanent. You must choose a weapon type to be proficient in when acquiring the ability and must repurchase the ability per weapon type. The weapon types are: swords, scythes, knives & daggers, thrusting weapons, axes, bashing weapons, whips, bows & crossbows, guns, rune cannons, thrown weapons, and unarmed combat.   N/A self permanent 100 N/A 50
1 Empathic Combat  This ability allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, and apply this ability to that melee attack, your character's Melee Power will be increased by + 10 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. You can call upon this instant effect ability at any time by spending 5 SA. 5 SA; Free Action self instant 60  Your character must have the Empathy talent  25
1 The Barbarian  Your character is a natural barbarian. As such you are not keen on using wimpy projectile weapons or flashy spells. Give the barbarian an axe or a hammer any day. Due to this ability, you may choose either Blunt Weapons or Axes for Basic Weapons Proficiency free of charge to start with. Your character will also increase their damage power with chopping or bashing weapons by an extra + 5. However your character's damage power with other weapons that are not chopping or bashing is decreased by -10. N/A self permanent 100 N/A 50

1

Trained Strike

This attack does +8 points of damage in gives a +5 to Critical Hit%.

5 EP; 1 attack

1 hex forward affecting 1 target

instant

60

N/A

25
2 2-Handed Proficiency  This ability increases the total damage of your two-handed strike by x 1.25 N/A self permanent 100 Basic Weapons Proficiency 80

2

2-Hit Combo

Attack twice doing weapon damage + melee damage with each hit, critical damage is only for the last hit.

20 EP; 1 attack

weapon's range affecting 1 to 2 targets

instant

44

Trained Strike mastered and Basic Weapons Proficiency

100
2 Combat Endurance  This ability causes you to use only one half of the EP cost for all offensive skills and moves. This is a permanent effect.   N/A self permanent 100  You need to have at least one offensive skill mastered  100
2 Diagonal Strike This move allows you to hit your target with your nunchucks in a diagonal fashion, eliminating its chance to evade. 15 EP; 1 attack 1 target within 1 hex instant 55 Basic Weapons Proficiency in Martial Arts Weapons acquired and Trained Strike mastered 80
2 Dual Wielding Knight Sticks  This ability allows you to dual wield knight sticks. When dual wielding you must spend 5 EP per attack, unless you have the Ambidexterous talent which negates the stat cos  5 EP; Free Action  self instant 55  Either have mastered Trained Strike, have acquired The Barbarian, or have the Ambidexterous talent  90
2 Enforce  This ability allows you to spend SA to enforce your skills so that when using skills to attack a target, the target’s chance of evasion decreases. You can decrease the target’s Evade % by 1 point with every 2 SA spent with this skill.   2 SA per 1 point; 1 support per 10 points  1 target instant 55  You must have at least one offensive skill mastered 100
2 Hunting With this ability you can increase your damage against a predetermined beast type by x 1.5. You must make it know to the GM the type of beast you are wishing to hunt when you use this skill, which are: insect, small mammal, large mammal, small reptile, large reptile, small fowl, large fowl, skeleton, spirit, zombie, vampire, dragon, a particular race, water creature, etc. Once you have determined what you are hunting, the effects of this ability will only work for that type of target. If you wish to hunt another type, you will have to use this ability again.    20 SA; Free Action  self 1d10 hours 55  You must have the Identify Animal skill 100

2

Momentum Hit

When you use this skill you hit the target with such force that it knocks the target back 1d6 spaces. The target is also dealt Melee Damage + Your Strength Score and you can make a strength check to knock down the target.

30 EP; 1 attack, 1 support

Weapon range affecting 1 target

instant

55

Trained Strike mastered

90
2 Mounted Warrior  With this ability you are able to use melee skills while on a mount N/A self permanent 100 Horsemanship acquired 80
2 Novice Weapons Proficiency This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by x 1.5. You also get +5 to Aim. These effects are permanent. You must choose a weapon type to be proficient in when acquiring the ability and must repurchase the ability per weapon type. The weapon types are: swords, scythes, knives & daggers, thrusting weapons, axes, bashing weapons, whips, bows & crossbows, guns, rune cannons, thrown weapons, and unarmed combat.   N/A self permanent 100 Basic Weapons Proficiency 100
3 2-Handed Mastery  This ability allows you to apply your character's Aim stat as a penalty to the target's Evade chances when attacking with a two-handed weapon, by simply spending 10 SA with your attack.  10 SA; 1 support   self instant 100   2-Handed Proficiency acquired 140
3 Arm Switch This nunchuck move lets you hit the target using Trained Strike and then quickly switch arms to use Trained Strike a second time. 30 EP; 1 attack, 1 support 1 target within 1 hex instant 50 Diagonal Strike mastered 150

3

Concussive Hit

With this skill you take a swing at the target's head. Only the target's helmet armor applies. This attack increases your damage by +25. If the target isn't wearing a helmet, the target will be knocked out for 1d3 rounds. The target is given a +5 to Evasion to try to evade this hit.

30 EP; 1 attack, 1 support

Weapon range affecting 1 target

instant

50

Momentum Hit mastered

150

3

Double Bash

With this skill you will quickly bash the target twice, doing double Melee Power + double weapon damage. This is treated as a single attack for evasion and defense purposes.

30 EP; 1 attack, 1 support

Weapon range affecting 1 target

instant

50

2-Hit Combo or Diagonal Strike mastered

150
3 Dual Mastery  This ability increases your total damage by x 1.25 (x 1.5 if you have the Ambidexterous talent) when dual wielding.   N/A self permanent 100   Dual Wielding Knight Sticks mastered and Novice Weapons Proficiency acquired  150
3 Increased Offense  Using this ability increases your damage value of your attack by 5d12 worth of points. This is an instant effect ability that can be applied to any attack of offensive skill simply by spending 20 EP  20 EP; Free Action  self instant 50  Combat Endurance  140
3 Skilled Weapons Proficiency  This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by x 1.75. You also get +10 to Aim, +5 to Melee, Throw, and Bow Power. These effects are permanent. You must choose a weapon type to be proficient in when acquiring the ability and must repurchase the ability per weapon type. The weapon types are: swords, scythes, knives & daggers, thrusting weapons, axes, bashing weapons, whips, bows & crossbows, guns, rune cannons, thrown weapons, and unarmed combat.  N/A self permanent 100 Novice Weapons Proficiency 150

3

Smashing Hit

With this skill you throw all of your weight into your hit. This increases the damage of your attack by your Strength score. You have a Strength Check to daze the target for 1 round.

35 EP, 1 attack 1 support

Weapon range affecting 1 target

instant

50

Momentum Hit mastered

150

4

3-Hit Combo

Attack three times doing weapon damage + melee damage with each hit, critical damage is only for the last hit.

40 EP; 1 attack 1 support

weapon's range affecting 1 to 3 targets

instant

50

Double Bash mastered

150
4 Advanced Weapons Proficiency  This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by x 1.75. You also get +10 to Aim, +10 to Melee, Throw, and Bow Power and +5 to Critical Hit. These effects are permanent. You must choose a weapon type to be proficient in when acquiring the ability and must repurchase the ability per weapon type. The weapon types are: swords, scythes, knives & daggers, thrusting weapons, axes, bashing weapons, whips, bows & crossbows, guns, rune cannons, thrown weapons, and unarmed combat.  N/A self permanent 100 Skilled Weapons Proficiency 200

4

Blunt Force

This attack doubles your Melee Power and increases the attack by 55. Also the decrease to armor is doubled and you can make a strength check to knock out the target for 1 round.

40 EP; 1 attack 2 support

Weapon range affecting 1 target

instant

45

Concussive Hit mastered

200

4

Dizzy Batter

(Restricted to Staffs and Rods) 

With this attack you start spinning around dizzily with your weapon held outwards. You will move your move range in a straight line of your choosing until you are out of movement or your path is blocked. While moving you will be spinning around hitting any target, friend or foe, in the adjacent hexes of your path. Your damage will be increased by 45. When this move is done you will be dazed for 1 round.

40 EP; 2 attack 2 support

weapon's range around user + movement range straight line

instant

45

Smashing Hit mastered

200
4 Figure 8 This is a nunchuck move where you confuse the enemy before striking the enemy. The enemy must make a perception check to evade, defend, or even counter your attack. This move also increases your damage total by + 40. 40 EP; 1 attack 2 support 1 hex affecting 1 target instant 45 Skilled Weapons Proficiency in Martial Arts Weapons acquired and Arm Switch mastered 200
4 Helicopter Spin With this move you can  strike 1d6  targets a total of 1d10 times. The total strikes done is divided among all the targets rolled by the 1d6 as decided by the monk. 40 EP; 1 attack 2 support 1 hex affecting 1d6 targets instant 45 Arm Switch mastered 200

5

Deadly Baton

(Restricted to Staffs, Rods, and long Thrusting Weapons)

When you use this skill, you twirl your staff or rod like a deadly baton, striking at the target with each hit. The total damage dealt is your melee power doubled + weapon damage + 65. Strength check to knock out the target for 1 round.

55 EP; 2 attack 2 support

Weapon range affecting 1 target

instant

40

Either Dizzy Batter or 3-Hit Combo mastered

250
5 Hand Roll This powerful and skillful display of nunchuck skill allows you to avoid 1d% percentage of the target's armor while increasing your damage dealt by 1d% percentage. 55 EP; 1 attack 1 support 1 hex affecting 1 target instant 40 Figure 8 mastered 250

5

Roundhouse Smash

With this skill you smash every target in the adjacent hexes around you once. The damage dealt is increased by 65. Critical hits knock out the target for 1 round.

55 EP; 1 attack 2 support

weapon's range around user

instant

40

3-Hit Combo or Helicopter Spin mastered

250

5

Shell Crusher

This powerful bash does double melee power and increases the damage dealt by 70. Also a critical hit with this skill instantly decreases the target's armor by half.

50 EP; 1 attack 2 support

Weapon range affecting 1 target

instant

40

Blunt Force mastered

250
5 Weapons Mastery This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by x 2. You also get +10 to Aim, +10 to Melee, Throw, and Bow Power and +10 to Critical Hit. These effects are permanent. You must choose a weapon type to be proficient in when acquiring the ability and must repurchase the ability per weapon type. The weapon types are: swords, scythes, knives & daggers, thrusting weapons, axes, bashing weapons, whips, bows & crossbows, guns, rune cannons, thrown weapons, and unarmed combat.   N/A self permanent 100 Advanced Weapons Proficiency 250

6

4-Hit Combo

Attack four times doing weapon damage + melee damage with each hit, critical damage is only for the last hit.

60 EP; 2 attack 1 support

weapon's range affecting 1 to 4 targets

instant

35

One of the following must be mastered: Whirlwind, Twin Moon Attack, Rapid Slash, Whirling Blades, Roundhouse Smash, or Deadly Baton

300

6

Mortal Blow

This powerful blow increases your damage by 90, and there is a 1&6 chance of the hit killing the target (decided by rolling a 6 on a 1d6).

60 EP; 2 attacks 2 support

Weapon range affecting 1 target

instant

35

Either Bone Splitter, Wrecking Ball, Deadly Baton or Shell Crusher mastered

300