Les voyageurs de l'entre-monde
Chaque style de combat nécessite une action d'Activation pour être effectif. Plusieurs style de combat peuvent être utilisés conjointements avec l'approbation du MJ selon l'action entreprise.
Requirements : Perception 2 or higher & Weapon Group (Bows)
You are experienced with bows and crossbows.
Note : You can fight in this style with any weapon from the BOWS WEAPON GROUP.
Novice : You seldom miss at point-blank range. When shooting at an enemy within 6m of you, you gain a +1 bonus on your RANGED ATTACK rolls.
Journeyman : Due to long hours of practice, you can reload faster than common bowmen. When you reload a bow weapon a MINOR ACTION becomes a FREE ACTION and a MAJOR ACTION becomes a MINOR ACTION.
Master : You can unleash a storm of missiles on your opponents. When shooting a bow weapon, you can perform the VOLLEY STUNT for 5 SP. This allows you to make two more RANGED ATTACKS, at the same target or at others in sight and within 10m of the original target. You must have a loaded missile weapon to make a RANGED ATTACK, so use of up to two RAPID RELOAD STUNTS may be required to use VOLLEY. If you roll doubles on either of these attack rolls, you do not generate any additional STUNT POINTS.
BLACK POWDER STYLE
Requirements: Perception 2 or higher & Weapon Group (Black Powder)
You are experienced with the use of black powder weapons.
Novice : Your black powder attacks are so powerful they can fling opponents back and knock them off their feet. You can perform the KNOCK PRONE STUNT for –1 SP when attacking with a black powder weapon. Additionally, you may push the target directly away from you 2m before applying the knockdown. (This is similar to the SKIRMISH STUNT but more limited).
Journeyman : You know how to punish enemies who get too close. When shooting a black powder weapon at an enemy within 6m of you, you inflict +2 damage.
Master : Due to long hours of practice, you can reload faster than common musketeers. You can reload any black powder weapon as a MINOR ACTION.
DUAL WEAPON STYLE
Requirements: Dexterity 2 or higher
You train to fight with a single-handed weapon in each hand.
Note : You also can use this talent in combination with a shield as your secondary weapon if you also possess the WEAPON AND SHIELD STYLE talent.
Novice : Wielding two weapons can aid you in attack or defense. If you take the ACTIVATE ACTION, you can gain either a +1 bonus on your MELEE ATTACK ROLLS or a +1 DEFENSE bonus vs. MELEE ATTACKS until the end of the encounter. You can switch the bonus you are taking with another ACTIVATE ACTION.
Journeyman : While wielding one weapon in each hand, you can perform the LIGHTNING ATTACK STUNT for -2 SP (1 minimum) but the extra attack must come from your secondary weapon. In addition, the ABILITY PENALTIES for using your OFF-HAND are reduced by 1 point.
Master : You can overwhelm opponents with blows from both weapons. If you make a melee attack with your primary weapon and you are not CHARGING, you can make another attack with your secondary weapon as a MINOR ACTION. The second attack cannot generate STUNT POINTS. Finally, you no longer suffer any OFF-HAND PENALTIES.
MOUNTED COMBAT STYLE
Requirements: Horsemanship [Novice]
You are a trained cavalryman, adept at fighting on horseback.
Note : Two-handed melee weapons, and most ranged weapons cannot be properly used while on horseback. Therefore, you can only wield ONE-HANDED MELEE WEAPONS while MOUNTED, and you may not double your STRENGTH to determine your MINIMUM STRENGTH penalties when wielding TWO-HANDED RANGED WEAPONS. However, you can wield any LANCE ONE-HANDED while MOUNTED and still double your STRENGTH before determining any MINIMUM STRENGTH penalties you might suffer.
Novice : You can use the mobility of your mount to your advantage in combat. When MOUNTED and taking a MOVE ACTION, you can move part of your allowed distance, then use your MAJOR ACTION to make a MELEE or RANGED ATTACK, and then move the rest of your allowed distance. The total distance moved cannot be more than your mount’s SPEED. Normally, you’d have to finish moving before attacking.
Journeyman : You have merged the art of combat with the art of riding. You may also add the bonus from your DEXTERITY (Riding) FOCUS to all your ATTACK ROLLS as long as you are MOUNTED.
Master : Your mounted charge is fearsome. You can move at your mount’s full SPEED when taking a CHARGE ACTION. In addition, you may add the bonus from your DEXTERITY (Riding) FOCUS to all your DAMAGE ROLLS as long as you are MOUNTED.
POLE WEAPON STYLE
Requirements: Constitution 2 or higher, and Weapon Group (POLEARMS, SPEARS & LANCES)
You can fight effectively wielding only a single one-handed melee weapon.
Novice : Once prepared you are hard to overcome. When you take the STAND FIRM action, you gain a +1 bonus on your ATTACK and DAMAGE rolls until the beginning of your next turn against enemies that are MOUNTED or are CHARGING you. In addition, MOUNTED combatants do not gain the +1 bonus for fighting against an opponent on foot when attacking you.
Journeyman : You can use the length of your weapon to your advantage. You treat enemies up to 4m away as if they were adjacent to you, so you can make MELEE ATTACKS against them (they can’t do the same unless they also use this talent). If an ally is between you and your opponent, you can still attack. In fact, this is a common tactic.
Master : You know how to protect yourself and fight as team. While fighting in this style, you can perform the DEFENSIVE STANCE STUNT and the SET UP STUNT for -1 SP (1 minimum) each.
SINGLE WEAPON STYLE
Requirements: Perception 2 or higher
You can fight effectively wielding only a single one-handed melee weapon.
Note : You can fight in this style with any MELEE WEAPON that you wield ONE-HANDED.
Novice : You know that a weapon in hand makes all the difference. When performing the DISARM STUNT, you gain a +2 bonus to your attack roll in the opposed test. You gain the same bonus when the DISARM STUNT is used against you.
Journeyman : Fighting with a single weapon demands increased awareness. If you take the ACTIVATE ACTION, you gain a DEFENSE bonus equal your PERCEPTION until the end of the encounter while fighting in this style.
Master : First they drop their weapon, then you drop them. While fighting in this style, you can perform the DISARM STUNT and the PIERCE ARMOR STUNT for -1 SP (1 minimum) each.
THROWN WEAPON STYLE
Requirements : Accuracy 2 or higher
You are a deadly shot with throwing weapons.
Novice : Your hands are fast and your aim is accurate. You gain a +1 bonus on ATTACK ROLLS and DAMAGE with throwing weapons. In addition, you can reload a throwing weapon as a FREE ACTION instead of a MINOR ACTION.
Journeyman : You can hurl weapons with a flick of the wrist. You can make RANGED ATTACKS with throwing weapons as MINOR ACTIONS, but if you do, you suffer a -2 penalty to both ATTACK ROLL and DAMAGE.
Master : Your aim is uncanny and you know how to bypass your enemy’s armor. You gain an additional +1 bonus on ATTACK ROLLS and DAMAGE with throwing weapons. In addition, when you perform the PIERCE ARMOR STUNT with a throwing weapon, your damage is PENETRATING. (That stunt normally halves your opponent’s ARMOR RATING, but PENETRATING DAMAGE allows you to ignore it altogether.)
TWO HANDED WEAPON STYLE
Requirements : Strength 3 or higher
You are deadly with two-handed melee weapons.
Note : You can fight in this style with any MELEE WEAPON that you wield TWO-HANDED.
Novice : Your mighty swings throw your opponents off-balance. When you damage an opponent with a TWO-HANDED MELEE WEAPON, on his next turn, that opponent must take an ACTIVATE ACTION to regain balance or suffer a -1 penalty on all ACTION TESTS performed during that turn.
Journeyman : You know how to get that extra momentum from a firm stand. Whenever you take the STAND FIRM ACTION, you can add your CONSTITUTION to your DAMAGE when attacking with a TWO-HANDED MELEE WEAPON in the same round.
Master : You and your weapon are one. When wielding a TWO-HANDED MELEE WEAPON, you can choose to re-roll your DAMAGE, but you must keep the results of the final roll.
UNARMED WEAPON STYLE
Requirements : Strength 1 or higher & Fighting (Brawling) Focus
You know a thing or two about brawling.
Novice : Your hands are as tough as iron. When you attack with your fist or a gauntlet, you inflict 1d6 damage instead of 1d3. In addition, you may choose to use ACCURACY instead of FIGHTING (and PERCEPTION instead of STRENGTH) when making ATTACK and DAMAGE ROLLS with weapons from the BRAWLING WEAPONS GROUP. If you do, you may still apply the FIGHTING (Brawling) FOCUS.
Journeyman : You can’t be disarmed, but the same can’t be said of your opponents. You can perform the DISARM STUNT for -1 SP (1 minimum) when attacking unarmed or with a gauntlet, and you gain a +2 bonus to your ATTACK ROLL in the opposed test.
Master : Your fists have become deadly weapons. When you attack unarmed or with a gauntlet, you inflict 2d6 damage.
WEAPON & SHIELD STYLE
Requirements : Strength 2 or higher & Weapon Group (Shield)
You’ve been trained to use a shield not only for better defense, but as a weapon too.
Note : Characters without this talent who use a shield as a weapon suffer the SHIELD’S PENALTY to the ATTACK ROLL and lose the SHIELD’S BONUS until the beginning of their next TURN.
Novice : You can efficiently use shields as weapons. If you use your shield as a weapon, you do not suffer the usual penalty to your ATTACK ROLL and you do not lose your SHIELD’S BONUS.
Journeyman : It’s hard work to get by your defenses. The SHIELD BONUS of any shield you use increases by 1.
Master : Your shield is a terrible weapon. When attacking with a shield, you inflict an additional 2 damage.