Physical Skills

Average Hard
Default 0 points 0 points
Default +1 1/2 point 1 point
Default +2 1 point 2 points
Default +3 2 points 4 points
Default +4 4 points 6 points

 

BroadswordShortswordSpearShieldBrawlingBowStaff


Shortsword

Fast-Draw, Hit Location, Feint, Off Hand Weapon - As for Broadsword

Close Combat - Defaults to Shortsword -6

Average technique, cannot exceed Shortsword -3, allows a shortsword to be used in close combat

Fortress Blow - Defaults to Shortsword -4

Requires Shortsword 17

Average technique, cannot exceed Shortsword +1. With this blow, designed for holding a defensive position with a shield, the knight may make an attack and then full defend (The two defences must be Block and Parry) provided they are not moving, have a medium or large shield, and can make the Fortress Blow as their attack. If they fail they may only dodge as a defence.


Spear

Hit Location, Off Hand Weapon - As for Broadsword

Formation Fighting- Defaults to Shortsword -2

Average technique, cannot exceed Shortsword +2, each point negates 1 point of the penalty for fighting with spear and shield in ranks, as a battle skill.


Shield

Hit Location, Off Hand Weapon - As for Broadsword

Shield Bash- Defaults to Shield -3

Average technique, cannot exceed Shield. When attacking with the shield you can use the shield bash technique to replace your effective strength for the blow, and to determine if you hit.


Brawling

Hit Location - As for Broadsword

Kicking- Defaults to Brawling - 2

Required for Brawling 16+

Hard technique, cannot exceed Brawling. Usually kicks attract a -2 penalty over normal punches, but you can buy off this penalty with Kicking.

Stamp Kick - Defaults to Brawling -3, or Kicking -1

Average technique, cannot exceed Brawling, this downward sharp kick is thrust+1 (+ brwling bonus) but only against feet, or people on the ground. If you miss then roll vs. HT or take thrust damage to your foot (DR counts).

Rabbit Punch - Defaults to Brawling -3

Average technique, cannot exceed Brawling. This blow, using both hands, does swing + brawling bonus damage, but your brawling parry becomes 1/2.


Bow

Fast-Draw, Hit Location - As for Broadsword

Long Range Fire - Defaults to Bow -2

Requires Bow 14

Average Technique, cannot exceed Bow. This is the skill of fireing arrows high into the air so that they reach a long way and then fall on the heads of the enemy. It is only of use in battles against massed foes. Normally such attacks are at -2, but this technique can offset the penalty. Range is increased by 50%, and damage by +1, but this attack is easy to defend against witha r aised sheild.

Counting Fire - Defaults to Fast-Draw -2

Requires Bow 16, Required for Bow 17+

Average technique, cannot exceed Bow. This is the skill of firing a bow in strict time, making the fastest rate of fire possible. It requires that arrows are set into the ground in front of the archer, and that he has free room to fire, as on a battelfield. If the archer makes the Counting Fire roll and a Fast Draw roll then he can cut two turns off the time required to ready his bow, firing every round. This incurs a -1 penalty to the accuracy of the bow.

Twin Arrow Technique- Defaults to Bow -6

Requires bow 17

Hard technique, cannot exceed Bow -2. With this technique the archer may fire two arrows at once, either at the same target, or at two very close together. The damage of each arrow is -2 and the attack is not very accurate, but it is deadly in a barrage. There is a +1 chance of the arrows used breaking with this technique.

Arrow of the Lord - Defaults to Bow -6

Requires bow 18

Hard technique, cannot exceed Bow -2. With this technique the archer shoots a single arrow with all his force behind it. This tequnique seldom works against a holy foe, but against ajust target it will ignore half of DR. The arrow used is always broken.


Staff

Feint, Disarm, Hit Location, Off-Hand Weapon - As for Broadsword

Double Blow- Defaults to Staff -4

Requires Staff 16

Hard Technique, cannot exceed Staff. This attack allows the staff-weilder to strike twice, once for each head of the staff. Each individual blow is at -2 damage and you must roll to-hit for each. The opponent must roll a normal defense roll versus each blow, but a retreat counts eaqually versus both blows. If neither blow hits then you must roll vs. Staff or the weapon is unready.