Arms Mastery Abilities

Ambush
Action: Passive
Effect: When attacking a character in combat who has yet to act in combat, the character gains a +2 bonus to damage. In addition, the character gain a +4 bonus to Initiative checks.

Beserker Rage
Action: Full
Range: Self
Effect: Whipping himself into a frenzy, the character plows through his enemies and ignores his wounds. While in the rage, the character gains a +2 bonus to Damage with all melee attacks, a -2 penalty to Accuracy with all ranged attacks, a +2 bonus to all Soak rolls, and a -2 penalty to Defense. Beserker Rage lasts 3 rounds. The character may choose to extend his rage by one round by suffering one wound when the duration would expire.

Bloodlust
Action: Passive
Effect: The smell of blood drives the character on. The character gains a +1 bonus to Damage with weapon attacks against any enemy with at least 1 Wound, and a +1 bonus to Soak rolls if he inflicted at least one wound in melee during his last round.

Chakra Focus
Requirements: Unarmed Mastery
Action: Passive
Range: Self
Effect: Through inner focus, the character can now use his unarmed strikes to attack at targets at up to Short range. In addition, during any round which he does not make an attack against a target (defined as rolling an attack roll) he gains +2 Defense due to a clear and focused mind.

Cheap Shot
Action: Attack
Range: Melee
Effect: Cheap shot can only be used against a target that has been attacked by another creature last round. You make a normal Melee attack, and if at least 1 wound is inflicted, any channeled spells are interrupted and the target suffers a -2 penalty to Accuracy during his next round due to debilitating pain.

Cleave
Action: Attack
Range: Melee
Effect: With wide, sweeping strikes, the character attacks multiple opponents. The character makes one attack roll with a -1 penalty to Accuracy, and compares it to the first target's Defense, and applies the effects normally. The attack roll then suffers an additional -1 penalty and moves onto the next target, and so on, to a maximum of once per each target within melee range.

Crippling Blow
Action: Attack
Effect: By slashing at the target's vitals, the character can cripple his foes. He makes a normal melee attack with a +4 bonus to damage, and may choose to strike for a bleeding blow or a hamstring. This attack deals no wounds. If the character makes a hamstring attack, the target's movement speed is halved for one round per wound that would have been dealt. If the character makes a bleeding blow, the target suffers a -1 penalty to all soak rolls for the same duration.

Duelist's Focus
Action: Free
Effect: With amazing focus, the character can take down one target at the expense of all others. As a free action during his round, the character may choose one target, and gains a +1 bonus to Accuracy and Defense against the target. Against all other attacks, the character suffers a -1 penalty to Defense.

Fleet of Foot
Action: Passive
Effect: The character is especially nimble, gaining a +2m bonus to speed. In addition, he gains a +2 bonus to Defense against ranged attacks during any round in which he moves.

Inspiring Lead
Requirements: At least two other Arms Mastery or Bastion Abilities
Action: Passive
Range: Short
Effect: By fighting in an inspiring, teamwork-oriented style, the character can allow his allies to follow his lead. For two rounds after the character uses an Arms Mastery or Bastion Ability that requires a Free Action or longer to use, the character's allies who were within Short range when he originally used that move may use it themselves.

Multishot
Action: Attack
Range: Short
Effect: The character fires off a burst of arrows, tosses a hail of knives, or some similiar attack. The character makes a normal ranged attack with any ranged weapon, making a single attack roll against all targets within a Short range cone.

Precise Marksmanship
Action: Passive
Effect: Able to accurate hit target at a distance, the character no longer suffers penalties from shooting bows into Long range, and may use Thrown weapons at Medium range with a -2 penalty to Accuracy.

Riposte
Action: Attack
Range: Melee
Effect: Riposte can only be used after the character has been attacked in melee, but suffered no wounds from the attack. During his next round, the character may attack the creature who missed him, making a normal melee weapon-based attack. As long as the attack roll suceeds, the character can make an additional disarm attempt against the target, using his attack roll for both disarm and damage.

Rushing Blow
Action: Full
Range: Special
Effect: Moving with amazing speed, the character charges foward at up to twice his movement speed, slamming into his target at the end of his charge. Movement from Rushing Blow must be in a straight line, and does not provoke Attack of Oppertunities. At the end of the charge, the character may immediately make a normal weapon attack against his target. If at least one wound of damage is dealt to the target, the character may immediately make a trip attempt using the same against roll.

Trick Shot
Action: Full
Range: As Weapon
Effect: By lining up a shot just so, the character is able to use a ranged weapon with exceptional precision. The character may use Trick Shot with a ranged weapon to make Disarm and Trip attempts at a -4 penalty to Accuracy, an attack against an unattended object with a +4 bonus to Accuracy, or an attack against a target that ignores up to 2 points of Defense due to cover.

Unarmed Mastery
Action: Passive
Range: Self
Effect: The character can fight just as well unarmed as armed. His unarmed attacks become Strength based +2 Accuracy 16 Damage Life attacks. When he does not benefit from a shield, he may choose to fight "soft style" and gain an additional +2 Accuracy, or "hard style" and gain +2 Damage. When fighting unarmed, the character gains a +2 bonus to Accuracy when making Trip, Disarm, or Grapple attacks.

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