Basic Combat Sciences

Combat Styles

Combat Disciplines



Combat Styles

You may only use one combat style each round, unless you have a combat discipline which has increased this number. You must choose which style(s) to use during a round before you take any actions for that round (choosing a style to use does not count as an action.) All of the bonuses and penalties from the chosen style(s) apply until the beginning of the next round.

Aggressive - You may get a bonus of +2 on your attack rolls, and a penalty of -2 on your defense rolls.
Backlash - You may choose to have your attacks do 3 extra damage. If you do, then each time you make a successful attack during the round, you take 3 damage. Effects which reduce damage do not reduce the damage dealt to you as the drawback of using this style.
Defensive - You may get a bonus of +2 on your defense rolls, and a penalty of -2 on your attack rolls.
Flurry of Strikes - You may make one extra attack. If you do, then receive a penalty of -4 on all of your attack rolls during that round.
Other - If a player comes up with a combat style of his/her own which is well-balanced and shouldn't interfere with the game, the GM should consider allowing it.
PowerLunges - You may get a bonus of +3 on the damage your attacks deal, and a -2 penalty to your defense rolls.
Powerstrikes - You may get a bonus of +3 on the damage dealt by your attacks, and a -2 penalty to your attack rolls.
Psionic Befuddling - You may choose to have each of your attacks give a struck foe a penalty of -2 on the use of psionics (and pseudo-psionics) for that round. If you do, then the damage your attacks deal is reduced by 3.
Psionic Interfering - You may choose to have each of your attacks give a struck foe a penalty of -2 on the use of psionics (and pseudo-psionics) for that round. If you do, then your attack rolls receive a -2 penalty.
Quickstrokes - You may get a bonus of +2 on your attack rolls, and a -3 penalty on the damage dealt by your attacks.
Steel Cage - You may reduce all damage dealt to you by up to 2, and receive a -2 penalty to all of your attack rolls.
Steel Stiffness - You may reduce all damage dealt to you by up to 2, and receive a -2 equal penalty to all of your defense rolls.

Combat Disciplines

Combat Vitality - Gain a number of hit points equal to your ranks in Combat. This bonus grows as your ranks in Combat increase.
Concealed Attack - When you attack an unaware foe while sneaking, your enemies only get a +6 bonus to notice you instead of +8. The bonus is still cumulative.
Confuse Psionics - Whenever one of your attacks hits a foe, that foe gets a -2 penalty on all attempts to use psionic (and pseudo-psionic) forces for 1 round.
Disrupt Psionics - Whenever you score a critical hit on a foe, you may choose to instantly end that foe's maintenance of one psionic (or pseudo-psionic) force.
Enemy Focus: Combat - Choose a robot class. Get a +4 bonus on all combat rolls against robots of that class.
Fancy Pawwork - Once a day, when you take damage, you may reduce the damage by a number of points equal to twice your dexterity score.
Fancy Pawwork Dodge - Once a day, you may get a bonus on a defense roll equal to your dexterity score. If the bonus doesn't do you any good, then it doesn't count as your one use for the day.
Fleet Foot - Your running speed is increased by 50 percent.
Fortitude - Once a day, when you take damage, you may reduce the damage by a number of points equal to twice your resilience score.
Fortitude Dodge - Once a day, you may get a bonus on a defense roll equal to your resilience score. If the bonus doesn't do you any good, then it doesn't count as your one use for the day.
Hard Hitting - Your attacks do +2 damage.
Hero's Vitality - +10 hp.
Lightning Reflexes - You may act during the first round of a battle even if your foe has the Lightning Quickness robot science.
Other - If a player comes up with an idea of his/her own for a basic cambat discipline, the GM should consider allowing it. The GM should be very careful though. Ideas which will unbalance the game should not be approved, and the GM should carefully consider whether or not each discipline a player asks about is unbalanced or not appropriate to the campaign. The GM always has the final say on whether or not to approve the discipline.
Precise Attack - Called attacks and careful attacks have their penalty reduced by 2 (to a minimum of 2.)
Prism Defense: Combat - Once a day, for one round, you may treat your ranks in Combat as ranks in any other primary skill group (Negotiating, Psi Atom, or Psi Energy) when making defense skill shecks. Master ranks are treated as normal ranks when using this discipline.
Roll With The Punches - Once a day, when you take damage, you may reduce the damage by a number of points equal to twice your agility score.
Rolling Dodge - Once a day, you may get a bonus on a defense roll equal to your agility score. If the bonus doesn't do you any good, then it doesn't count as your one use for the day.
Snap Attack - Whenever you make an attack, you may make an additional attack with a -6 penalty. This ability can only be used once per round.
Stand Your Ground - Once a day, when you take damage, you may reduce the damage by a number of points equal to twice your strength score.
Steel Toughness - All damage dealt to you is reduced by 1, except for self-inflicted damage (such as damage dealt to you as a drawback of a science you use.)
Strong Dodge - Once a day, you may get a bonus on a defense roll equal to your strength. If the bonus doesn't do you any good, then it doesn't count as your one use for the day.
Strong Combat Inner Strength - +4 combat ISP.
Strong General Inner Strength - +2 general ISP.
Stun Attack - Whenever your attack roll comes up at least 3 times your foe's defense roll, that foe is stunned and unable to take offensive action for one round. Each foe can only be stunned once per day in this way.

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