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Combat Skills

Special abilities are made up of special fighting and weapon moves that can be learned throughout the game. Perhaps your game master will bring your characters into a village where there is a fighting guru. Or perhaps you will learn a new sword move in a book. Or perhaps a fairy will bless you. The ways to learn these moves are as endless as the imagination of the game master.  All these moves will use your power dice to perform. They will also all cost your energy to perform as well. Some will require certain weapons to use. A list of weapon styles that can utilize these moves will be made after each entry.

 

It should be noted that some moves can be used without learning them, they are available to all players at the very start of playing their character. However, when these moves are not learned they will always cost you half of your energy points. Gaining proficiency over these moves can prove to be beneficial to you. In some cases, you may be able to use courage dice or wisdom dice to cover for your power dice, though technically speaking even if this happens you are still doing a power roll, and therefore are using energy, and any bonuses to courage rolls are not available, but bonuses to power rolls are. There are some moves however that must be learned before performing. These will be marked by an * asterisks beside their name. Most of these moves are also all melee attacks. Any ranged attack will be clearly described as such.

 

Shield Bash: Players may use their shield as a weapon. The damage done is based on the shield stat +3. when this move is learned, it will cost only 2 energy points each time it is used. A shield is required to be equipped to perform this move. Available to all weapon styles except two handed weapons and unarmed.

 

Spin attack: A player does +4 damage to a single enemy within a one square radius. When learned this move can make use of a courage roll as a stand in for the power roll if courage points are higher, with the cost of 3 energy points. Available to all weapons styles except spears and unarmed.

Quick Jab: The quick jab is like a spin attack, but only for players with spears, or who are unarmed. In the case of playing unarmed however, the extra damage done is only +2, and the player must be on the same square as the enemy.

 

Finishing Blow: Players are enabled to leap into the air over two spaces onto an enemy to attack. If the enemy has already lost half or more of its health, the enemy will die instantly. If, however it has over half its health the move will only add +2 to damage. Gaining proficiency in this move allows the player to use the move for 3 energy points. Available to all weapon styles except unarmed.

 

Dash Attack: dash through five spaces towards an enemy, and attack along the way. Any enemies in the way of a dash attack also will be attacked. There is a cost however. When performing this move, do a single dice roll. If it is 4-6 you will suffer no damage, but if it is 1-3, you will suffer, and loose a single heart of health. Available to all weapon styles except bows and unarmed.

 

Jump Attack: Jump attacks allow the player to leap one space ahead, hitting a single target in the one space radius around the space jumped into. This gives +3 damage to the target on the hit. This roll will cost 3 energy points and may utilize courage rolls instead of power rolls when learned. Available to all weapon styles except unarmed.

 

Roll Attack: This attack functions as a dash attack, but is limited to moving ahead 2 spaces, without the chance or danger of being hit mid attack. This move costs 2 energy points. This move is available to all weapon types except bows unarmed.

 

Triple Arrow Shot: When learned this ability enables players to shoot three arrows on a single target, doing +4 extra damage. Even though this is a triple arrow shot, the cost to arrows is still one arrow per shot. Available only to bows. This move can only be used as a ranged attack.

 

*Boomerang Mastery: This move can be used to hit up to five targets with a boomerang, with an extra +1 damage. This move will cost 3 stamina points and is obviously only available to boomerangs.

 

*Great Spin Attack: does +4 damage on all enemies within a one square radius, and costs 3 energy points. Available for all weapon styles except unarmed.

 

*Hurricane Spin: Players can spin attack through enemies ahead of them three spaces. All enemies in those three spaces will be dealt damage, with +2 damage added. This move costs 4 energy points available to all weapon styles except bows and unarmed.

 

*Charged Arrow Attack: The character charges their bow for a turn, allowing for the potential to an incredible x2 damage. To charge this shot, players may not move, change items, use items or attack for a single turn. On the next turn, the player can only do their attack move, and will do their power roll, to see if the hit lands. This move costs 4 energy points. This move can only be used as a ranged attack with a bow.

 

*Rock Breaker: Players can use this move to smash through enemy armor, allowing for a clean solid hit. This means that the damage done is not hindered by any enemy armor. This move can only be defended against via a shield, and costs 3 energy points.  This move can be performed by any weapon style.

 

*Shield Stomp: a player leaps over the enemy, dropping their shield under their feet to stomp upon enemy heads. Does whatever your shield stat is for damage, but with +4 extra damage. This move costs 4 energy points and requires a shield.

 

*Back-slice: Roll around the enemy to attack at their backs. When doing this move, you must move your character to the other side of the enemy you are attacking. This move adds +4 damage to an attack and gives 50% of a stun on the enemy. Roll a dice to check for stun, 1-3 fails, 4-6 succeeds in stunning the enemy. This move costs 4 energy points. This move can used by any weapon style except and unarmed. It will cost arrows when used with a bow.

 

*Helm Splitter:  Allows a player to leap over an enemy’s head to attack their foe. When doing this move you must move your character to the other side of the enemy you are attacking. Does +2 damage, and leaves enemy stunned for a turn. Costs 4 energy points. Can be used by any weapon style except unarmed. It will cost arrows when used with a bow.

 

*Mortal Draw: Roll your character’s power against the enemy’s wisdom roll to do this attack. If you beat the enemy’s roll, the enemy is killed instantly. If not, the enemy does its regular damage to your character. This move costs 4 energy points and can be used by any weapon style except for unarmed.

 

*Jump Strike: This move works like the jump attack, only it can be used to strike 3 enemies at once in a one square radius. It will cost 4 energy points. Unarmed players cannot use this move.

 

*Beam Attack: if you are using a melee weapon, you can hit enemies 8 spaces away with a weapon beam. It will only do have the weapon’s damage however. This move cannot be used with bows, boomerangs, ball-and -chain, or unarmed.

 

*Peril Beam: This ability allows you to unleash a devastating beam attack when the player only has one heart, or 4 health points left. This move will add +4 to your weapon’s damage. This move costs 4 energy points. This move cannot be used with bows, boomerangs, ball-and-chain, or unarmed.

 

*Skyward Strike: This move works like a beam attack, only it takes one move to power up. This move will do +4 damage, and costs 4 energy points. This move cannot be used with bows, ball-and -chain, boomerangs or unarmed.

 

*Flurry Rush: This is a counter attack and is performed when an enemy is attacking your character. When an enemy attack, the player may activate a flurry rush. You must roll your power against the enemy’s shield stat on the enemy’s turn to hit the enemy with a +3-damage bonus. Costs 3 energy points. This move can be used with any weapon style except unarmed.

 

*Tornado Punch: Causes a blast of wind to come from a character’s fist. This move adds a wind effect against the enemy and enables unarmed players to reach two squares away. This move is for unarmed players only, and costs 3 energy points.

 

*Sumo Slam: characters will slam their bodies into the enemy for +4 damage and stuns the enemy for a single turn. This move also bypasses enemy shields, so they must do a block roll to see if they can block the move. This move is available to unarmed players only, and costs 4 energy points.

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