
Sometimes you don’t need anything special just a good weapon.
Martial
Martial
This special skill is all about using Armaments & Manoeuvres in combat to fight your enemies. The Armaments you build are just as important as any other aspect of your character.
When you first invest into the Martial skill you gain 2 Stamina which can be used on Manoeuvres, you gain an extra stamina for every multiple of 2 you have for your Martial modifier and you gain a number of Manoeuvres equal to your Martial Modifier.
You also gain Armaments which you build yourself.
Armaments
Armaments are just as important to your character as any other feature; they should be unique and purely you. Your armament currency is equal to your small martial modifier + 2, meaning even characters without martial can make simple weapons. With every level up, you can upgrade or rebuild your weapons. It could be your own skill at forging, getting more training, or going to the shop - however you want.
You start with 3 armaments. They start as a d4 of damage and can be either Stab, Slash or Blunt. Each of these armaments requires one hand to hold it. You don’t split your armament currency between them; instead it is equal for each armament you make. If you decide to forgo one of your three armaments, you gain half, rounded down, your armaments currency to divide between the other armaments. Your devotion will give one of your Armaments a free upgrade.
Using someone else's armament allows you to use the damage die of the weapon; if it’s turned into a ranged attack, use it as such. Besides that, you won’t be able to use their properties.
Alternate Damage: This weapon can utilize an additional type of damage. Choose any you have access to (magical weapons, devotion, etc). Armament Cost 1
Attached: An attached weapon gives an opponent a penalty when trying to disarm you. Armament Cost 1
Casting: You can cast spells through this armament. Armament Cost 1
Climb: You suffer no disadvantage to climbing while this armament is active. Armament Cost 1
D6: You change your damage die to a D6. Armament Cost 1
Disarm: You can use this armament to try to disarm someone, using your martial modifier to achieve it. Armament Cost 1
Dual: A dual weapon can be used with another dual weapon. While both are active you may take an action with each for just one action. You only roll to attack once and add your modifier to damage once. Armament Cost 1
Entangled: Instead of an attack, use this weapon to grapple someone, using your martial for the roll. Armament Cost 1
Hidden: This armament isn’t clear it is a weapon by passing glance, a successful perception roll over your Martial or Stealth save will reveal its danger. Armament Cost 1
Reach: You can hit an enemy that is now two spaces away from you. Armament Cost 1
Recall: When you throw your weapon, it will return to you automatically. Armament Cost 1
Throw: When you throw this armament it will reach anywhere within your range. If you want to throw further, it will start from the end of your range. Armament Cost 1
Trip: You can spend an action to try to trip your opponent with your armament, using your martial for the roll. Armament Cost 1
Shove: You can shove with this armament, using your martial for the roll. Armament Cost 1
Attached +: An attached + armament gives someone a plenty + when they try to disarm it. Armament Cost 2
Concussive Strike: When you deal blunt damage you can either cause the dazed condition if you spend an extra action on a direct hit, or spend an action to do no damage and try to achieve the dazed condition on a direct hit. Armament Cost 2
D8: Your damage die goes up to a D8. Armament Cost 2
Deep Cut: When you deal slash damage you can either cause the bleeding condition if you spend an extra action on a direct hit, or spend an action to do no damage and try to achieve the bleeding condition on a direct hit. Armament Cost 2
Extra Die: You add an extra damage die to your armament; it starts as a d4 and can be upgraded. Armament Cost 2
Hands Free: This armament doesn't take space in your hand. Armament Cost 2
Maiming: When you deal damage you can either cause the slowed condition if you spend an extra action on a direct hit, or spend an action to do no damage and try to achieve the slowed condition on a direct hit. Armament Cost 2
Object Breaker: This armament does extra damage against objects and structures. Armament Cost 2
Pierce: When you deal stab damage you can either cause the pierced condition if you spend an extra action on a direct hit, or spend an action to do no damage and try to achieve the pierced condition on a direct hit. Armament Cost 2
Ranged: Your weapon now does a ranged attack that can go as fast as double your range. Armament Cost 2
Shield Breaker: When you land an indirect hit on an enemy, if you go to hit that enemy again on the same round you will gain a bonus. Armament Cost 2
Alternate Attack: This weapon counts as a Melee and Ranged Weapon. You don’t suffer any consequences using it close range. Armament Cost 3
Area of Cone: You can do an alternative to your attack for an extra action as if it’s a cone that can go up to half your range. Armament Cost 3
Area of Line: You can do an alternative to your attack for an extra action as if it’s a line that can go up to your range. Armament Cost 3
Area of Sphere: You can do an alternative to your attack for an extra action as if it’s a sphere that can go up to ¼ of your range. If used on a range attack, the sphere starts from the target you hit. Armament Cost 3
Body: Your body is your armament; it is unable to be taken from you. Armament Cost 3
Coating: When you add extra damage from potions or spells, it lasts for the whole round. Armament Cost 3
D10: Increase your damage die to a D10. Armament Cost 3
Ranged +: You can shoot a ranged attack within triple your range. Armament Cost 3
Reach +: This weapon can now do a melee attack to anyone within 3 spaces of you. Armament Cost 3
Second Hit: On a direct hit you deal more damage, roll another die that is one lower than your weapons. No lower than d4. Armament Cost 3
Sweep: When you hit a target you can also hit two other spaces beside them. Armament Cost 3
Tight Spot: when you are grappled you can use this armament to its full ability. Armament Cost 3
Armour Breaker: On a direct hit you do full damage to armour and half to the target directly. Armament Cost 4
Cover: You can spend an action to create cover; you can’t attack with this armament when it’s activated. Any indirect hits miss you, besides mental. Armament Cost 4
Ranged ++: You can do a ranged attack within 4 times your range. Armament Cost 4
D12: Your damage die becomes that of a d12. Armament Cost 5
Defence: Gives your PA & LA a defence of 5 (Check Defence Rule) Armament Cost 5
Ranged +++: You can make a ranged attack equal to 5 times your range. Armament Cost 5
Reach ++: You can make a melee attack to anyone within half your range. Armament Cost 5
Resist: While welding your armament you gain resistance to one damage type your armaments have access to. Armament Cost 5
Shield Breaker +: When you land an indirect hit on an enemy and attack them again, you gain a bonus+ to your attack roll. Armament Cost 5
Defence +: Gives your PA & LA a defence of 10. Armament Cost 10
Defence ++: Gives your PA & LA a defence of 15. Armament Cost 15
Defence +++: Gives your PA & LA a defence of 20. Armament Cost 20
Two Handed: With this feature your armament takes up both your hands. (Can no longer have body or hands free) You gain 5 armament currency for having this property on the weapon with it.
Stationary: This weapon needs an action to be set up and can’t be moved. Anyone can use this weapon and if summoned it counts as being set up. You gain 10 armament currency for having this property on the weapon with it.
Manoeuvres
Manoeuvres use a little bit of your body’s light to achieve greater feats. Many manoeuvres don’t require actions to use or add to an action. You get a number of Manoeuvres equal to your Martial Modifer.
Manoeuvres use the resource Stamina, when you first invest in Martial you gain 2 stamina and will gain additional stamina equal to half your Martial modifier. Stamina doesn't come back on rests, you regain it when you’re out of combat & when you take an action in combat without using stamina. Or in the case of chases, you regain stamina when you go a round without using stamina equal to the amount of movement actions you took.
Avoid
Stamina: 2
You spend two stamina to dodge, negating all negatives you might have to react.
Clashing
Stamina: 2
You can spend stamina to use clash negating all negatives you might have to react.
Dash
Stamina: 1
Expend stamina to replenish half your movement.
Full Output
Stamina: 1
Every stamina you expend makes one of your damage die reach its max capabilities.
Increase Damage +
Stamina: 1
Requires: Increase Damage
For every stamina you expend, you add a d8 to your damage.
Increase Throw
Stamina: 1
For every stamina you expend you throw an object an extra two spaces.
Light Attack
Stamina: 1
You expend your stamina to influence your weapon with light, making it a light attack that goes against the opponent's Light Armour.
Precision Attack
Stamina: 3
Using this manoeuvre you can add to your attack roll with half your modifier again.
Brace
Stamina: 1
When attacked you can brace some of the incoming damage. At base you decrease the damage by your small martial modifier + a d6 for every stamina you spend.
Combat Roll
Stamina: 1
When you’re about to take concussive damage from falling or being shoved, every stamina you spend removes two of the damage die you were going to take.
Disappear
Stamina: 2
You expend two stamina to use the hide action.
Human Shield
Stamina: 1
You expended stamina to use protection, negating all negatives you might have to react.
Increase Jump
Stamina: 1
For every stamina you expend you jump an extra two spaces.
Keep Fighting
A special manoeuvre that only activates once you’ve entered the Dim Light state. You don’t regain stamina while in the dim light state but every stamina you have to spare will protect you from one direct hit. If your focus threshold is reached in damage you lose an additional stamina.
Skip
Stamina: 1
You spend a stamina to use the Jump action.
Twist The Knife
Stamina: 2
When making a second attack in a row you can expand two stamina to give your attack the same bounces the last attack had.
Brace+
Stamina: 1
Requires: Brace
When attacked you can brace some of the incoming damage. At base you decrease the damage by your martial modifier + a d8 for every stamina you spend.
Damaging Properties
Stamina: 1
When you are using a weapon property that doesn't deal damage, you can spend a stamina to inflict damage.
Extra Action
Stamina: 5
You expand 5 stamina to give yourself an extra action.
Increase Damage
Stamina: 1
For every stamina you expend, you add a d6 to your damage.
Increase Shove
Stamina: 1
For every stamina you expend you shove someone one space. If paired with a shove action it’s two spaces for every stamina.
Leave
Stamina: 1
You expend 1 stamina to use the disengage action.
Opportunist
Stamina: 2
You can expand one stamina when an opportunity is triggered to use the opportunity action.
Runners High
Stamina: 1
In a chase you can expend one stamina to avoid the endurance roll to keep your movement actions when the roll is called for.