Combat Skills

Combat Skills


Endurance Ranks

Endurance ranks represent the physical endurance of a character and the amount of damage that they can withstand before falling unconscious. It may also be used to determine how strong a character is and how successful they are at performing acts of strength such as lifting peers (see section on safe combat) etc.

Each rank represents one hit per location.

Endurance ranks can be purchased up to a character racial hit maximum. It is rare, but possible that a character may encounter something that will drain physical strength in such a way that they may lose one or maybe more endurance ranks. All characters start out with one (or two in the case of dwarves) endurance ranks and have the opportunity to purchase more at character generation and afterwards.


Weapons Skills

All basic weapons uses are ranked 1-4, each rank representing the aptitude of a character to use a certain weapon. They do not account for accuracy, style or success in combat merely damage that can be dealt. A character may wield only one weapon at a time, unless they possess the ability to use paired weapons.


Single-Handed Weapons

Between 18 and 42 inches

(swords, axes, maces)

Allows a character to wield a single-handed weapon to do the following damage at each rank:

Players should note that nearly all weapons can be designated as either a sword, axe or mace. Players with unusual weapons should seek advice from the ref team as to the designation of that weapon and should be aware that an unusual weapon may require their own, separate weapons skill.


Double-Handed Weapons

Between 42 inches and 72 inches

(e.g. double-handed swords, axes and maces.)

Allows a character to wield a weapon so large that it must be wielded with both hands. These weapons cannot be successfully wielded with one hand. This does not allow a character to have an equivalent skill with a single handed weapon simply by taking one hand off it. A character may do the following damage at each rank:

As with single-handed weapons, players with unusual weapons should seek advice from the ref team as to the designation of that weapon. Players should be aware that some unusual weapons may require their own, separate, weapons skill.

Note: Any player wishing to use a double-handed weapon must see a marshall or ref for the relevant safety training before using this skill in game.

Knockback

All double-handed and polearm weapons do knockback, but only if the blow is roleplayed sufficiently to be heavy enough to cause the knockback effect. Also although Two-Handed weapons can do Knockback the damage call has to contain actual damage (you cannot do zero knockback).


Long Weapons

Staves and Spears and any weapon over 72 inches (and any weapons that are taller than the player) 

Allows a character to wield very large and ungainly weapons to do the following points of damage at each rank:

Note: any player wishing to use a long weapon must see a marshall or ref for the relevant safety training before using this skill in game. Long weapons are expensive and very difficult to use safely, both IC and OOC. Players may be refused this skill at Referee or Marshal discretion for safety reasons.

Knockback

All double-handed and polearm weapons do knockback, but only if the blow is roleplayed sufficiently to be heavy enough to cause the knockback effect. Also although Two-Handed weapons can do Knockback the damage call has to contain actual damage (you cannot do zero knockback).


Back Stab

Allows a character to perform a surprise attack on a target using a dagger. This skill allows a character to carefully target the back of a victim, to find a weakness in armour and hit vital organs in order to deal a potentially fatal blow. You can use this ability once every 15 minutes or once per combat and it must strike the target in the back.

A successfully performed attack inflicts the following damage at each rank

Note: In spite of the name, players are reminded that they should not actually stab with weapons. An ordinary blow or slash is suitable.


Thrown Weapons

Allows a character to use hand thrown projectiles such as knives, rocks or hammers. A character’s rank in this skill dictates both the damage that they can do with a missile and the size of missile that can be thrown. It is worth noting that a character must use a missile of the correct size to inflict the specified damage. However, a character with rank 3 or 4 can choose to throw a smaller missile and inflict rank 2 damage.

Note: All throwing weapons must be specifically built for purpose and coreless. Any weapons that fit into an eye socket can only be thrown if the user is Thrown safe. Weapons not built for this purpose may not be thrown under any circumstances.


Bow Use

Allows a character to use a longbow and arrows to inflict triple through knockback, and must be bought separately from crossbow use.

Note: Regardless of character skill, players may not use either longbows or crossbows without first passing an Aberddu bow competency test.


Crossbow Use

Allows a character to use a crossbow and bolts to inflict double through knockback and must be bought separately from bow use

Note: Regardless of character skill, players may not use either longbows or crossbows without first passing an Aberddu bow competency test.


Wear Armour

Allows a character to correctly and effectively wear different types of armour without detriment to physical strength or flexibility. A character may wear any rank of armour as part of their kit, but will not gain any protection from it until they obtain this skill. A character may also chose to wear and utilise a rank of armour lower than the maximum they possess, and in this case they will only receive the protection granted by the rank of armour they are wearing, not the rank they possess. All armour must be convincingly phys-repped, and covers only the locations it is worn on. Any gaps or spaces in armour are assumed to be IC.

The following armour is suitable for the following ranks:

note: The armour level of each individual piece of ‘mix mail’ is at the discretion of the referees. 


Repair Armour

Allows a character to repair armour. Each point on each location takes one minute to repair, regardless of the type of armour or amount of damage.

Primary class warriors and Rogues gain this skill free when they buy wear armour.