Combat
Runic
Outer Ring
Starting at the One O'Clock and moving around the runic reads: Only a Last Resort ~ Legitimate Authority ~ Redress of Injury ~ Proper Intention ~ Achievable Success ~ Proportional Harm ~ Imminent Danger ~ Avert Noncombatants
Requirements
We want each school of combat to have a theme. There are 4 Offensive Schools and 4 Defensive Schools. All Combat Skills (active & innate) require the corresponding gear to be equipped (i.e. to use a Blades skill you must have a sword in your hand). Note that all weapons and armor can be used by characters, increasing skills makes them more effective. All names are placeholder.
Offensive Schools
Blade Skill
Template:Main Swords, Daggers. Fast direct damage. Weaker against heavy armor.
- Active:
- Innate:
Ranged Skill
Template:Main Bows and Crossbows. Hitting targets at distance but requires ammo
- Active:
- Innate:
Bludgeon Combat
Template:Main Clubs, Maces, Axes, and Hammers. Lowest direct damage but offset with crowd control (stun, knockback, knockdown) and high damage to armor and weapons.
- Active:
- Innate:
Polearm Skill
Template:Main Halberds and Spears. Crowd Control with roots, knockdowns and knockbacks. Good against most armor.
- Active:
- Innate:
Defensive Schools
Note that innate skills in defensive schools have a primary and sometimes secondary effect.
Gambeson Combat
Template:Main Has least focus or movement penalties. Best for stealth and magic. Also is least expensive armor to maintain.
- Active:
- Innate:
Mail Skill
Template:Main Best balanced armor between protection and minimal penalties.
- Active:
- Innate:
Plate Skill
Template:Main Best protection but biggest penalties for movement, encumbrance, and focus.
- Active:
- Innate:
Shield Skill
Template:Main Defensive school with most cooperative skills.
- Active:
- Innate: