Thursday 26 August 2021

A List of Things Left Undone: The Chaplain Petty-Class for the OSR

Looking back over the posts in this blog, it occurs to me that I've started many things but meandered off track on a fairly regular basis: this blog is a list of things left undone, so I've decided to pick up a few threads left dangling and just beaver away at them, without any particular urgency. For reference, this post makes a bit more sense if you check out this post.


CHAPLAIN

As an adventuring concept, the Chaplain doesn't immediately appeal - they are next to useless in combat - and at their best on their home ground, but they do have some transferrable skills, including social skills, some useful lore, minor magic and a limited degree of entrĂ©e to society. 

Attack Table: 0-level Human
Hit Dice: d4
Saving Throw: Level 1-3 (all 20, except Spells 19, Death 18); Level 4-5 (all 19, except Spells 17, Death 16); Level 6 (all 18, except Spells 16, Death 15).
Armour/Shield Permitted: none
Weapons Permitted: club, staff, sling
Weapon Proficiencies: 
Non-Proficiency Penalty: -5
Base Skills: Common Knowledge 3, Etiquette 1, Local Knowledge 3, Numeracy 1, Persuade 1, Read/Write 1, Theology 2.
Free Elective Skills (choose 3 skills amongst which you may distribute 5 Competency Levels, with no more than 2 levels in any one skill): Arcane Knowledge (1), Astronomy, Cure Disease (1), Diplomacy, Encourage, Folk Lore, Gossip, Heal, Heraldry, History, Insight, Law Speak (1), Public Speaking, Rune Lore (1), Scholarship, Scroll Lore (1), Sense Motive, Storytelling, Wit.  

Chaplain Level Advancement
Base Experience
Hit Dice
Level
Points Required
(d4)
Abilities
1
0
1
Ceremonial Magic, Congregation
2
500
2
Prayer
3
1250
+1
Local Influence
4
2250
+1
Spiritual Director
5
3500
+2
Congregation (Greater)
6
5000
+2
Excellent Living, Liberation Theology, Mendicant

Ceremonial Magic: The Chaplain gains very minor magical abilities: they may cast various versions of the Ceremony spell as per the following table:



The Chaplain must be at the required level and spend the amount of time indicated on the table performing the appropriate combination of uninterrupted prayer, contemplation, fasting, ritual and whatnot in order to cast a Ceremony spell. Only two '1st-level' Ceremonies may be performed on any single day, whilst only one of the higher level versions may be performed per day (which precludes the casting of any low-level Ceremony on that day). The preparation must be completed no more than 12 hours before the performance of the Ceremony, and no other preparation or Ceremony can be undertaken during that period. Prayers (see below) may be made during this interim period, but require the Chaplain to roll equal to or under their WIS score, using 2d6 plus one dice per level of the Ceremony in order to maintain the necessary state of mind and balance of soul to perform the ceremony (e.g., Sennerak the Chaplain has a WIS score of 10, and has recently finished preparing to use the Bless Newborn version of Ceremony. They are urgently required to use their Prayer ability to heal an injured labourer, and does so successfully, but now must roll 10 or less using 5d6 to retain the benefits of their preparation).

Congregation: A Chaplain begins their career as an associate priest to a congregation - this may be in a comfy rural parish, a dangerous ministry in the impoverished slums of a city, a sinecure with a noble house or ministering to a few faithful in an infidel land. This congregation  has a limit of individuals equal to the Chaplain's CHA score multiplied by their level - although the actual congregation may have many more members than this number, the Chaplain's influence is always limited.
When interacting with their congregation, the Chaplain is treated as if having a Competency Level one level higher in the following skills: Encourage, Etiquette, Gossip, Inspire, Persuade and Public Speaking.  At fifth level, this bonus increases to two Competency levels, and, when using the Cure Light Wounds prayer on a member of their congregation, the Chaplain may reroll any roll of 1 when determining the amount of damage healed.

Prayer: Chaplains may, from 2nd level, pray once per day for the ability to cast one spell from the following list: Bless, Cure Light Wounds, Detect Evil, Light, Portent or Protection from Evil. In order to successfully pray, the Chaplain must roll equal to or under their WIS score, using 3d6. At 4th level, the Chaplain adds Magical Vestment, Penetrate Disguise and Remove Fear to the list above, and at level 6, Aid, Chant and Know Alignment are added to the list of options.

Local Influence: The Chaplain gains a limited amount of influence in their local area. They gain a pool of points equivalent to their level that they may use to add temporary Competency levels (no more than two at one time) to the following skills: Bluff, Encourage, Etiquette, Gossip, Haggle, Heraldry, Inspire, Local Knowledge, Persuade and Public Speaking. The GM is the arbiter of what constitutes "local" in this sense, but it should not be an area larger than 2 square miles multiplied by the Chaplain's level, centred on the place of worship that is home to their congregation.

Spiritual Director: The Chaplain has a percentage chance each level (beginning at 3rd), of obtaining the role of spiritual director to an important local figure. The chance is equivalent to 50% modified by the Chaplain's Reaction Adjustment. This value increases by 10% per level above 3rd. A check is made upon obtaining a new level, regardless of the success or failure of previous attempts. The GM handles the details with regard to this local luminary, but the level of this NPC is restricted to the Chaplain's level plus a maximum number of levels equivalent to the Chaplain's maximum number of henchmen. The role may grant access to information or even material help, but is equally likely to be abused by the important individual.

Comfortable Living/Liberation Theology/Mendicant/Monastic: at 6th level, the Chaplain chooses their future 'post': do they take up the offer of ministering to a pleasant, prosperous parish where they hobnob with the local gentry and are insulated from 'real world' problems? Or do they take up the cause of the poor and disenfranchised, wander the world as a mendicant friar or enter a monastery to live a life of contemplation? The Chaplain must choose one of the four options noted below:
        Comfortable Living: the Chaplain secures a permanent posting in a bucolic setting, where they - in general - work to maintain the status quo and pander to the aristocracy. They gain access to the spells Invisible Servant and Enthrall. These spells are added to the list of Prayers (see above) available to the Chaplain. The Chaplain also gains a small but pleasant dwelling, a steady income (GM will handle the details, but the living provided should grant an income similar to that of a 'lower-middle class' individual in the setting). Finally, the Chaplain's Congregation and Local Influence abilities are presumed to extend to the limits of their parish .
        Liberation Theology: the Chaplain is driven by the plight of the poor to take up an urban ministry (or a rural ministry where poverty is particularly harsh), where they work hard to create change and aid the masses. They often find themselves at odds with local authority as they try to mitigate the inherent harshness of the political and economic environment. They have a small chamber in their local temple and receive a similar income to that of an 'upper-lower class' individual. They may add the spells Create Food & Water and Cure Disease to their Prayers. Their Congregation and Local Influence abilities apply to their entire parish, but do not apply to interactions with individuals above 'upper-lower class'. They also gain a reputation as a 'troublemaker' in all neighbouring parishes (the GM determines the effects of this).
        Mendicant: perhaps stifled by the constraints of organised religion, inspired by a mystical vision or disgusted by their role as a 'sacred gendarmerie', the Chaplain leaves their temple to wander as a mendicant friar, helping those who need it, regardless of station, teaching their doctrine (often in a rather unorthodox manner with regard to content and presentation) and living off alms. They add the spells Endure Cold/Endure Heat and Goodberry to their list of prayers and gain 12 Competency Levels to distribute between the following skills: Cure Disease, Fish, Folk Lore, Heal, Storytelling, Weather Sense and Wilderness Lore. They also gain a +25% bonus to Reaction Rolls with any followers of their faith (save for ordained priests). They do, however, lose all benefits of the Congregation and Local Influence abilities, and have only such money as they can beg or receive as gifts from pious individuals.
        Monastic: Parish life is not enough for this Chaplain - in fact, it actively works against the proper practice of devotion. These folk decide to withdraw from the secular world and enter a monastery, where they may live a life of contemplation, prayer, ritual and labour. Monastic Chaplains add the spells Sanctuary and Silence 15' radius to their list of Prayers. They lose all benefits of the Congregation and Local Influence abilities, but now roll only 2d6 when praying for a spell and may pray without losing the benefit any prepared Ceremonies. They also gain 4 Competency Levels in the Indomitable Will skill.
          









Sunday 15 August 2021

Born of Fey and Shadow: The Erlking Heritage for Blood & Treasure

 

FEYBORN (Erlking Heritage)

Many are the tales of mortals coupling with the Fey - most are untrue, but there is always a pearl of truth in the oyster of mythology. Coupling does occur at times, and, although the offspring are always human, their Fey heritage comes through. There have also been cases where various Fey have cursed - or blessed - a particular family or bloodline, and the spiritual residue of such an act leads to a strain of mortals manifesting the traits of the Fey that performed such an act. Note that Feyborn almost always draw the suspicions of the superstitious, and the ire of religious fanatics.

In the case of those who display the Erlking heritage, it is likely that some poor soul has managed to escape the clutches of those vile Fey before they have completed their torture and soul-blighting magic. Never truly whole thereafter, they nonetheless succeed in passing on the dark taint of the Erlking magic to their descendants. Those descendants often thrive, however - although it is hard to imagine them happy - as the Erlking's urge towards dominion, and their ruthlessness stand them in good stead. These folk average 68" in height, and generally unsettling to look upon, for although they retain a human appearance, they have cold grey eyes, a sharp hooked nose, pallid grey skin (as if slightly ill), a cruel, mirthless grin, and carry an aura of covetous hunger that repels most goodly folk.   The Feyborn of this heritage carry with them the legacy of stealth, awareness and lithe mobility of their Fey progenitor, as well as the ability to instantiate darkness around themselves and to create a shimmering aura that confuses their attackers. They tend towards the Chaotic alignments, perhaps unsurprisingly, but anything is possible. A goodly Feyborn with Erlking heritage will struggle constantly against the pull of their ancestral urges.                                                           

These folk live for up to 250 years and commence play with the local human lingua franca (usually Yrenaic or Kanastasi), and one of the following tongues: Urugraz, Vaerylle, Vanarisean or Tur. They are perceptive, agile and strong, gaining +1 to Strength, Wisdom and Dexterity, but their obvious hunger and avarice tends to limit their social interactions, causing them to lose 2 points of Charisma. They have the following minimum/maximum ability scores: STR 6/18, INT 3/18, WIS 4/18, DEX 7/19, CON 6/18, and CHA 3/16. They roll 2d8+1 for their Heritage score.

Feyborn of the Erlking heritage possess Darkvision with a range of 60’ and can add +1 to all Move Silently, Hide in Shadows, and Grapple checks. If they have a Wisdom score of 13 or more, they may cast blur and darkness once per day. Finally, they are only surprised on a roll of 1 on 1d6.

The Erlking-born may select from the following classes: Acrobat, Alchemist, Anarchist, Anticleric, Antipaladin, Assassin, Bard, Beastmaster, Blackheart,  Bounty Hunter, Cavalier, Chaos Mage, Charlatan, Chthonic Druid, Cleric, Curmudgeon, Defender, Demoniac, Demonologist, Diablo, Duellist, Elementalist, Fey Mage, Fighter, Landsknecht, Magic-User (Abjurer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Necromancer, Transmuter), Marksman, Monk, Ninja,  Pariah, Poltroon, Priest (Creation, Death, Fighting, Guardian, Scholar, Travel, Trickster, Weird), Prophet, Psychic, Ronin, Saboteur, Scout, Sea Dog, Sentinel, Shadowdancer, Sorceror, Soulknife, Thief, Tomb Raider, Venturer, Warlock, Wizard Hunter, Zodiac.

Their heritage also allows Erlking-born Demonologists and Necromancers to multi-class as Assassins, Fighters, Scouts and Thieves. Fighters may multi-class as Anticlerics or Thieves, and Scouts, Thieves and Venturers may multi-class as Priests of the Travel or Trickster cults. Alternately, the Erlking-born may dual-class as do humans.


RMFRP stats:



Monday 9 August 2021

A Heartbreaker of My Very Own: Weapon Competencies & Combat Maneuvers

 Weapon Competencies work in a slightly different manner than normal skills. The basic proficiencies of the character classes do not change, save where they are modified by Backgrounds. An example of this is the Mercenary Background, which grants proficiency in several weapons. A Magic-User who took this Background would add the listed weapons to the small group that all Magic-Users share.

Weapon Competencies are used to enhance a character’s abilities with one weapon. If a character gains a certain amount of points in a single weapon, they may shift their Attack Bonus with that weapon only to the next column on the Attack Matrix (see the table below). Thus, a Fighter usually uses the Experienced column of the Attack Matrix. If that Fighter allocated 25 points to the Longsword, they would use the Mastered column when wielding one. 

The amount of Weapon Competency points required to shift between columns on the Attack Matrix with the nominated weapon varies, as follows:

Unschooled to Familiar: 3 points

Familiar to Practiced:         10 points

Practiced to Experienced: 18 points

Experienced to Mastered: 25 points


LEVEL

Mastered

Experienced

Practiced

Familiar

Unschooled

1

+1

+1

+1

+1

0

2

+2

+2

+1

+1

+1

3

+3

+2

+2

+1

+1

4

+4

+3

+2

+2

+2

5

+5

+4

+3

+2

+2

6

+6

+5

+3

+3

+2

7

+7

+6

+4

+3

+2

8

+8

+6

+4

+3

+3

9

+9

+7

+5

+4

+3

10

+10

+8

+5

+4

+3

11

+11

+8

+6

+5

+4

12

+12

+9

+7

+6

+4

13

+13

+10

+7

+7

+5

14

+14

+11

+8

+7

+5

15

+15

+11

+9

+8

+6

16

+16

+12

+9

+8

+6

17

+17

+13

+10

+9

+7

18

+18

+14

+11

+9

+7

19

+19

+15

+11

+9

+8

20

+20

+16

+12

+10

+8


Note that characters gain additional points as they develop which must be applied to Weapon Competencies or Combat Maneuvers, as follows: Warriors gain 2 points per level, whilst Priests gain 1 point per level, Knaves gain 1 point every 2 levels and Scholars gain 1 point every 4 levels. The standard skill points per level (and Free points at 1st level) can be applied to Weapon Competencies or Combat Maneuvers without restriction.

Combat Maneuvers are slightly different: characters gain a +1 bonus to a specific Combat Maneuver for each skill point they spend. A character can only add an amount of skill points equal to their level plus one, (the total at any given time must not exceed the character’s level plus three) in any given Combat Maneuver. 

Many Combat Maneuvers are resolved as part of an Attack or require a successful attack to be made. Others are used instead of an attack (trip, push, pull, disarm, block, total parry, press, defend other and cover). If a method of resolution is not specified, Combat Maneuvers are resolved by a normal attack roll against the target’s Armour Class but using the number of skill points (and the listed ability bonus) the character possesses for each specific maneuver. Combat Maneuvers and their effects are listed below: 




BLOCK 

A block maneuver, if successful, adds +4 to the character’s AC and grants the character Initiative over their target for the next round (i.e., the character – unless interrupted – is essentially able to prevent the target from acting). A character who has not yet acted can immediately replace their declared action with a block (outside of Initiative order). Note that a block is usually resolved by means of a Prowess Test, using the Skill Modifier and a bonus/penalty derived as follows: blocking character’s level - target’s level (or Hit Dice) plus the difference between the blocking character’s Initiative and that of their target. as an example, Roufos Redwind is a 3rd level Hunter fighting a 4 HD Weirdwose. He has an Initiative total of 8, whilst the Weirdwose has a total of 6. Roufos is Practiced with the Block maneuver, granting him a +1 to his roll. He also has a -1 penalty due to the Weirdwose’s higher level, but gains +2 as he is acting faster in this round. His total bonus for his Prowess Test in this instance is +2.


CLEAVE 

Upon successfully attacking a foe, and assuming a successful Cleave skill check, the character may attack another adjacent foe, though they must take a -2 penalty to their attack roll. The usual test is Prowess or Celerity.


COVER 

When you seek to cover a foe, you attempt to keep them at bay by threatening them with a weapon (e.g. holding a sword point at their throat, a spear to their belly, a loaded bow, etc.). No roll is required to cover a target (and you can’t buy skill points in cover), but you must make a Perception+Concentration test if your target attempts to escape you. If the check succeeds, your foe has not been able to break your cover and you may choose whether or not to attack with a +4 bonus, or simply to continue covering your foe. If the foe breaks your cover, you may not attack them in the round that cover is broken. Note that one attempting to break cover may make a Deception, Athletics, Movement or Brawn check (usually Celerity, Guile or Prowess are appropriate Tests) at -4 to remove the +4 bonus on your attack roll.


DEFEND OTHER

This maneuver enables you to contribute to the defence of one ally. You may use any shield you are carrying to defend someone immediately adjacent – no further than 5’ - to you (granting them the shield AC bonus). You may instead grant your chosen target any Dexterity bonus to AC you may possess. You may roll with this skill at -2 to apply both your shield and your Dexterity bonus. Whichever of these options you choose to apply, you lose the benefit of that protection for yourself. The standard Test is Prowess (for attacks you are aware of) or Celerity (for surprise attacks).


DISARM 

This maneuver attempts to part a foe from any hand-held weapon. The standard test is Celerity, although Guile is appropriate in some circumstances. If the skill check succeeds, the target must make a Prowess + Weapon Competency check (e.g., -3 for Unschooled; 0 for Familiar, etc.). If they fail, they are disarmed.


FEINT 

A successful feint maneuver causes one target to lose their attacks for one round, whilst the character is still able to make an attack (at -2). The standard test for a feint maneuver is Guile. If the target of the feint is attempting to cast a spell, they must make a Celerity/Concentration test with a penalty equivalent to the amount by which you exceeded the target for your  feint check. If they fail this check, normal rules apply.


GRAPPLE 

Characters may use this skill to grapple a foe (they must be of humanoid form, and of no more than one Size larger or smaller than you). The standard test is Prowess. If successful, the foe must pass a Prowess (+ Grapple, Wrestler or Brawn if the target possesses such skills) test or be grappled. A grappled foe gains no CEL bonus to their AC, and a push or pull attack at no penalty can be made against them.

If you make a second successful use of this skill against a foe you have already grappled, you may take your foe to the ground, where you may proceed to pound them mercilessly (unarmed damage with a +6 to hit). 

A grappled foe can make a Prowess each round to escape your grasp.



INJURE 

The attempt to injure a foe is very difficult, and is rather dangerous, but if successful, can be decisive in combat. To deliver an injurious strike, a character rolls 1d4 for Initiative (instead of the usual 1d6) and loses any DEX bonus to their AC for that round. 

Upon striking a successful blow, an Injure skill check (Prowess+Injure) is made, with a penalty equivalent to the target’s points of armour and their CON bonus (or, where no armour is worn, the opponent’s Hit Dice). If the skill roll succeeds and the target fails a Stamina test, roll 1d8 on the following table and apply the appropriate penalty. Note that in situations where there is no ability score (i.e., for most monsters), the subtraction is made to all attack rolls, morale checks and saving throws. All penalties - not the ability damage, which must heal normally - last 1 hour per point of ability damage:

1: -1d3 PER (cannot cast ranged spells or fire missiles beyond 50’) 

2: -1d3 INT (cannot cast spells)

3: -1d3 DEX (movement rate halved, cannot wield two-handed weapons)

4: -1d3 CHA (must pass a Willpower test or flee)

5: -1d3 STR (drops any weapons and shields, treat as heavily encumbered)

6: -1d3 WIS (treat as if under the influence of the confusion spell)

7: -1d3 CON (movement rate halved; all attack damage dice treated as if a 1 is rolled)

8: -3 points, player’s choice of ability and penalty.


KNOCK DOWN 

With this maneuver, you attempt to knock your foe off their feet. If you successfully hit a target and your skill roll (Prowess + Knock Down) is successful, your foe must pass a Dexterity test or be knocked down. Modifiers may apply based on any differences in size between you and your target and your relative position. A foe that is knocked down must spend at least one round getting to their feet (they must pass a Prowess + Brawn, Prowess + Athletics  or Prowess + Movement skill roll with a penalty equal to the bonus of any armour they wear in order to rise. They roll every round to do so).


LUNGE 

Upon making a successful lunge check (Celerity Test), you may attack a foe that is within twice your weapon’s normal range. Lunge may only be used with one-handed weapons or pole arms. You must take a -2 penalty to your attack roll whilst performing a lunge maneuver.


OVERBEAR 

Your character attempts to charge over the target, knocking them down and potentially setting up a grapple attack or simply passing through the space they occupy. You must make a successful Strength + Overbear Test to Overbear an opponent, and they can make a Strength + Brawn (or Athletics) Test to avoid being knocked down. If your opponent is overborne, they take damage equivalent to 1 plus your STR bonus (minimum of 1). If your skill roll fails, or they make their Test they still take this damage, but your character also takes damage equivalent to 1 plus any points of armour they are wearing (shields are included).


PARRY 

Any character can elect to parry a melee attack or most combat maneuvers, and no skill check is required (therefore, no skill points need to be expended to improve the skill). Essentially, the character allocates points from their Attack Bonus to defence, increasing their AC by that amount. There are two parrying options: a character may parry (a Total Parry) with all their Attack Bonus but must forego all other actions for that round. If they do this, they add their entire Attack Bonus plus 1 to their AC. Alternately, a character may allocate a portion of their Attack Bonus to AC, attacking with the remaining amount. 

A player must declare a Parry before rolling their Initiative, and may not change their action unless the target of their parry is no longer available to be parried. Any player who has not yet acted in the Initiative order may automatically change their declared action to a Total Parry if they choose (and have weapons ready!). Note that low-level non-martial characters with no Attack Bonus can still elect to use the Total Parry action and gain the extra +1 to AC. 


PRESS 

This maneuver involves crowding the target and forcing them back, usually by pushing forward and essaying several swift strikes intended to keep the target busy rather than actively striking them. A press maneuver is resolved as a normal roll against AC but using your level in this skill (-3 Unschooled; 0 Familiar, etc.) in the maneuver. A successful check does 1 point of damage and forces the foe to pass a Prowess + Movement Test or be forced back 5’ and have any attacks they make during the round to be made at -4 (unless they make a Concentration check at a penalty equivalent to your attack bonus). Note that a foe who has been blocked in the previous turn makes their saving throw against the press at -4, and, even if they succeed in their saving throw, cannot make any attacks for the round. You cannot continue with a press maneuver against a foe who has nowhere to go (such as having their back to a wall or a crevasse), but may instead attempt a push or cover maneuver at +2, as appropriate.


PUSH 

This unarmed maneuver attempts to force a foe back, or to the side (if using just one hand, there is no STR bonus applied to the distance moved). The target is moved a number of feet equivalent to 5 plus the attacker’s Strength modifier (minimum of 3’). The Standard test is Prowess, but Celerity and Guile are possible options. The test is made with a penalty equivalent to half the target’s Hit Dice (round up).


PULL 

The pull maneuver first requires a successful grab check (these are performed simultaneously; see Swipe/Grab, below). The Standard Test for the pull check is Strength. Once the target is grabbed, and assuming the target is not too heavy for the character to move, the target can be pulled or dragged in any direction available to the character on a successful pull skill check. The foe may attempt a Strength Test (using Athletics, Brawn or Movement) every turn to break the hold.





SWIPE/GRAB 

You attempt to openly steal an object from another’s person (this does not include a held weapon) or grab onto a belt, sleeve, wing, limb, etc. All that is required is to make a successful swipe or grab maneuver (standard Test is Celerity). Your target can attempt to pass a Prowess or Celerity test to thwart your maneuver.


STUN 

This maneuver represents the ability to stun a target with a quick, precise blow. The standard Test is Prowess + Stun, with a penalty equivalent to the points of armor worn by your target. If the maneuver is successful, the target attempts a Stamina Test, and, if they fail, they are stunned for a number of rounds derived from the character’s level of ability in the Stun Combat Maneuver, as follows: Unschooled (1 round); Familiar (1d3 rounds); Practiced (1d4+1 rounds); Experienced (1d6+1 rounds); Mastered (1d8+3 rounds). Every odd-numbered round of stun thereafter, the target may make a new Stamina Test at +1 (cumulative) to shake off the effects of the blow.


TRIP 

A successful use of this maneuver (Prowess, Celerity or, more rarely, Guile) will sweep a humanoid-size target off their feet. It is more difficult to trip a quadrupedal creature, or a target smaller or larger than the character. The tripped foe must spend at least one round getting back to their feet, during which time any attacks against them are made at +4. Your target must pass a Prowess Test with a penalty equal to the bonus of any armour they wear in order to rise. They roll every round to do so.

COMBAT MANEUVER/ATTACK SUMMARY

maneuver

initiative adjustment

parry?

block?

undeclared?

attack roll

test

speed cost










block

0

no

no

yes

no

yes

0

cleave

0

no

no

no

no

yes

0

cover

0

no

no

yes

yes

no

3

defend other

0

no

no

yes

no

yes

2

disarm

-2

yes

yes

no

no

yes

2

feint

0

no

yes

no

no

yes

1

grapple

-2

yes

yes

no

no

yes

3

injure

special

yes

yes

no

yes

yes

3

knockdown

-2

yes

yes

no

yes

yes

3

lunge

-1

no

yes

yes

yes

yes

1

overbear

-3

no

no

no

no

yes

3

parry

0

yes

yes

yes

special

no

v

press

0

yes

yes

no

special

no

3

push

-2

no

no

no

no

yes

1

pull

0

no

no

no

no

yes

3

swipe/grab

0

no

no

no

no

yes

1

stun

0

yes

yes

no

yes

yes

2

trip

-1

yes

no

no

no

yes

2

ATTACKS

melee 

weapon

yes

yes

no

yes

no

1+

missile 

weapon

no

no

no

yes

no

1+

unarmed 

0

yes

no

no

yes

no

1







Wolves of War: The Ulfarga for Blood & Treasure (& RMFRP)

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