Combat Skills ARE NOT the same as Weapon Proficiencies.
Combat skills ENHANCE a Weapon Proficiency. For example: A character with a Proficiency in Hand Guns may opt to learn the Combat Skill ‘Quick Draw.’
COMBAT RELATED SKILLS: VICTORIAN CAMPAIGN
Skill | Relevant Ability | Notes & Modifier Check |
Quick Draw, pistol | Dexterity | |
Quick Draw, knife | Dexterity | Can be learned and used for a wand |
Quick Draw, arrow/bolt | Dexterity | Can be learned and used for a wand |
Rapid Reload | Dexterity | Makes Reloading a Move Action |
Steady Hand | Dexterity | +2 to hit |
Off Hand Shooting | Dexterity | The Off Hand Shooting Skill is the firearm equivalent of Two Hand Weapon Fighting. The Off Hand Shooting Skill can be used so long as the firearms can be used with one hand, all long arms are eliminated from the Off Hand Shooting skill. See Description in Gun Fights |
Fanning | Dexterity | Involves holding the trigger back with one hand while using the other hand to swipe across and draw back the hammer at great speed. It requires a great deal of practice to accomplish this technique even without ammunition in the gun. Doing it with ammo, and accommodating the kick and flare AND hitting a target takes hours of practice and hundreds of rounds of ammunition. See the description for details. |
Called Shot (Sharp Shooter) | Dexterity | This is ONLY available to Fighters. Must specify Hand Guns or Long Guns. See Description for Details |
Two Weapon Fighting | Dexterity | Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Does NOT apply to guns |
Feint* | Dexterity | Feint is a skill roll that is resisted by the subject(s) Intelligence. It can be employed in swordsmanship, knife or axe fighting, club or hand to hand. It is NOT employed in spear, staff, fencing or bayonet. See the description for details. |
Throw, Axes (one handed) | Dexterity | Spending 1 point in this skill gives the attacker the ability to throw the specific weapon at their normal attack level. Spending 2 points in this skill allows +1 to hit and 4 points allows +2 and 6 points makes it +3 points. |
Throw Axes (two handed) | Dexterity | Spending 1 point in this skill gives the attacker the ability to throw the specific weapon at their normal attack level. Spending 2 points in this skill allows +1 to hit and 4 points allows +2 and 6 points makes it +3 points. |
Throw Hammer, etc (one handed) | Dexterity | Spending 1 point in this skill gives the attacker the ability to throw the specific weapon at their normal attack level. Spending 2 points in this skill allows +1 to hit and 4 points allows +2 and 6 points makes it +3 points. NOTE: These are inherently hard to throw -2 to hit. |
Throw Hammer, etc (two handed) | Dexterity | Spending 1 point in this skill gives the attacker the ability to throw the specific weapon at their normal attack level. Spending 2 points in this skill allows +1 to hit and 4 points allows +2 and 6 points makes it +3 points. NOTE: These are inherently hard to throw -2 to hit. |
Throw Spear | Dexterity | Spending 1 point in this skill gives the attacker the ability to throw the specific weapon at their normal attack level. Spending 2 points in this skill allows +1 to hit and 4 points allows +2 and 6 points makes it +3 points. |
Throw Javelin | Dexterity | Spending 1 point in this skill gives the attacker the ability to throw the specific weapon at their normal attack level. Spending 2 points in this skill allows +1 to hit and 4 points allows +2 and 6 points makes it +3 points. |
Throw Harpoon | Dexterity | Spending 1 point in this skill gives the attacker the ability to throw the specific weapon at their normal attack level. Spending 2 points in this skill allows +1 to hit and 4 points allows +2 and 6 points makes it +3 points. |
Whip, Precise | Dexterity | wielder’s precision with the whips allows her to use them like a third hand. Ex: Trip, swing, precise targeting… See Description |
Whip, Disarming | Dexterity | The wielder may attempt to disarm an opponent with the whip. |
Whip, Lightning | Dexterity | A wielder can take one extra attack per round with a whip. |
Whip, Power | Dexterity | The wielder adds a +2 damage bonus to her whip. If using a whip, she adds +2 non lethal damage or +2 regular damage, at her option. |
Gun smithing, basic | Intelligence | |
*Feint is a skill roll that is resisted by the subject(s) Intelligence. IF the feint attempt is successful for the attacker, the subject makes a roll vs their Intelligence PLUS Level MINUS 1 for each point the attacker made his/her success roll. Example: The character attempts to feint the mugger. The character’s skill at Feint is 15. The character’s roll is 12. Success by 3. The mugger’s IQ is 12 He is a 2nd level Rogue. His resist roll is 12+2- 3= 11. The Mugger must roll a 11 or less to avoid the Feint. See Feint for more details.