Ok, one of the things that I am working on is consolidating all of the Offensive, Defensive, and Martial Moves inyo a single group of
Combat Moves, and then expanding them, adding more moves overall.
Here is my current lists:
As you can see, I currently have about 110 Moves listed in total, though a number of the Melee and Martial Arts Basic Moves are deplicated. That is because I will be writing their descriptions slightly differently for the Martial Arts.
Unarmed Brawling would still fall under the Melee Moves
Combat Styles will be what I call an Irregular Skill. It is initially gained like any other Special Skill (Special Skills are only gained once normally, and once gained, they affect other regular skills -- for example, the Special Skill Martial Arts, gives +1 Hit of damage for every 3 ranks in the Brawl skill, up to a max of +5, it also gives unarmed attacks some weapon qualities, such as Martial, that they normally do not have).
Once gained, it must then be developed like any other skill, but it may have its own prerequisites. Here is an example:
Fencing
This style of fighting focuses on using a Light Blade (i.e. a Butterfly Sword, Kopis, Rapier, Scimitar, Short Sword, Smallsword, or Wakazashi) to make quick devastating attcks. Those who utilize this style rarely wear anything heavier than Soft or Reinforced Leather armor. Many users of this style will often compliment their mobility with a Buckler/Target Shield for a little added protection.
Prerequisites: The character must have the Special Skill, Weapon Focus, for the weapon to be used with this style and gain its benefits. The character must also have an equal or greater number of skill ranks in the Blades skill as he has in this Style Skill.
Benefits:Those using this style gain a +1 to their Defensive Modifier, and an extra +1 to any Basic Moves marked as Martial. They also gain access to the following Advanced Moves: All Out Attack, Jab, Probe, Quickfire Attack, Slash, Stab, Thrust
Quick recap of some of the moves...
All Out Attack: +2 AB, -4 DM, +Half Action, Effect: Character puts everything they have into their attack, and gains +4 to the Damage Rating of their attack. The attack does +1 Hit per point over 20 than is normal (i.e. a Dagger would do 2 Hits for each point over 20, while a Bardiche would do 3 Hits per point over 20).
Stab: +2 AB, -2 DM, Effects: May trade Hits for Bleeding damage. For every 5 Hits subtracted from the total dealt (before AR is applied), gain +1 Bleed (in addition to any Critical Results selected).
Thrus: +2 AB, +3 DM, Effects: Attack deals no Scaled Damage, but does 1 Bleed (regardless of any Critical Results from Success Levels earned).
Notes: AB = Attack Bonus, DM = Defensive Modifier (which is subtracted from attacks against the character), Unless the weapon has the Weapon Quality of Swift, it takes a Full Aciton to make an attack without a -4 modifier (Swift weapons may use a Half Action to attack without the -4 modifier). A character may use both a Full Action anad a Half Action in a single round (-4 to all actions if this is done).
So, that All Out Attack, if done with a Swift weapon requires using a Full Action. If done with a weapon that is not Swift, it takes a Full and a Half Action (so takes 2 rounds to perform, OR takes one round with an AB of -2 (from the -4) instead of +2) -- players choice on which...