[[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[skills|Skills]] > [[knowledge|Knowledge]] ====== Weapons and Warfare ====== Weapons and Warfare signifies that a character has chosen a path to train in the use of weapons and in the art of making war. That isn't to say that they can't choose to train in the Arcane, Divine, and Martial Arts as well, but generally Skill Points make it prohibitively expensive to vary one's training too much and still make the most of the specialties available beneath it. ===== Basic Abilities ===== ^ Parry | Using a defensive action, a character can parry an attack with a successful Strength or Coordination check (whichever is worse), assuming the weapon would be capable of parrying an attack. Cost is 2 mana. | ==== Military Tactics ==== Characters with this knowledge are assumed to have had military training, either as a soldier or in a militia or army. They have learned various techniques to take advantage of cases where they have superior numbers as well as when they are vastly outnumbered. All attacks when allies are present are made with a +1 die advantage. All defenses vs force attacks are made with a +1 die advantage as well when allies are present. This advantage is nullified if the character cannot communicate with allies either visually or verbally. * **Prerequisites:** None * **Skill Point Cost to Learn:** 2 * **Mana Cost:** 1 / round ===== Disciplines ===== Unlike other disciplines, these Weapon Proficiency Disciplines rarely follow the [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] unless specifically mentioned. A character can continue to add dice to a proficiency to increase its effectiveness, but additional degrees in a melee proficiency doesn't suddenly grant the ability to hit at a distance or have an area of effect, i.e. throwing one's scimitar and hitting multiple opponents with it. ==== Melee Slashing Proficiency ==== The dice a character adds to their melee slashing proficiency adds a die to all weapons of this category including long swords, great swords, scimitars, whips, etc. ==== Melee Piercing Proficiency ==== The dice a character adds to their melee piercing proficiency adds a die to all weapons of this category including short swords, daggers, etc. ==== Melee Blunt Proficiency ==== The dice a character adds to their melee blunt proficiency adds a die to all weapons of this category including maces, hammers, flails, staves, clubs, etc. This also includes most improvised weapons used in melee. ==== Ranged Slashing Proficiency ==== The dice a character adds to their ranged slashing proficiency adds a die to all weapons of this category including thrown axes, shurikens, etc. ==== Ranged Piercing Proficiency ==== The dice a character adds to their ranged piercing proficiency adds a die to all weapons of this category including bows, crossbows, thrown daggers, spears, darts, etc. ==== Ranged Blunt Proficiency ==== The dice a character adds to their ranged blunt proficiency adds a die to all weapons of this category including slings, bolas, etc. This also includes most improvised weapons used with range, such as hurling rocks. ==== Pole-Arm Proficiency ==== The dice a character adds to their pole-arm proficiency adds a die to all weapons of this category including halberds, lances, spears wielded as a melee weapon, etc. ==== Dual Wielding ==== Characters are able to dual wield without proficiency, but do so with a penalty of two dice with the strong hand and four dice on the weak hand. At first degree, the character has no penalty to their strong hand and a penalty of two dice on their weak hand. This improves through the degrees per the table below. No mana cost is required for the use of this skill. Instead of following the standard dice put towards the dual wielding ability, the degrees based on those dice are used exclusively. (i.e. there is no benefit to putting two dice toward dual wielding except that it gets a character closer to second-degree) ^ Degree ^ Strong Hand ^ Weak Hand ^ | Non-Proficient | -2 Dice | -4 Dice | | First | 0 Dice | -2 Dice | | Second | 0 Dice | -1 Dice | | Third | 0 Dice | 0 Dice | | Fourth | +1 Die | +1 Die | | Fifth | +2 Dice | +2 Dice | ==== Mounted Combat ==== ==== Retaliation ==== Any attack which strikes a character can be retaliated using a free action up to one retaliation per round per skill degree with a character’s own melee attack assuming the character can reach their opponent with an attack of their own. This doesn't have to be an attack in kind, i.e. a melee attack for a melee attack. This costs one mana per retaliation.