One-Handed Weapons

## Skills

One-Handed Swords (STR Tree and  DEX Tree)
One-Handed Axes (STR Tree and DEX Tree)
One-Handed Maces (STR Tree and CON Tree)

## 1H STR TREE WEAPONS

The principle strength-based grip.

You push your blade against a foe within reach, and pull it back- preforming a long, drawn cut against them.  On succesful hit, deals Weapon Damage + 1/2 STR.

*Cost: 0 HP*

*Exertion cost: 2HP*

#### **Sunder**

Requirements: Hammer Grip.

You strike against an opponent's armor with great force.  On successful hit, deal weapon damage + 1/2 STR to their armor's HP.

*Cost: 0 HP*

*Exertion cost: 2HP*

#### **Forceful Jab**

Requirements: Hammer Grip, Draw Cut.

After a succesful Draw Cut, you may roll again to thrust forcefully- pushing the target back five feet, while dealing 1/2 weapon damage.

*Cost: Successful Draw Cut, 1HP*

Exertion Cost: *Successful Draw Cut, 2HP*

#### **Shove**

Requirements: Hammer Grip, Sunder.

After a succesful Sunder, you may roll again to Shove the target, pushing them into Prone position but dealing no damage.

*Cost: Successful Sunder, 0HP*

Exertion Cost: *Successful Sunder, 2HP*

#### **Decimate**

Requirements: Hammer Grip, Draw Cut, Forceful Jab.

If you have succeeded on both a Draw Cut and Forceful Jab against a single opponent, you may roll once more to Decimate- ripping the blade from its position thrusted in them, and dealing Weapon Damge + STR.

Cost: Successful Draw Cut and Forceful Jab, 1 HP,

Exertion Cost: Successful Draw Cut and Forceful Jab, 1 HP

Successful Draw Cut: 5 HP

#### **Disarm**

Requirements: Hammer Grip, Sunder, Shove.

If you have succeeded on both a Sunder then Shove against a single opponent, you may roll again to Disarm them- flinging their weapon or shield from their grip, as they are shoved to the Prone position, but dealing no damage.

Cost: Successful Sunder and Shove, 1 HP

Exertion Cost: Successful Sunder and Shove: 2 HP

Successful Sunder: 5 HP

### *One-Handed Axes*

#### **Shieldbreak Grip**

Requirements: One-Handed Axe skill.

The principle strength-based grip.

#### **Gaping Wound**

Requirements: Shieldbreak Grip.

Upon a succesful hit with a One-Handed Axe, you may leave a Gaping Wound which which increases the damage taken from attacks made to the area hit by your allies by 1/2 your STR. Lasts for two rounds, but duration can stack.

Cost: 0 HP

Exerted Cost: 2 HP

#### **Torn Defenses**

Requirements: Shieldbreak Grip.

Upon a succesful hit with a One-Handed Axe, you may tear the opponent's armor or crack their shield, choosing to only deal 1/2 Weapon Damage to the target, but deal full Weapon Damage to their armor or shield's HP.

Cost: 1 HP

Exerted Cost: 3 HP

#### **Critical Rip**

Requirements: Shieldbreak Grip, Gaping Wound.

Upon a succesful Critical Hit with a One-Handed Axe, you deal your usual critical damage, but rip the axe violently from its target, dealing Weapon Damage one more time.

Cost: 0 HP

Exerted Cost: 5 HP

#### **Wide Open**

Requirements: Shieldbreak Grip, Torn Defenses.

After a succesful Critical Hit with a One-Handed Axe, you may choose to instead deal regular Weapon Damage to the target, but Critical damage to their armor or shield.

Cost: 0 HP

Exerted Cost: 3 HP

#### **Bloodletting**

Requirements: Shieldbreak Grip, Gaping Wound, Critical Rip.

After a Critical Rip, your target bleeds profusely, taking 1/2 Weapon Damage on the following two turns.

Cost: 0HP

Exerted Cost: 3 HP

#### **Shattershield**

Requirements: Shieldbreak Grip, Torn Defenses, Wide Open.

Consuming your entire turn, you may choose one enemy with a shield or armor within reach of you.  Roll an attack as you normally would.  If it is succesful, you 'shatter' their armor or shield.  If they are of the same size as you, this destroys it immediately.  If they are larger, it deals half the armor or shield's HP.

Cost: 3 HP

Exerted Cost: 10 HP

### *One-handed Maces*

#### **Sunder Grip**

Requirements: One-Handed Mace skill.

The basic, strength-dependant grip.

#### **Disable**

Requirements: Sunder Grip.

Upon a succesful attack with a One-Handed Mace, the attacker may choose to strike specifically at his target's extremities- particularly legs and arms.  He rolls again.  If succesful, the limb he chooses to strike is unable to be moved on the target's following turn.

Cost: 0 HP

Exerted Cost: 2 HP

#### **Critical Focus**

Requirements: Sunder Grip.

Using your knowledge of anatomy, you may roll a second time after a succesful attack with a One-Handed Mace to strike specifically for a target's vital organs.  If you succeed, the attack is considered a critical.  If you fail, you deal no damage.

Cost: 0 HP

Exerted Cost: 2HP

#### **Broken Bones**

Requirements: Sunder Grip, Disable.

Disable's effect is extended by another turn, and you deal an additional 1/2 Weapon Damage on a succesful Disable.

Cost: Successful Disable, 0HP

Exerted Cost: Successful Disable, 1 HP

#### **Crush**

Requirements: Sunder Grip, Critical Focus.

A succesful Critical Focus attack will now also deal 1/2 Weapon Damage from internal damage and bleeding, on the target's following turn.

Cost: Successful Critical Focus, 0HP

Exerted Cost: Successful Critical Focus, 1 HP

#### **Clip the Wings**

Requirements: Sunder Grip, Disable, Broken Bones.

Once per day, you may choose to use 'Clip the Wings'.  You make one attack directed at an enemy's limbs or extremities.  If this attack is succesful, the limb hit is 'crippled'.  Often mangled, it is unusable until the target receives focused, considerable healing.  If the target of Clip the Wings is larger than you, you take (1/2 STR - 6) on the RTH.  If they are your same size or smaller, you receive + 1/2 STR on the RTH.

Cost: Cooldown (see above)

#### **Double Up**

Requirements: Sunder Grip, Critical Focus, Crush.

Once per day, you may use 'Double Up'.  For the next five rounds, your One-Handed Mace deals its damage as if against a large creature, regardless of target. If the target is a large creature, it gains an additional +STR damage to every attack.

Cost: Cooldown (see above)