Stuff.   #1 - CMB and CMD + various combat maneuvers other SLSS mechanics. #2 - Weapons & armor concepts #3 - Other combat maneuvers #4 - Nightmare frontier adventures and footnotes #5 - SLSS spells.   ------------------------------------------------------------------------------------------------------------------------------   CMB (Combat maneuver bonus) and CMD (Combat maneuver defense) Because tripping, grappling and pushing isn't supposed to be /that/ hard especially. The CMB and CMD stat are used to calculate your prowess in executing 'different' combat maneuvers that can knock you opponents to the ground or pull his pants down to halve his/her movement, while the CMD stat will calculate how good you are at countering and or avoiding such moves.   CMB is calculated by simply adding your MAB and Strength modifier together, a negative Str modifier - such as having 9 Str rather than 10 - will reduce your CMB while having a positive modifier will increase it, note how size also matters in this stat, if you're smaller the CMB will also take a penalty, while if you're bigger it will have a slight bonus which also applies for CMD.   CMB = + Melee attack bonus + Strength + Size modifier + miscellaneous modifiers   CMD is how well you can counter or avoid a combat maneuver, and is calculated in the same way as your CMB only that you also add your DEX modifier to your calculations. Note that your CMD is a /passive/ stat that you do not need to roll in a contest, the attacker has to roll equal or over this number to succeed as if it was a normal SN.   CMD = Melee attack bonus + Strength + Dexterity + Size modifier + Miscellaneous modifiers   Size Modifiers: Minuscule -6, Diminutive -4, Tiny -2, Small -1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8   - Wait, what's a "Miscellaneous" modifier? A miscellaneous modifier is usually a bonus or penalty that comes from an item you are wearing, such as using Feverish defense or total defense  or simply boosted by some spells such as those that give some kind of 'insight' on the opponents movement or that boost AC, defensive maneuvers that boost your AC can be used to boost your CMD as well.   Using weapons specifically designed to trip, disarm or sunder also grants a bonus of +4 to CMB,   Having armor spikes will also give a +4 bonus to CMD when an opponent is grappling you, and will deal 1d6 of slashing damage on failed attempts to grapple.   Some other items can passively increase your CMD as well, it should be specified if an item is made to give a bonus to CMB or CMD.   Performing a Combat Maneuver:   When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.   When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll and take any other penalties that would normally apply to an attack roll.   Combat maneuvers:   Bull Rush: Instead of a melee attack you may attempt to Bull Rush an enemy character and attempt to 'ram' them, pushing them back in a straight line with the distance being the half of your character's Strength without doing any harm to the target other than knocking him/her back, the stronger the charge the more effective the bull rush and CMB just like a normal attack, For every extra meter after the minimal threshold for a charge you gain +1 to CMB and amount of meters to move an enemy. If the enemy has another enemy behind him you can also try to move him/her as well, but first you must succeed a SN 12 Strength check to do so, you may only push back up to three enemy combatants at a time, each of them reducing the effectiveness of your bull rush by 3 meters. If there is a wall behind the enemy you try to bull rush, the charge stops and you deal 1d8+Str bludgeoning damage.   On a natural 20 CMB roll, you may push up to 2 enemies without having to roll Str and increase the distance of the bull rush by another 3 meters, knocking them prone at the end of it.   On a natural 1 you stumble onto the terrain or suddenly get a cramp, make an Acrobatics check to not fall prone in front of your target who also gets an attack of opportunity against you.   Rank 1: Bull Rushing an enemy armed with a melee weapon causes an attack of Opportunity from the target and all those in range, and you may only be able to affect enemies up to one size above yours.   Rank 2: You no longer suffer attacks of opportunity from your target, but may still suffer them from others in range for them as you charge. The penalty for bull rushing multiples enemies is also reduced to a 2 meter penalty and the SN requirement to succeed the Str roll to push more than one enemy is now just 10, also, charging an enemy into a solid surface deals 1d10+Str bludgeon damage. You also gain a +2 to your CMB when performing this action and +2 to CMD to defend against it.   Rank 3: You may affect enemies up to twice your size modifier and if you encounter a breakable wall, aka in bad condition or made of wood, you will burst through it and all enemies you carry with you will be knocked prone regardless of it not being a natural 20.   Dirty trick: The combat maneuver to sum up all of those crafty and somewhat dirty moves you often see crafty protagonists pull in those butt clenching situations, from the oldest tricks in the book such as tossing sand in the eyes of your opponent, dropping his pants down, slashing the strap of his/her helmet to some whatever you can come with on the fly. This is the one Combat maneuver that requires the GM to take care of the effects of this move.   On a natural 20, Your move is so swift that Zorro himself gives a nod of acknowledgement from the grave. Your Dirty Trick turns into a swift action and the effect is doubled in some occasions.   On a natural 1, you get your wrist slapped by Enemy's Attack of Opportunity.   Note: You do not need to spend a point to learn and use this Combat maneuver.   Disarm You may attempt to disarm your opponent of their current weapon via brute unarmed force, or by twirling your weapon into their weapon hand and slashing it off them as a standard action, however you can't stop them if they try equip another weapon. On a CMB success while armed you knock the weapon off the opponent's hand and send it two meters away either left or right. Attempting to disarm while unarmed will immediately equip the stolen weapon, but you will cause an attack of opportunity and will take a -4 penalty to your CMB.   Rank 1: As above stated, you may use any type of weapon to disarm an opponent, on a failure to do so you will trigger an Attack of opportunity from your target, and on a critical failure you will loose your weapon instead, weapons specifically designed to disarm an opponent will net you a +4 bonus to CMB when doing this.   Rank 2: Using a Blunt weapon such as a mace or a hammer, or a thin bladed one like a rapier or an Estoc will boost your CMB by +2, failing to disarm an opponent will no longer trigger an Attack of opportunity, but you will still loose your weapon on a critical failure, you also gain +2 to CMB when attempting to perform this action and +2 to CMD when trying to defend against it.   Note: You may choose to make the affected enemy's sword go straight up and land right beside you on a critical success, or sunder it when using a blunt weapon.   Drag: As a standard action you may reach out and drag an opponent who is within melee range backwards in a straight line along with you for 5 meters with your opponent occupying the space in front of you as you move, for every 5 that you roll above the target's CMD you may add an additional 5 meters to your drag.   Rank 1: As stated above, failure in performing this action will result in an attack of opportunity from your target, however while moving with the "dragged" target will not trigger an attack of opportunity moving in range of other enemies will, although there is a chance of friendly fire. and you may only affect opponents that are of equal size modifier, smaller or one above yours.   Rank 2: You no longer suffer an attack of opportunity when failing this action, and you may increase the base amount of meters that you can move a target up to 7. You also gain +2 to CMB when attempting to perform this action and +2 to CMD when trying to defend against it.   Note: On a critical success you may treat all attack rolls below 10 from your opponents to hit the dragged targets, Ranged attacks have a -4 chance to hit you if they are firing from roughly in front of you.   On a critical failure you instantly trigger an AoO with a +4 to hit as you clumsily stumble into the target's weapon.   Grapple: A rather complicated combat maneuver that involves wrestling with an opponent to hinder his combat option, essentially forcing him to deal with you before doing anything else. What is complicated about it mostly relies in the execution as one needs to know what one is doing in terms of close quarters combat.   Rank 1: Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll, while fingerless, quadruped creatures have it no matter what. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple), you may only grapple a creature that is smaller, equal or one size bigger than you, and failing this action will trigger an Attack of Opportunity from your target.   You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.   You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.   You can give your opponent the "pinned" condition. Despite pinning your opponent, you still only have the grappled condition,   If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.     Overrun As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If your overrun attempt fails, you stop in the space directly in front of the opponent and thats it - unless you have critically failed, in that case treat the target as if Braced against a charge, or the nearest open space in front of the creature if there are other creatures occupying that space.   Rank 1: When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target's space. If your attack exceeds your opponent's CMD by 5 or more, you move through the target's space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.     Reposition You can attempt to reposition a foe to a different location as a standard action by using duel tactics to gain ground or by otherwise "scaring" him into moving in the wished direction. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm.  You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire. If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent’s CMD, you can move the target an additional 5 feet. The target must remain within your reach at all times during this movement, except for the final 5 feet of movement, which can be to a space adjacent to your reach.   Rank 1: as stated above, An enemy being moved by a reposition does not provoke an attack of opportunity because of the movement as it basically counts as him/her withdrawing, but you still do as you are actively engaged in the fight, You cannot move a creature into a square that is occupied by a solid object or obstacle either, on a failure you trigger an attack of opportunity fro your target.   Rank 2: You gain a +2 to your CMB when trying to reposition a target and +2 to CMD when someone tries to reposition you, you no longer trigger an AoO on a failure, But you do trigger AoO's from your allies if the pushed opponent comes within range.   Trip:   Rank 1: You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than two size categories larger than you.   If your attack exceeds the target's CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures cannot be tripped, the latter only if they are currently flying.   ------------------------------------------------------------------------------------------------------------------------------   (Weapons)   Ponykind: Ponies aren't master of the art of war, far from it, The only war that the ponies have faced was almost a thousand years ago when earth ponies, unicorns and pegasi were still divided in their own factions and in conflict amongst each other. They have long since laid down their coats of arms and weapons and due to their commonly pacifist nature have stopped researching means on more effectively fit a pony often resulting in old or borrowed technology and designs, mainly to pursue the ways of magic, druidism and harmony. This however does not mean ponykind is defenseless in a fight, a pony enlisted in a military branch is usually a heavily armored resourceful and determined soldier not to be underestimated.     The most common type of weapon are usually strapped to their bodies, things that have poise in mind other than anything else, but weapons such as a rapier, glaive or a spear aren't unheard of either, albeit mostly issued to pegasi, or used as formal ceremony weapons rarely used in combat.   Melee (Common):   War gauntlets A very versatile weapon that is almost trademark of ponykind alongside the tail flail, it can come in studded or plated form to adapt to an armor set or to be concealed, a war gauntlet is basically a reinforced boot or high boot made of steel that is strapped to one's forehooves, nothing too fancy or slick. its typically, but not always, part of an armor rather than a standalone weapon the most notorious example being the royal armor having a pair of gilded war gauntlets by default. while pony hooves on their own are usually deadly as is someone must have thought that applying a bit of reinforcements wouldn't be too much of an overkill.   War claws Similar to the war gauntlets but fitted with several hooked spikes on the front of the boot reminiscent of a short steel claw, this weapon is only used during war time or when the non-lethal option has been discarded, it is typically fitted to pegasi as they can be very awkward to walk around with, Sort of like wearing a heel.   Wing blades Just as the name says, this is a pair of steel blades that are strapped along the wing bones with a single joint to allow the wings to retract over the user's back, the edges are very sharp and can effortlessly decapitate a pony when sharpened properly and also makes for decent enough wing armor, although this usually comes at a cost of maneuverability as odd and excessively sharp movements can end in nasty cuts and sprained wings.   Tail flail   Horn spike   Charge lance   Partisan   Trident   Short spear   Club   Mace (light)   Mace (Heavy)   Morning star   Twin dagger     Ranged (common):   Crossbow (Hoof)   Crossbow (light)   Short bow   Composite short bow   Blade of grass: A large greatsword sized weapon which's long scimitar-like blade is fashioned almost entirely out of clorophite metal that shimmers in the light and looks akin to hardened green jungle-y grass and leaves, adorned  with a small, relatively standard steel cross guard decorated with intertwining laps wrapped in brown vines and a big three leaf shaped pommel with spiked edges, long two handed grip wrapped in leather straps. The blade is rather thick and broad, You'd think that something like this would make for a very pointless weapon, seemingly made of plants as first glance, and it is of a rather fragile material compared to classic steel which is prone to shattering and bending under extreme stress quicker than a steel weapon would, although the odd organic 'metal' never dulls and is sharp enough to rival an actual sword, surprisingly light and nimble despite the unnecessarily unwieldy size and thickness of the curved blade, it also seems to be blessed to deal a substantial amount of damage against what is not or is no longer alive.   Stats:   Class: Heavy blade Type: Bastard sword Damage: 2d6 Slashing Weight: 2 Hands: 1 Range: - Masterwork: Yes Specials: Vitality attack, Executioner   White-Hilt A standard steel broadsword with a silver cross guard and pommel at first glance minus the engraved cursive words reading "Be rich in thy heart" written along the blade. This weapon has the rather uncanny ability to immolate its own blade in magical fire if the user draws this weapon for a righteous cause. if not, the sword would immolate the user of the sword and kill him. it is unique in its kind and the enchantments are very powerful as well as permanent. It was named "White-Hilt" by its previous owner whom was known for his kindness and generosity, and would frequently lend his sword to other if they felt the need for it, however due to its fame it was frequently refused out of fear of being burned by the sword's righteous fire.     Sharur   Excaliju     Kusanagi-no-tsurugi "Grass cutter sword"   Dromedary war scimitars   Spears:   Energy lance   Axes   Polearms   Daggers:   Shadow blade   Bows:       Crossbows   Firearms   Energy weapons   Staves   Scepters   Armor:   Heavy   Medium   Light   Misc       ------------------------------------------------------------------------------------------------------------------------------   (Combat maneuvers)   ------------------------------------------------------------------------------------------------------------------------------   (Nightmare frontier)   ------------------------------------------------------------------------------------------------------------------------------   (SLSS spells)