RSP Skill Changes -Attack- Attack is determined by what you're attacking with. Melee Attack is determined by the method of attack, and specialization is determined by the weapon used. (For example, using a katana one-handed would fall under one-handed slash, while using a katana two-handed would fall under two-handed slash.) Skills and some common specializations are as follows: 3 SP/level: Magic (Earth, Fire, Air, Water, Life, Metal, Light, Dark, Death, Sonic, Lightning) 5 SP/level: One-handed Pierce (Needle, Dagger) One-handed Bash (Club, Sai) One-handed Edged (Knife, Tanto, Wakizashi, Kama, Tomahawk) One-handed Flexible (Whip, Chain, Nunchaku) Two-handed Pierce (Yari) Two-handed Bash (Staff, Large Club) Two-handed Edged (Katana, Naginata, Scythe) Two-handed Flexible (Kusari-Gama) One-handed Firearms (Light Pistol, Medium Pistol, Heavy Pistol) Two-handed Firearms (Bolt-Action Rifle, Repeating Rifle, Shotgun) Magic Item (Variable) - see below Thrown Weapons, Unarmed Attack, and Archery are unchanged. Improvisational weaponry is being handled in the way it's being used. If, for example, a character wants to pistol-whip somebody, it would fall under One- handed Bashing (Pistol). Pierce is meant for weapons designed solely for piercing, not edged weapons that may be used for piercing (such as katana). -Defense- (5 SP/level, all) Defense is determined by what you're defending against, not what you're defending with. There are three skills for defense, each with a number of specializations. The defense skill used determines how close you are to your opponent (except in the case of magic) and the specializations are the broader attack skillsets (except, again, in the case of magic). The defense skills and some common specializations are: Close Combat Defense (One-handed Pierce, One-handed Bash, One-handed Edged, One- handed Flexible, Two-handed Pierce, Two-handed Bash, Two-handed Edged, Two- handed Flexible, Unarmed) Ranged Defense (One-handed firearms, Two-handed firearms, Thrown Weapons, Archery, Magic) Magic Defense (Earth, Fire, Air, Water, Life, Metal, Light, Dark, Death, Sonic, Lightning) Defending against a melee magical attack is calculated by the average of Close Combat Defense and Magic Defense. Defending against a ranged magical attack is calculated by the average of Ranged Defense and Magic Defense. Both are rounded down. In the case of spells without an obvious effect or range, or spells that just require resistance (such as Mind Control), pure Magic Defense is used. Defense on horseback is determined by the average of the appropriate defense skill and your riding skill, rounded down. Mounted Warrior (attribute, 1 point per level, one level max) will allow you to defend on horseback as though you were on foot. -Magical Items- (5 SP/level) In order to first use a magical item without instructions or training, be it a lightning blast from a katana or a shield of fire from a lantern, a character must make a soul roll minus the magical item skill while testing the item. Afterwards, attacking with it requires rolling under the ACV with the item skill, and defending requires rolling under DCV with the item skill. Use outside of combat requires no roll. The skill is Magic Item, with the specialty being the item or weapon involved. This skill only applies to activated abilities. A wakizashi that's enchanted to be unusually sharp and accurate all the time requires no roll, nor does a bullet that's enchanted to catch fire upon impact.