Post by crystalmancer on May 2, 2018 14:33:04 GMT -5
To begin, we start with Weapons. It may seem like there aren't a lot of weapons, but anything is possible. Those are merely the grand classes of weapons, and many of those weapon classes still use the same skill for them.
Weapon Specialization
After a certain growth in the skill of your weapon(to be determined) you can, if you chose, pick a single specialization to that very class of weapon. That specialisation can only be used by that weapon class. A Concealed Melee specialization would not apply to an Arming Sword. You can get two specialisations in one skill, so pick carefully. The first specialisation comes at skill rank 5, and the second comes at skill rank 10. The specialisation that comes with a 2) has to be taken if its requirement is met, usually being the previous specialisation. Some specializations can be shared between weapons, such as Flurry. If within one skill two weapons have the same specialisation (like Flurry), then buying that specialisation on one, applies it on the other.
Dual Wielding
Dual Wielding weapons works quite similarly to using a heavier weapon. You take whatever penalties to accuracy required by the weapon (or none for certain weapons) to add the dice damage of both weapons together. Rather then rolling two attack rolls, you need roll just 1 and add both weapons' damage, then finally add your bonuses as you would if you were using only one weapon. As an example, someone using two daggers with 3 strength would inflict 2d4+3.
Light Melee Skill
All melee weapons that can be used in one hand. Holding a two handed weapon in a single hand will be talked about in the Heavy Melee section.
Concealed Melee
Concealed weapons are those little weapons that are easily concealed. They use the Light Melee skill, and are a charm to dual wield. Though their base damage is very low, they are almost all exclusively Piercing weapons, which makes them advantageous against heavily armored foes. Someone wielding such a weapon may walk in with the weapon unseen, quickly finish off someone into a flurry of rapid blows, then withdraw. Concealed Weapons can be hidden onto one's person, though a conscious body search will still reveal the weapon. Since this weapon class specializes into multiple, rapid strikes, precise strikes, less strength is required to be effective.
Typical Damage of Concealed Weapons is 1d4, however their ease of use and low weight allows to focus on either multi-strikes or precision strikes.
Specialisations
1) Flurry: You can make a second strike with one of the Concealed Melee you have.
1) Precise: +2 on the Accuracy Check when trying to Call Shot
2) Knife Storm: You can make a true flurry of strikes with Concealed Weapons, adding another two strikes on top of flurry, for a total average of 4d4+strength damage. Requirement: Flurry
2) Armor Breaker: The knife strikes are so precise that you can attempt to damage armor instead. Cut one of the straps holding the breast plate, or wedge open a vulnerability. Roll only 1 damage die, and reduce the oponent's armor by that much until repaired. Only one armor can be broken at a time. Requirement: Precise
Dueling Melee
These weapons are larger and heavier then the Concealed Melee weapons. A shortsword, a rapier, and the likes all falls into that category. Still capable of quick strikes, the majority of those weapons do Piercing damage, though some can inflict Cutting instead. Though heavier, those weapons are usually used only one at a time. Though, many will chose to use a lighter weapon into their off-hand, or a shield for some extra defence. If dual-wielding with a Light or Dueling weapon, a -2 to accuracy is given to the weapon.
Specialisations:
1) Flurry: You can make a second strike with your Dueling Melee weapon.
1) Precise: +2 on the Accuracy Check when trying to Call Shot
2) Touché: You can forgo the second strike from your Flurry, to grant a +4 Accuracy.
2) En Garde: Your guard is strong and proper. When not using a shield, Defense is increased by 2.
Light Melee
These weapons are heavy. An arming sword, a sailor's saber, a full length Katana. Dual Wielding these weapons with anything else gives a -4 penalty on accuracy. Dual-wielding with Itself gives a -6 instead. These weapons are the knight's weapon, designed to be used either a hand and a half (ie, bastard sword) or along with a shield. Light Melee weapons can come into all damage types. Clubs, short spears, arming sword, morning star... The average damage die for the weapon is 1d8.
Specialisations:
1) Heavy Strike: With a stronger grip, the Light Melee Weapon inflicts heavier damage then normal, adding 2 damage to all weapon attacks.
1) Follow-Through: A wide, powerful attack grazes another nearby foe, inflicting 1d6 damage onto them.
2) Guard Break: A heavy strike at the enemy's shield to attempt to create an opening for allies to use. Strength check vs 10+the target's strength. On a success, you negate his full cover from the shield, but inflict no damage Requires: Heavy Strike
2) Cleave: When you attack a foe, if that attack would hit another next to him, you can inflict your weapon die (1d8) damage to that other target as well. You may still follow with a follow-through if there is a third target nearby. Requires: Follow-Thorugh
Shields
Also utilising Light Weapon skill when Bashing with it, the shield utilises a bit of a special rule when it comes to it. Though, someone could also chose to specialize into shields, and there are two branches of specialization for shields, one for Light, and one for Heavy shields. There is no distinction between a Heavy Shield, and a Tower Shield in this system.
As a base, Light Shields add to your Defense the way Evasion does. Light Shields only cover the arm, and can be used to deflect and parry. A Light Shield will generally add 2 to your Defense, and if wanting to add some drama, borderline misses (misses by 2) in the case of a shield-wearer is his deflecting the blow and not the enemy missing. Unlike heavy shields, you do not use the poor surface of a Light Shield to block, you use it to deflect attack aways. So the bonus of the shield does not apply to damage from an area source, such as an explosion, or a beam wider then a few centimetres.
Light Shields when used to bash inflict 1d4 Bludgeon damage, and do not add Strength.
Specialisations:
1) Swashbuckler: Bashing with the light shield counts as being a Concealed Melee when used with either a Concealed Melee or Dueling weapon.
1) Nuisance: The shield grants another +2 Defense.
2) Mighty Bash: Bashing with a light shield allows you to add your strength to the damage. If that hit lowers the current hit-points to half value or lower, the foe will be dazed. Requires: Swashbuckler
2) Balanced: The shield helps with balance, preventing most effects that would knock down or back. Requires: Nuisance
2) Lucky Bastard: Just having it on you, the shield still manages to block what comes your way. Even if you never saw an attack coming, you evasion is increased by your shield. It just happened to be where it had to be by sheer luck. Requires: Luck 5.
Heavy Shields adds 10 to Armor, but only against an attack that can be seen coming. Being flanked also negates the armor provided by a heavy shield. You are flanked if the attack roll is higher then 10 + your Light Melee Proficiency, or if you never saw the attack coming.
Hunkering: Hunkering down behind your sheald takes you out of sight of all parties on the other end. This means, they can no longer target you with melee or ranged weapons, unless they are able to Flank you. While Hunkering, the Armor Value of the shield doubles: Any remaining damage means it has pierced the shield and still managed to harm you beyond. However, while hunkering, you do get a +5 to Defense, due to their not being able to see you. So even if the attack goes through, it may miss. While Hunkering, you also gain a -5 penalty to attack rolls, as you as well cannot see the enemies on the other end.
1) Guardian: You are able to provide cover for an additional ally behind the shield. Covering an ally with the shield reduces the damage they would normally take from a directional attack by shield's Armor value.
1) In your teeth: When you successfully hit a foe with a melee weapon strike, you can follow through with a heavy bash to their face, inflicting 1d8 Bludgeon damage, but only agaisnt the same target struck, and if it is standing.
1) Tactical Shield: You do not suffer any penalty to accuracy when hunkering behind a shield, and using a Concealed Ranged weapon.
1) Hoplite: You are able to use a two handed spear along with a heavy shield. However, doing so negates the Strength bonus to damage.
2) Paladin: You can provide cover to up to two allies as the Guardian ability as a reaction. You do not need to use your action to cover them. However, they must still be within reasonable range for you to cover them. Requires: Guardian
2) In your throat: Not only do you add your strength modifier when using In your Teeth, the hit now also stuns the enemy. Requires: In your Teeth
2) Suppression Shield: Not only can you fire twice with a Councealed Light Weapon, you can also now use other Light Weapons.
2) Centurion: You can use your strength when using a two handed spear with a Heavy Shield. You can melee attack without penalty while being Hunkered behind the shield.
Heavy Melee Skill
Heavy Melee Weapons are weapons that are normally impossible to use in one hand. Though stylistic exceptions can be made, such as Cloud wielding the Buster Sword in one hand, or a fighter twirling a long spear around their hip for a sweeping attack. Dual-Wielding a heavy melee weapon comes off as a nigh impossible feat. First, one has to have strength that comes off the chart, and second, he has to buy the Tier 2 (Heavy Weapon Skill 10 only) Titan Grip specialisation. Only then may one hope to dual wield two heavy melee weapons without making a fool of himself. (It can be hilarious though!)
Specialisation:
1) Cleave: The weapon cleaves through enemies with ease, allowing you to hit another nearby foe if your original attack roll would hit it. Requires: Edged Heavy Melee
1) Parry: You focus on a more defensive style of your great weapon, granting +2 Defense.
1) Smash: The hefty weight of your weapon allows you to destabilize someone. Rolling your strength vs their Strength or Dexterity (whichever is higher) may knock them off their feet! Requires: Bludgeon Heavy Melee
1) Impale: The pointy end of that Heavy Melee weapon can be driven through an enemy. An impaled enemy is unable to escape until he frees himself from the weapon, or you draw it out. (GM prerogative on how and when it happens)
1) Mighty Blow: Focusing all of your power, and then some behind your blow, you take a -2 penalty to your attack roll, but can add your strength twice to the damage.
2) Bloodnado: When cutting through a foe, it just won't stop. The GM decides how many of the enemies are part of the group you attack, and the blade will cut through any of them without distinction, as long as the original attack roll hits them that is. Requires: Cleave
2) Steel Barrier: Any attacks going at you has the damage reduced by 10, as long as you could see it coming.Requires: Parry
2) Concussion: Hitting something with heavy armor with this weapon sends shockwaves so mighty that causes bruises and concussions. Whenever the weapon damage is absorbed by Heavy Armor or a Heavy Shield, it inflicts that damage again directly to the creature as non-lethal damage. Requires: Smash
2) Drive Through: Aiming your piercing weapon right, you are able to Impale two enemies at the same time! Requires: Impale
2) Overwelming Blow: Your attacks cause knock back or knock down whenever hitting a foe with them. The impact behind those blows is so great that none can widstand them! Creatures that are immovable due to their size will take your strength damage again for a third time. Requires: Mighty Blow
Light Ranged Skill
Light Ranged skill comprises all one handed ranged weapons. Be it handcrossbows, pistols, submachine pistols, etc. Though, the skills grant Specialisation bonuses based on the ability of the weapons, rather then size specifically.
Concealed Ranged
Concealed Ranged weapons are, for the most part, smaller handguns that can be fairly easily hidden. The short barrel range, and small size means they are unable to pack that much of a punch. Those weapons can easily be dual wielded for a second die of damage, for a total of 2d4+dexterity modifier.
1) Fling Shot: Fling Shot grants the weapon another attack, allowing to add yet another die to the damage.
1) Close Quarter Master: Close proxemity to the enemy does not scare a practitioner of this martial art. When hitting with Concealed Ranged weapon an enemy that is nearby, you strike the enemy with an unarmed attack with the same attack.
1) Aim Shot: A single shot of the weapon with a +2 to the Attack Check.
2) Trigger Happy: You are able to do a third shot. This third shot can be with the main hand weapon, or the off-hand weapon! Adding yet another die of damage! Requires: Flingshot
2) Gunfu: Once per turn, you can counter a ranged or melee attack. Melee attacks can be countered with an unarmed attack, but ranged attacks must be countered with a ranged attack. If the weapon has no ammunition, the counter is impossible.
2) Mastershot: A called shot does not have any penalties. Accuracy range of the weapon doubled.
Light Crossbow/Revolver
Light Crossbows need to be in a category of their own. A single fire weapon that cannot be dual-wielded, due to needing a free hand to load in a new bolt. However, it is a precise weapon, with a relatively good range, and that fares slightly better against armor. A light crossbow can ignore 2 points of armor, and inflicts 1d6 damage, plus the Dexterity Modifier.
1) Aim Shot: A single shot with the weapon with a +2 to the attack check
1) Rapid Reload: Reloading the Hand Crossbow can be done so quickly, that a second shot can be taken, although at a -2 to the Attack Check (both attacks). The Armor Piercing climbs to 4, and the damage becomes 2d6+Dexterity Modifier. (Armor Piercing only applies once, as the shots are combined into one)
2) Mastershot: A called shot does not have any penalties. Accuracy range of the weapon is doubled.
2) Master Reload: At this point, the hands of the user appear to be a blur. Three bolts can be losed in a single round, for no penalty. The armor piercing becomes 6, and the weapon does 3d6+Dexterity Modifier damage.
Light Rapidfire
Light Rapidfire weapons, are weapons like automatic pistols, submachineguns or repeating light crossbows. Generally speaking, dual-wielding these weapons is very difficult, and the weapons tend to have a rather wide spread for the damage. A pull of the trigger sends a spray of bullets. These weapons however work differently in that they are great at spreading shots around, and suppressing the enemy. A single spray of bullets can be something akin to ten, fifteen, or twenty. The limit of how many is fired depends on the weapon, and it is the higher limit of the weapon's damage. Each bullets of a spray does 1 damage (cumulate damage together against armor.) Generally speaking, the damage of the weapon depends on how much you hit the enemy by. If the enemy's Defense was beaten by 5, then 5 bullets hit, inflicting 5 damage. Damage of Suppression can be spread among enemies, however armor is very good at negating these weapons' damage. You have to decide how many enemies you wish to suppress in advance, and you then spread the hits among them. For every enemies beyond first that you suppress, you add one to accuracy. you calculate the number of hits against the highest Defense enemy.
1) Grape Shot: You have mastered the art of spraying a tight cluster with the rapid fire weapon. When at least one bullet hits, add your Dexterity Modifier bullets on the hit, effectively, adding Dexterity Modifier to the damage.
1) Suppression Fire: Supressing a group of enemies with the rapid fire weapon forces the enemies to duck, granting them a penalty to their next attack roll equal to your dexterity modifier. If an enemy does not duck, each bullets that hit him will inflict your Dexterity Modifier extra damage.
2) Spray and Pray: As the name says, you spray and pray that they don't stand back up. This action completely empties the clip of the weapon, and requires the weapon's clip to be mostly full. When firing a grape shot, you fire every single bullets of the firearm towards the foe, adding 2d6 damage to the target as automatic damage. This damage stacks with Grape Shot's dexterity bonus, and is reduced by a miss (If the attack missed by 5, the damage is reduced by 5). After this action, the weapon's clip is empty, and you will need to take action to reload.
2) Suppression Hell: While doing a suppression fire, the hit is automatic. The weapon will deal 1d6 damage to anyone, and then another 2d6 to anyone who does not duck, adding Dexterity Modifier on top. TO use this ability requires the clip to be mostly full, and completely drains the clip, forcing the next action to remedy and reload. Anyone that ducks will suffer -6 for their next attack roll, and those who do not will still suffer a -2.
Heavy Ranged Skill
Firearms that require two hands to use. Machineguns, Assault Rifles, Sniper Rifles...
Machineguns
Machineguns are the big daddy of the rapidfire light weapons. They do pretty much the same, but the damage is actually terrifying, for they fire twice the bullets, two bullets hit for each success!
1) Grape Shot: You have mastered the art of spraying a tight cluster with the rapid fire weapon. When at least one bullet hits, add your Dexterity Modifier bullets on the hit, effectively, adding Dexterity Modifier to the damage.
1) Suppression Fire: Supressing a group of enemies with the rapid fire weapon forces the enemies to duck, granting them a penalty to their next attack roll equal to your dexterity modifier. If an enemy does not duck, each bullets that hit him will inflict your Dexterity Modifier extra damage.
2) Spray and Pray: As the name says, you spray and pray that they don't stand back up. This action completely empties the clip of the weapon, and requires the weapon's clip to be mostly full. When firing a grape shot, you fire every single bullets of the firearm towards the foe, adding 2d8 damage to the target as automatic damage. This damage stacks with Grape Shot's dexterity bonus, and is reduced by a miss (If the attack missed by 5, the damage is reduced by 5). After this action, the weapon's clip is empty, and you will need to take action to reload.
2) Suppression Hell: While doing a suppression fire, the hit is automatic. The weapon will deal 1d8 damage to anyone, and then another 2d8 to anyone who does not duck, adding Dexterity Modifier on top. TO use this ability requires the clip to be mostly full, and completely drains the clip, forcing the next action to remedy and reload. Anyone that ducks will suffer -6 for their next attack roll, and those who do not will still suffer a -2.
Assault Rifle
Assault Rifles are well balanced weapons, with a great range, decent firing speed, close grouped shots. They are rather bulky as weapons come, and suffer from a bit of recoil problem. They hit for 1d8+dexterity modifier damage, and in short bursts, can shoot about ten times, thirty in single shot modes. Shooting a burst allows to make an attack of 3d8+dexterity, but the recoil makes the attack roll suffer a -4 penalty.
1) Crackshot: Negate the burst penalty for firing a three-round burst.
1) Aimed Shot: +2 to the accuracy on a single shot. Doubles the effective range of the weapon.
2) Military Training: Can fire a second three round burst, requiring its own attack roll, at -4 penalty. The first burst does not have any penalty. Requires: Crackshot
2) Precision Shot: No penalty for a Called Shot on a single fire. Doubles the effective range of the weapon. Requires Aimed Shot and a mounted scope.
Sniper Rifle
Large weapons, with a long barrel firing a high velocity, high power projectile over great distances. The weapon requires skill to use, and anyone whom doesn't know how to use one would find themselves at a vast disadvantage. Inherently, using this weapon comes with a -8 penalty on accuracy. Every rounds spent aiming, up to Wisdom Modifier, increases accuracy by 2. A single shot of the Sniper Rifle inflicts 3d6+dexterity damage.
1) Controlled Breath: Adds Wisdom modifier to the damage of the sniper rifle. Every rounds aiming also adds another d6 to the damage of the weapon.
1) Nerve of Steel: On the first round of aiming, negate all accuracy penalty. Aiming further rounds does not increase accuracy any further.
2) Zen: Adds the power statistic (not modifier) to the damage of the weapon. Multiplies the effective range of the weapon by 5. Requires: Controlled Breath
2) Group Shot: May take two targets into account, and with a single attack roll, try to shoot both one after the other. It takes nerves of steel to be able to aim so rapidly. It takes guts to do it twice in a row!
Weapon Specialization
After a certain growth in the skill of your weapon(to be determined) you can, if you chose, pick a single specialization to that very class of weapon. That specialisation can only be used by that weapon class. A Concealed Melee specialization would not apply to an Arming Sword. You can get two specialisations in one skill, so pick carefully. The first specialisation comes at skill rank 5, and the second comes at skill rank 10. The specialisation that comes with a 2) has to be taken if its requirement is met, usually being the previous specialisation. Some specializations can be shared between weapons, such as Flurry. If within one skill two weapons have the same specialisation (like Flurry), then buying that specialisation on one, applies it on the other.
Dual Wielding
Dual Wielding weapons works quite similarly to using a heavier weapon. You take whatever penalties to accuracy required by the weapon (or none for certain weapons) to add the dice damage of both weapons together. Rather then rolling two attack rolls, you need roll just 1 and add both weapons' damage, then finally add your bonuses as you would if you were using only one weapon. As an example, someone using two daggers with 3 strength would inflict 2d4+3.
Light Melee Skill
All melee weapons that can be used in one hand. Holding a two handed weapon in a single hand will be talked about in the Heavy Melee section.
Concealed Melee
Concealed weapons are those little weapons that are easily concealed. They use the Light Melee skill, and are a charm to dual wield. Though their base damage is very low, they are almost all exclusively Piercing weapons, which makes them advantageous against heavily armored foes. Someone wielding such a weapon may walk in with the weapon unseen, quickly finish off someone into a flurry of rapid blows, then withdraw. Concealed Weapons can be hidden onto one's person, though a conscious body search will still reveal the weapon. Since this weapon class specializes into multiple, rapid strikes, precise strikes, less strength is required to be effective.
Typical Damage of Concealed Weapons is 1d4, however their ease of use and low weight allows to focus on either multi-strikes or precision strikes.
Specialisations
1) Flurry: You can make a second strike with one of the Concealed Melee you have.
1) Precise: +2 on the Accuracy Check when trying to Call Shot
2) Knife Storm: You can make a true flurry of strikes with Concealed Weapons, adding another two strikes on top of flurry, for a total average of 4d4+strength damage. Requirement: Flurry
2) Armor Breaker: The knife strikes are so precise that you can attempt to damage armor instead. Cut one of the straps holding the breast plate, or wedge open a vulnerability. Roll only 1 damage die, and reduce the oponent's armor by that much until repaired. Only one armor can be broken at a time. Requirement: Precise
Dueling Melee
These weapons are larger and heavier then the Concealed Melee weapons. A shortsword, a rapier, and the likes all falls into that category. Still capable of quick strikes, the majority of those weapons do Piercing damage, though some can inflict Cutting instead. Though heavier, those weapons are usually used only one at a time. Though, many will chose to use a lighter weapon into their off-hand, or a shield for some extra defence. If dual-wielding with a Light or Dueling weapon, a -2 to accuracy is given to the weapon.
Specialisations:
1) Flurry: You can make a second strike with your Dueling Melee weapon.
1) Precise: +2 on the Accuracy Check when trying to Call Shot
2) Touché: You can forgo the second strike from your Flurry, to grant a +4 Accuracy.
2) En Garde: Your guard is strong and proper. When not using a shield, Defense is increased by 2.
Light Melee
These weapons are heavy. An arming sword, a sailor's saber, a full length Katana. Dual Wielding these weapons with anything else gives a -4 penalty on accuracy. Dual-wielding with Itself gives a -6 instead. These weapons are the knight's weapon, designed to be used either a hand and a half (ie, bastard sword) or along with a shield. Light Melee weapons can come into all damage types. Clubs, short spears, arming sword, morning star... The average damage die for the weapon is 1d8.
Specialisations:
1) Heavy Strike: With a stronger grip, the Light Melee Weapon inflicts heavier damage then normal, adding 2 damage to all weapon attacks.
1) Follow-Through: A wide, powerful attack grazes another nearby foe, inflicting 1d6 damage onto them.
2) Guard Break: A heavy strike at the enemy's shield to attempt to create an opening for allies to use. Strength check vs 10+the target's strength. On a success, you negate his full cover from the shield, but inflict no damage Requires: Heavy Strike
2) Cleave: When you attack a foe, if that attack would hit another next to him, you can inflict your weapon die (1d8) damage to that other target as well. You may still follow with a follow-through if there is a third target nearby. Requires: Follow-Thorugh
Shields
Also utilising Light Weapon skill when Bashing with it, the shield utilises a bit of a special rule when it comes to it. Though, someone could also chose to specialize into shields, and there are two branches of specialization for shields, one for Light, and one for Heavy shields. There is no distinction between a Heavy Shield, and a Tower Shield in this system.
As a base, Light Shields add to your Defense the way Evasion does. Light Shields only cover the arm, and can be used to deflect and parry. A Light Shield will generally add 2 to your Defense, and if wanting to add some drama, borderline misses (misses by 2) in the case of a shield-wearer is his deflecting the blow and not the enemy missing. Unlike heavy shields, you do not use the poor surface of a Light Shield to block, you use it to deflect attack aways. So the bonus of the shield does not apply to damage from an area source, such as an explosion, or a beam wider then a few centimetres.
Light Shields when used to bash inflict 1d4 Bludgeon damage, and do not add Strength.
Specialisations:
1) Swashbuckler: Bashing with the light shield counts as being a Concealed Melee when used with either a Concealed Melee or Dueling weapon.
1) Nuisance: The shield grants another +2 Defense.
2) Mighty Bash: Bashing with a light shield allows you to add your strength to the damage. If that hit lowers the current hit-points to half value or lower, the foe will be dazed. Requires: Swashbuckler
2) Balanced: The shield helps with balance, preventing most effects that would knock down or back. Requires: Nuisance
2) Lucky Bastard: Just having it on you, the shield still manages to block what comes your way. Even if you never saw an attack coming, you evasion is increased by your shield. It just happened to be where it had to be by sheer luck. Requires: Luck 5.
Heavy Shields adds 10 to Armor, but only against an attack that can be seen coming. Being flanked also negates the armor provided by a heavy shield. You are flanked if the attack roll is higher then 10 + your Light Melee Proficiency, or if you never saw the attack coming.
Hunkering: Hunkering down behind your sheald takes you out of sight of all parties on the other end. This means, they can no longer target you with melee or ranged weapons, unless they are able to Flank you. While Hunkering, the Armor Value of the shield doubles: Any remaining damage means it has pierced the shield and still managed to harm you beyond. However, while hunkering, you do get a +5 to Defense, due to their not being able to see you. So even if the attack goes through, it may miss. While Hunkering, you also gain a -5 penalty to attack rolls, as you as well cannot see the enemies on the other end.
1) Guardian: You are able to provide cover for an additional ally behind the shield. Covering an ally with the shield reduces the damage they would normally take from a directional attack by shield's Armor value.
1) In your teeth: When you successfully hit a foe with a melee weapon strike, you can follow through with a heavy bash to their face, inflicting 1d8 Bludgeon damage, but only agaisnt the same target struck, and if it is standing.
1) Tactical Shield: You do not suffer any penalty to accuracy when hunkering behind a shield, and using a Concealed Ranged weapon.
1) Hoplite: You are able to use a two handed spear along with a heavy shield. However, doing so negates the Strength bonus to damage.
2) Paladin: You can provide cover to up to two allies as the Guardian ability as a reaction. You do not need to use your action to cover them. However, they must still be within reasonable range for you to cover them. Requires: Guardian
2) In your throat: Not only do you add your strength modifier when using In your Teeth, the hit now also stuns the enemy. Requires: In your Teeth
2) Suppression Shield: Not only can you fire twice with a Councealed Light Weapon, you can also now use other Light Weapons.
2) Centurion: You can use your strength when using a two handed spear with a Heavy Shield. You can melee attack without penalty while being Hunkered behind the shield.
Heavy Melee Skill
Heavy Melee Weapons are weapons that are normally impossible to use in one hand. Though stylistic exceptions can be made, such as Cloud wielding the Buster Sword in one hand, or a fighter twirling a long spear around their hip for a sweeping attack. Dual-Wielding a heavy melee weapon comes off as a nigh impossible feat. First, one has to have strength that comes off the chart, and second, he has to buy the Tier 2 (Heavy Weapon Skill 10 only) Titan Grip specialisation. Only then may one hope to dual wield two heavy melee weapons without making a fool of himself. (It can be hilarious though!)
Specialisation:
1) Cleave: The weapon cleaves through enemies with ease, allowing you to hit another nearby foe if your original attack roll would hit it. Requires: Edged Heavy Melee
1) Parry: You focus on a more defensive style of your great weapon, granting +2 Defense.
1) Smash: The hefty weight of your weapon allows you to destabilize someone. Rolling your strength vs their Strength or Dexterity (whichever is higher) may knock them off their feet! Requires: Bludgeon Heavy Melee
1) Impale: The pointy end of that Heavy Melee weapon can be driven through an enemy. An impaled enemy is unable to escape until he frees himself from the weapon, or you draw it out. (GM prerogative on how and when it happens)
1) Mighty Blow: Focusing all of your power, and then some behind your blow, you take a -2 penalty to your attack roll, but can add your strength twice to the damage.
2) Bloodnado: When cutting through a foe, it just won't stop. The GM decides how many of the enemies are part of the group you attack, and the blade will cut through any of them without distinction, as long as the original attack roll hits them that is. Requires: Cleave
2) Steel Barrier: Any attacks going at you has the damage reduced by 10, as long as you could see it coming.Requires: Parry
2) Concussion: Hitting something with heavy armor with this weapon sends shockwaves so mighty that causes bruises and concussions. Whenever the weapon damage is absorbed by Heavy Armor or a Heavy Shield, it inflicts that damage again directly to the creature as non-lethal damage. Requires: Smash
2) Drive Through: Aiming your piercing weapon right, you are able to Impale two enemies at the same time! Requires: Impale
2) Overwelming Blow: Your attacks cause knock back or knock down whenever hitting a foe with them. The impact behind those blows is so great that none can widstand them! Creatures that are immovable due to their size will take your strength damage again for a third time. Requires: Mighty Blow
Light Ranged Skill
Light Ranged skill comprises all one handed ranged weapons. Be it handcrossbows, pistols, submachine pistols, etc. Though, the skills grant Specialisation bonuses based on the ability of the weapons, rather then size specifically.
Concealed Ranged
Concealed Ranged weapons are, for the most part, smaller handguns that can be fairly easily hidden. The short barrel range, and small size means they are unable to pack that much of a punch. Those weapons can easily be dual wielded for a second die of damage, for a total of 2d4+dexterity modifier.
1) Fling Shot: Fling Shot grants the weapon another attack, allowing to add yet another die to the damage.
1) Close Quarter Master: Close proxemity to the enemy does not scare a practitioner of this martial art. When hitting with Concealed Ranged weapon an enemy that is nearby, you strike the enemy with an unarmed attack with the same attack.
1) Aim Shot: A single shot of the weapon with a +2 to the Attack Check.
2) Trigger Happy: You are able to do a third shot. This third shot can be with the main hand weapon, or the off-hand weapon! Adding yet another die of damage! Requires: Flingshot
2) Gunfu: Once per turn, you can counter a ranged or melee attack. Melee attacks can be countered with an unarmed attack, but ranged attacks must be countered with a ranged attack. If the weapon has no ammunition, the counter is impossible.
2) Mastershot: A called shot does not have any penalties. Accuracy range of the weapon doubled.
Light Crossbow/Revolver
Light Crossbows need to be in a category of their own. A single fire weapon that cannot be dual-wielded, due to needing a free hand to load in a new bolt. However, it is a precise weapon, with a relatively good range, and that fares slightly better against armor. A light crossbow can ignore 2 points of armor, and inflicts 1d6 damage, plus the Dexterity Modifier.
1) Aim Shot: A single shot with the weapon with a +2 to the attack check
1) Rapid Reload: Reloading the Hand Crossbow can be done so quickly, that a second shot can be taken, although at a -2 to the Attack Check (both attacks). The Armor Piercing climbs to 4, and the damage becomes 2d6+Dexterity Modifier. (Armor Piercing only applies once, as the shots are combined into one)
2) Mastershot: A called shot does not have any penalties. Accuracy range of the weapon is doubled.
2) Master Reload: At this point, the hands of the user appear to be a blur. Three bolts can be losed in a single round, for no penalty. The armor piercing becomes 6, and the weapon does 3d6+Dexterity Modifier damage.
Light Rapidfire
Light Rapidfire weapons, are weapons like automatic pistols, submachineguns or repeating light crossbows. Generally speaking, dual-wielding these weapons is very difficult, and the weapons tend to have a rather wide spread for the damage. A pull of the trigger sends a spray of bullets. These weapons however work differently in that they are great at spreading shots around, and suppressing the enemy. A single spray of bullets can be something akin to ten, fifteen, or twenty. The limit of how many is fired depends on the weapon, and it is the higher limit of the weapon's damage. Each bullets of a spray does 1 damage (cumulate damage together against armor.) Generally speaking, the damage of the weapon depends on how much you hit the enemy by. If the enemy's Defense was beaten by 5, then 5 bullets hit, inflicting 5 damage. Damage of Suppression can be spread among enemies, however armor is very good at negating these weapons' damage. You have to decide how many enemies you wish to suppress in advance, and you then spread the hits among them. For every enemies beyond first that you suppress, you add one to accuracy. you calculate the number of hits against the highest Defense enemy.
1) Grape Shot: You have mastered the art of spraying a tight cluster with the rapid fire weapon. When at least one bullet hits, add your Dexterity Modifier bullets on the hit, effectively, adding Dexterity Modifier to the damage.
1) Suppression Fire: Supressing a group of enemies with the rapid fire weapon forces the enemies to duck, granting them a penalty to their next attack roll equal to your dexterity modifier. If an enemy does not duck, each bullets that hit him will inflict your Dexterity Modifier extra damage.
2) Spray and Pray: As the name says, you spray and pray that they don't stand back up. This action completely empties the clip of the weapon, and requires the weapon's clip to be mostly full. When firing a grape shot, you fire every single bullets of the firearm towards the foe, adding 2d6 damage to the target as automatic damage. This damage stacks with Grape Shot's dexterity bonus, and is reduced by a miss (If the attack missed by 5, the damage is reduced by 5). After this action, the weapon's clip is empty, and you will need to take action to reload.
2) Suppression Hell: While doing a suppression fire, the hit is automatic. The weapon will deal 1d6 damage to anyone, and then another 2d6 to anyone who does not duck, adding Dexterity Modifier on top. TO use this ability requires the clip to be mostly full, and completely drains the clip, forcing the next action to remedy and reload. Anyone that ducks will suffer -6 for their next attack roll, and those who do not will still suffer a -2.
Heavy Ranged Skill
Firearms that require two hands to use. Machineguns, Assault Rifles, Sniper Rifles...
Machineguns
Machineguns are the big daddy of the rapidfire light weapons. They do pretty much the same, but the damage is actually terrifying, for they fire twice the bullets, two bullets hit for each success!
1) Grape Shot: You have mastered the art of spraying a tight cluster with the rapid fire weapon. When at least one bullet hits, add your Dexterity Modifier bullets on the hit, effectively, adding Dexterity Modifier to the damage.
1) Suppression Fire: Supressing a group of enemies with the rapid fire weapon forces the enemies to duck, granting them a penalty to their next attack roll equal to your dexterity modifier. If an enemy does not duck, each bullets that hit him will inflict your Dexterity Modifier extra damage.
2) Spray and Pray: As the name says, you spray and pray that they don't stand back up. This action completely empties the clip of the weapon, and requires the weapon's clip to be mostly full. When firing a grape shot, you fire every single bullets of the firearm towards the foe, adding 2d8 damage to the target as automatic damage. This damage stacks with Grape Shot's dexterity bonus, and is reduced by a miss (If the attack missed by 5, the damage is reduced by 5). After this action, the weapon's clip is empty, and you will need to take action to reload.
2) Suppression Hell: While doing a suppression fire, the hit is automatic. The weapon will deal 1d8 damage to anyone, and then another 2d8 to anyone who does not duck, adding Dexterity Modifier on top. TO use this ability requires the clip to be mostly full, and completely drains the clip, forcing the next action to remedy and reload. Anyone that ducks will suffer -6 for their next attack roll, and those who do not will still suffer a -2.
Assault Rifle
Assault Rifles are well balanced weapons, with a great range, decent firing speed, close grouped shots. They are rather bulky as weapons come, and suffer from a bit of recoil problem. They hit for 1d8+dexterity modifier damage, and in short bursts, can shoot about ten times, thirty in single shot modes. Shooting a burst allows to make an attack of 3d8+dexterity, but the recoil makes the attack roll suffer a -4 penalty.
1) Crackshot: Negate the burst penalty for firing a three-round burst.
1) Aimed Shot: +2 to the accuracy on a single shot. Doubles the effective range of the weapon.
2) Military Training: Can fire a second three round burst, requiring its own attack roll, at -4 penalty. The first burst does not have any penalty. Requires: Crackshot
2) Precision Shot: No penalty for a Called Shot on a single fire. Doubles the effective range of the weapon. Requires Aimed Shot and a mounted scope.
Sniper Rifle
Large weapons, with a long barrel firing a high velocity, high power projectile over great distances. The weapon requires skill to use, and anyone whom doesn't know how to use one would find themselves at a vast disadvantage. Inherently, using this weapon comes with a -8 penalty on accuracy. Every rounds spent aiming, up to Wisdom Modifier, increases accuracy by 2. A single shot of the Sniper Rifle inflicts 3d6+dexterity damage.
1) Controlled Breath: Adds Wisdom modifier to the damage of the sniper rifle. Every rounds aiming also adds another d6 to the damage of the weapon.
1) Nerve of Steel: On the first round of aiming, negate all accuracy penalty. Aiming further rounds does not increase accuracy any further.
2) Zen: Adds the power statistic (not modifier) to the damage of the weapon. Multiplies the effective range of the weapon by 5. Requires: Controlled Breath
2) Group Shot: May take two targets into account, and with a single attack roll, try to shoot both one after the other. It takes nerves of steel to be able to aim so rapidly. It takes guts to do it twice in a row!