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Weapon Proficiencies
Ancient Weapon Proficiencies: Each ancient
W.P. provides combat training with a particular type of weapon. The result
is hand to hand combat bonuses to strike and parry whenever that particular
weapon is used. All bonuses are accumulative. Each W.P. counts as one skill.
The character may select several W.P.s or few. Note: Characters
without any W.P. can use any weapon, but without benefit of the W.P. bonuses.
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W.P. Archery and Targeting: This is an
expertise with thrown and bow weapons. It includes throwing spears, forks,
slings, short bows, long bows, crossbows, and modern bows.
Bonuses:
Add 20 feet to the normal effective range per level or the character, +1
to parry with that weapon (effective at level one), and +1 to strike at
levels 2, 4, 6, 8, 11 and 14. Note: The character loses all bonuses
and rate of fire is half when riding on horseback or a moving vehicle.
Rate
of Fire: Two at level one, +2 at level three, +1 at levels 5, 7, 9
and 12.
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W.P. Archery - Cross Bow: An expertise
with the cross bow. Training includes the use of all types of cross bows.
Archers who are skilled in the use of the short bow or long bow can use
the weapon but find it awkward, all bonuses to strike are half, range is
normal for the bow (no bonus) and the rate of fire is equal to the archers
normal hand to hand attacks per melee (no bonus rate of fire from W.P.
Archery). Bonuses:
Effective Range: +10 ft per level of experience after level
one; |
Rate of Fire: One at level one, and +1 at levels 4, 8, and 12; |
+1 to strike at levels 2, 5, 8, 11, and 14. |
Movement penalty: The character loses all bonuses and rate of fire
is half when running and shooting, flying, when riding on horseback or
from moving vehicle, or otherwise unbalanced.
Note: By retaking
W.P. Archery: Cross Bow the character suffers only the half rate of fire
movement penalty. Also a heavy crossbow can only be fired once from horseback.
They cannot be reloaded by a mounted man as the bracing and pull are inadequate.
Light Crossbows, however, suffer the normal penalties from horseback.
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W.P. Archery - Long Bow: An expertise
with the long bow. Training includes the use of all types of long bows.
Archers who are skilled in the use of the short bow or cross bow can use
the weapon but find it awkward, all bonuses to strike are half, range is
normal for the bow (no bonus) and the rate of fire is equal to the archers
normal hand to hand attacks per melee (no bonus rate of fire from W.P.
Archery). Bonuses:
Effective Range: +25 ft per level of experience after level
one; |
Rate of Fire: two at level one, and +1 at levels 2, 4, 7, 10,
and 13; |
+1 to strike at levels 2, 4, 6, 8, 11, and 14. |
Movement penalty: The character loses all bonuses and rate of fire
is half when running and shooting, flying, when riding on horseback or
from moving vehicle, or otherwise unbalanced.
Note: By retaking
W.P. Archery: Long Bow the character suffers only the half rate of fire
movement penalty.
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W.P. Archery - Short Bow: An expertise
with the short bow. Training includes the use of all types of short bows.
Archers who are skilled in the use of the long bow or cross bow can use
the weapon but find it awkward, all bonuses to strike are half, range is
normal for the bow (no bonus) and the rate of fire is equal to the archers
normal hand to hand attacks per melee (no bonus rate of fire from W.P.
Archery). Bonuses:
Effective Range: +20 ft per level of experience after level
one; |
Rate of Fire: Two at level one, and +1 at levels 2, 3, 6, 9,
12, and 15; |
+1 to strike at levels 2, 4, 6, 8, 11, and 14. |
Movement penalty: The character loses all bonuses and rate of fire
is half when running and shooting, flying, when riding on horseback or
from moving vehicle, or otherwise unbalanced.
Note: By retaking
W.P. Archery: Short Bow the character suffers no movement penalty.
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W.P. Barstool: Training in all types
of stools and chairs, including bar stools, milking stools, dining
chairs, outdoor furniture, and small tables. Considered to be
separate from WP Blunt, since it deals with large, cumbersome
objects which aren't designed as weapons. Characters without this
WP suffer a -2 to strike and parry with chairs and stools, as they
are untrained in these unwieldy weapons.
Bonuses:
+1 to strike and parry at levels 1, 4, 8, and 13.
Damage for chairs |
S.D.C. |
Barstool - wood |
1d6+1 |
Barstool - metal |
1d8 |
Dining chair - wood |
1d6 |
Dining chair - metal |
1d6+1 |
Milking stool - wood |
1d4 |
Milking Stool - plastic |
1d4+1 |
Deckchair - wood |
2d4 |
Deckchair - metal |
2d6 |
Deckchair - plastic |
1d6 |
Bedside Table - wood |
1d6 |
Bedside Table - metal |
1d6+1 |
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W.P. Battle Axe: Training in all types of battle
axes and picks. Bonuses: +1 to strike at levels one, four, eight,
and twelve. +1 to parry at levels two, five, nine and thirteen. +1 to strike
when thrown at levels three, eight and twelve.
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W.P. Blunt: Training with all types of blunt
weapons including mace, hammers, cudgels, pipe, staff and clubs. Bonuses:
+1 to strike at level one. Add +1 to strike at levels 3, 5, 8, 11 and 14.
+1 to parry at levels 2, 6, 9, 12 and 15. +1 to throw at levels 4, 7, 10
and 13.
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W.P. Bola: The Bola is an old weapon of South
American Indians who taught its construction and use to the gauchos. The
classic weapon was three rawhide thongs joined at one end and at the other,
three cords tipped with metal or leather covered stones; the length of
the cords varied from 3-10 feet. When thrown accurately, the bola could
entangle the legs to bring down a running animal. One or two weighted balls
were used for hunting small prey like rabbits and birds.
Damage: 2D4 S.D.C. As one might expect, various weapon manufactures
have created bolas with 1-3 grenades instead of weights, and Northern Gun
as created one that works like a Neural Mace, with the stunning
charge delivered by remote control once the victim has been ensnared.
Bonuses: +1 to strike, disarm and entangle at levels 2, 5, 10 and
15.
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W.P. Bow: Includes short bow, long bow, samurai
bow, Mongol bow, and Ninja short bow, as well as modern compound bows.
Bonuses:
Start with +1 to strike and two shots per melee round. Add 1 to strike
at 2nd, 4th, 7th, 10th, 13th, and 14th levels. An extra shot per melee
round is added at 2nd, 4, 5, 8, 10, 12, and 14th levels.
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W.P. Boomerang:
Bonuses:+1 to Strike at levels 1, 3, 5, 7, 9, 11, 13, &
15. |
Specials..... |
Return path; will return to the thrower.
Straight Shot; target gets a +4 to dodge.
Back Shot; Hits victim from behind, -2 to dodge.
Bounce Shot; Bounces off target back to thrower, only K.O.s/stuns target
for 1d6 melees.
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W.P. Broken Bottle: Training in the
use of broken bottles and glasses as weapons. The character can break a
bottle without cutting himself, and use a variety of offensive moves. If
attempting to parry with a broken bottle, the wielder automatically fails,
and receives an *additional* 1d6 SDC. However, if the attacker was using
a fist, foot, or other part of the body, he also receives 1d6 SDC damage.
Bonuses:
+1 to strike and damage at level one, and an additional +1 to strike an
damage at levels 4, 8, and 13.
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W.P. Chain: Training with all types of chain
weapons including ordinary lengths of chain, nunchaku, flail, and ball
or mace and chain. Bonuses: +1 to strike and entangle at level one.
Add another +1 to strike at levels 3, 5, 8, 11 and 14. +1 to parry at levels
4, 7, 10 and 13. +1 to throw at levels 6 and 12. +1 to entangle at levels
2, 5, 8, 11 and 14.
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W.P. Crossbow: Includes both heavy and
light crossbows. Bonuses: 1 shot per melee at first level. +1 to
strike at 2, 4, 6, 8, 10, 12, and 14th levels. An extra shot per melee
round is added at 2, 5, 7, 9, 11, 13, 15th levels.
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W.P. Deadbll: This skill allows the character
to throw the spiked, ricocheting ball in the deadball game with great accuracy.
A character with this skill can hit a target by ricocheting the ball off
walls, ceilings and floors. This is a called shot, at -1 for every ricochet
needed to strike the target. It is very hard to parry or dodge the ricocheting
deadball; the victim is at -2 to dodge, and at an additional -1 for every
additional ricochet beyond the first.
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W.P. Forked: Includes Sai, tiger forks,
tridents and other weapons with tines. Bonuses: +1 to Strike and
+2 to Entangle. +1 to strike at levels 3, 5, 7, 9, 12 and 15. +1 to parry
at levels 5, 9 and 13. +1 to entangle at levels 2, 5, 8, 10, 12 and 14.
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W.P. Grappling Hook: Trained use of a grappling
hook for climbing, scaling walls (adds +5% to that skill), boarding vessels,
tripping an opponent (by hooking the foot, ankle or leg. Does no damage,
but knocks victim to the ground and he loses initiative and one melee attack)
and impaling (does 1D6 damage). +1 to strike or entangle at levels 3, 6,
9 and 12.
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W.P. Improvisation: This is simply the ability
to use any available materials at hand and use them as effective weapons.
This includes the use of dirt to temporally distract/blind your opponent,
the the use of sharpened tree branches to use as spears. With this skill
almost anything can be a deadly weapon.
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W.P. Knife: Training with all types of knives.
Bonuses:
+1 to strike when thrown on level one. +1 to strike at levels 2, 4, 7,
10 and 13. +1 to parry at levels 2, 4, 8, 11 and 14. +1 to throw at levels
2, 4, 6, 9, 11, 13 and 15.
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W.P. Lance: Lances are not normal hand-to-hand
weapons; they can only be used by someone riding a horse, animal (griffon,
or dragon), or vehicle (chariot). Lances can not be used to parry, and
often break during combat. Bonuses: +2 to strike at level one, and
+1 to strike at levels 4, 8, and 12.
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W.P. Mouth Weapons: Includes blowpipes, mouth
darts, and other weapons that depend on a person's lungs and aim out of
the mouth. Bonuses: +1 to strike at 1st level. Add 1 to strike at
4, 8, and 12th levels. An extra shot per melee round is added at 3, 7,
and 11th levels.
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W.P. Net: Training in the use of ancient (string)
and modern (carbon fibers or metal alloys) nets. Nets are not so much offensive
weapons as they are used to ensnare an opponent, to slow him down, confuse
or render immobile for a while. There are two types of snare:
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Snaring an opponent's weapon: The weapon becomes entangled and is pulled
out of the persons hand. A natural, unmodified roll of 18, 19, 20 will
disarm an opponent, unless they roll equal to or above the roll to strike
(no bonuses).
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Snare one's opponent: By throwing a large net completely over the opponent,
one can snare him. The intended victim must dodge or be netted. If caught
in the net, the victim is -8 to strike, -10 to dodge, and -6 to parry.
It will require 1D4 melees to break free from the net, unless one has superior
weapons (vibro-blades and plasma swords especially). Note that though quite
helpless while in the net, those attacking him will be doing a lot of damage
to the net, thereby destroying it in a matter of a melee. If the person
dodges the net, the net thrower will be without a weapon (it takes TWO
hands to throw a net) until he can get out another weapon.
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W.P. Paired Weapons: This is an extra skill
that, combined with an ancient weapon allows for the use of two weapons
simultaneously.
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W.P. Polearm: Training in the large spear-like
weapons know as the polearm. Also includes tridents.
Bonuses: +1
to strike at levels one, five, nine and fourteen. +1 to parry at levels
one, three, six, nine and fourteen. +1 to parry at levels one, three, six,
nine and twelve. +1 to strike when thrown at levels two, five, nine and
fourteen.
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W.P. Rune Weapon: This gives the character
the knowledge and ability to use all and any Rune Weapons. With this skill
the character can use any rune weapon whether or not he has that w.p. (i.e.
if the character doesn't have a w.p. sword but does have a rune sword he
can still use it). This gives the character an additional +2 to strike
with a rune weapon and +3 to parry with a rune shield.
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W.P. Shield: Combat skills with large and
small shields used primarily for parrying and self defense.
Bonuses:
+1 to parry at levels 1, 3, 6, 9, 12 and 15. A shield can be used in one
hand and a weapon in the other. +1 to strike with a shield (1D4 damage)
at levels 4, 8 and 12. No bonus to strike when thrown.
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W.P. Siege Weapons: An understanding of the
use and mechanics of siege weapons, including balista, catapult, onager
and trebuchet. +1 to strike at levels 2, 5, 9 and 12.
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W.P. Slingshot: Includes both ancient
slings and modern slingshots. Bonuses: +1 to strike and 2 two shots
per melee at first level. +1 to strike and an extra shot per melee at levels
2, 4, 6, 8, 10, 12 and 15.
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W.P. Small Thrown Weapons: Includes shuriken,
throwing spikes, etc. Bonuses: Start with being able to fire off
3 per melee round. +1 to throw at levels 4, 7, 10 and 13. Extra shot per
melee at levels 2, 3, 5, 6, 8, 9, 11, 12, 14 and 15.
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W.P. Spear: Combat skill with large and small
spears. Bonuses: +1 to strike and parry at level one. +1 to strike
at levels 3, 7, 10 and 13. +1 to parry at levels 3, 6, 9, 12 and 15. +1
to throw at levels 2, 4, 8, 11 and 14.
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W.P. Staff: Combat skill with large and small
staffs. Bonuses: +1 to strike and parry at level one. +1 to strike
at levels 4, 7, 10 and 14. +1 to parry at levels 2, 5, 8, 11, and 14. +1
to throw at levels 4, 8 and 14.
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W.P. Sword: Combat skills with large and
small swords, including fencing type training. Includes rapiers, sabers,
two handed, and short swords. Bonuses: +1 to strike and parry at
level one, an additional +1 to strike at levels 3, 6, 9, 12 and 15.+1 to
parry at levels 2, 3, 5, 7, 9, 11 and 14. +1 to throw at levels 5, 10 and
14.
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W.P. Trident: The practiced use of the
trident as a weapon. Bonuses: +1 to strike and entangle at level
one. +1 to strike at levels 3, 5, 7, 9, 12, and 14. +1 to parry at levels
5, 9, and 13. Entangle an opponent's arm, hand, foot or weapon between
the prongs: +1 at level 2, 5, 8, 10, 12 and 14. If a limb is caught or
pinned, the trident user can twist the trident with a quick movement that
will force the "pinned" opponent o follow the movement and be "flipped'
off his feet or upside down under water. The victim of a body flip is thrown
to the ground/down/over and loses initiative and one melee action/attack.
W.P. Trident provides the body flip move only when using the trident. Typical
damage is 3D6 S.D.C. or 3D6 M.D.; can be thrown 50 feet in the air or 30
feet underwater.
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W.P. Whip: Skill at "whipping" or snapping
with long, flexible, light weapons, typically made of leather, rawhide,
reeds or M.D.C. cords.
Damage: Single cord whip: 1D6 S.D.C., Bull Whip: 2D6 S.D.C.,
Cat-O-Nine Tails: 2D6 S.D.C.
Bonuses: +1 to strike at level one. +1 to strike at 3, 5, 7,
9, 11 and 13th levels. +1 to damage at 4th, 8th, and 12th levels. +1 to
entangle at 2nd, 6th, 8th, 10th and 14th levels. This weapon cannot
be used to parry! An M.D.C. whip still inflicts S.D.C. damage, but is more
resistant to damage.
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Modern Weapon Proficiencies: These are areas
of training and practiced skill with a particular type of modern weapon.
Each W.P. counts as one skill selection. Characters with no knowledge of
modern weapons can fire loaded weapons, but will take twice as long to
reload and always shoot "wild"; no bonuses to strike.
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W.P. Artillery: Covers all vehicle-sized
cannons and howitzers, as well as vehicle-mounted missile weapons.
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W.P. Automatic Pistol: All modern military
automatic pistols (automatic means the weapon keeps firing while the trigger
is depressed and until the trigger is released or the rounds are all expended).
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W.P. Automatic and Semi-automatic Rifles:
Includes all assault rifles like the M-16 and AK-47.
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W.P. Black Powder: Knowledge and practice
with antique weapons of all kinds. Includes a lot of strange items... the
ability to load and fire muzzle-loading guns, familiarity with Civil War,
Napoleonic, Revolutionary War rifles and pistols.
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W.P. Bolt Action Rifle (hunting & sniping):
Includes most hunting rifles; not an automatic firing weapon.
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W.P. Cyclone Weapon Systems: This skill
is exclusive to the cyclone rider O.C.C. and gives the character a +1 bonuses
to strike when using any of the standard cyclone weapons. They include
the CADS-1 Saber system, EP-37 60mm beam cannon, EP-40 rocket cannon, RL-6
rocket cannon, GR-97 forearm missile launcher, GR-103 mini-missile and
missile launcher sidecar.
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W.P. Flame Thrower: Includes normal fire,
and plasma based flame throwers. This does not include plasma ejectors
or similar weapons. This W.P. also instills a basic understanding of how
to make best use of the Flame Thrower: i.e. by lighting certain areas on
fire, concentrating the fire or dispersing it over a larger area, etc.
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W.P. Gallant H-90: This is a separate weapon
proficiency because of its unique multi-configurations, and damage capabilities.
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W.P. Grenade: Think just anyone can chuck
a grenade? If your answer is yes, then you might want to think again. Sure,
tossing a grenade takes all the intelligence of your average chimpanzee.
Figuring out when to throw the grenade is another matter. First off not
all grenades are fitted with the same delay rate. Some have a 5 second
delay, some 3 seconds, some can be adjusted to a variable rate. There's
even some Soviet grenades that have a zero delay, they go off as soon as
you pull the pin!
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W.P. Grenade Launcher: Any device, including
certain rifle models, that fire grenades. This skill includes the use of
the Triax pump-weapons (i.e. TX-16) and the launchers of the CS-14 "Firebreather."
Bonuses:
+1 to Strike at levels 3, 7, and 11.
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W.P. Harpoon Gun: Proficiency with the
harpoon gun. The weapon can be used either with a plain pointed end (2D6
S. D.C.) or with an explosive head (4D6 M.D.). Bonuses: +1 to strike
at levels two, four, seven, ten and thirteen.
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W.P. Heavy: Includes machineguns, bazookas,
LAWS, and mortars.
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W.P. Mortar: These are man portable artillery
weapons that consist of a tube and small self-propelled bombs that shoot
out of the tube.
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W.P. Revolver: All cylinder style handguns;
not automatic (trigger must be pulled each time the gun is fired).
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W.P. Sub-Machinegun: Includes all
small arms automatic weapons like the uzi.
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W.P. Torpedo: Maintenance and a keen understanding
of a torpedo’s speed, range, trajectory, and most effective use. Bonuses:
+1 to strike at levels two, six and twelve. +1 to strike with a depth charge
at level four.
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W.P. Energy Pistol: Includes lasers and
all types of energy firing small arms.
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W.P. Energy Rifle: Includes all long range
energy firing rifles.
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W.P. Heavy Energy Weapons: Includes plasma
ejector, rail guns, and similar high tech, mega-damage weapons.
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W.P. Sharpshooter: Any O.C.C. except
Vagabond, Dragon and Mind Melter, can select the W.P. Sharpshooter skill.
However, among the current list of O.C.C.s and in most parts of the world,
sharpshooting is not very commonplace. Still, some characters, especially
those geared for combat, may have one or two W.P. Sharpshooting skills.
Counts as two "other" skill selections
Not available as a secondary skill
The character must have first spent one skill selection on a
desired W.P. skill before the Sharpshooting skill can be selected. Once
the W.P. type has been selected, the sharpshooting skill can be added to
it at a cost of two "other" skill selections. The sharpshooting skill bonuses
are then added to those of the normal weapon proficiency for that specific
type of weapon.
The sharpshooting skill can be combined with the W.P. Archery
& Targeting skill (applicable only to the sling, crossbow, and bow
and arrow) and all the modern weapon proficiencies, except W.P. Heavy and
W.P. Heavy Energy Weapons. Not applicable to W.P. Blunt, W.P. Chain, W.P.
Knife, W.P. Sword, or other ancient hand-held type weapons.
W.P. Sharpshooting Bonuses: All bonuses are in addition to conventional
W.P. bonuses of +3 aimed, +1 burst.
The Sharp Aimed Shot (applicable to both the single shot and
the aimed burst shot): +1 to strike with a P.P. 20 and every additional
five (5) P.P. points above 20, but the bonuses are only applicable when
the appropriate type of weapon is used. Aimed shots only. No bonuses for
shooting wild.
The Sharpshooter's Called Shot: The sharpshooter's aimed shot
bonuses are NOT applicable when using this special "Sharpshooter's called
shot." Instead, the sharpshooter uses the following superior bonuses: +1
to strike with a P.P. 18 and every additional three (3) P.P. points above
18, but the bonuses are only applicable when the appropriate type of weapon
is used and this special called shot counts as two melee attacks/actions.
Aimed shots only.
Quick Draw: +1 to initiative with a P.P. 18 and every additional
four (4) P.P. points above 18, but the bonuses are only applicable when
the appropriate type of weapon is used.
The Bonus Attack: +1 additional shooting melee attack when using
that specific weapon for the entire melee round.
The Trick Shot: Most Men at Arms can pick one of the following
tricks (or roll 1D6 for random determination), but the
Gunfighter,
Sheriff
and Gunslinger O.C.C.s get ALL six!
-
Can fire a traditional two-handed weapon, like a rifle, one handed.
-
Can shoot over his shoulder by holding up a mirror and aiming at the reflection.
-
Accurately shoot while riding a horse or moving vehicle (normally a wild
shot), but strike bonuses are half and a called shot is impossible (-8
to strike and strike bonuses do not apply).
-
Shoot accurately while standing on head or hanging upside down; all bonuses
applicable.
-
Roll or somersault and come up shooting (normally a wild shot), no bonuses
nor penalties to strike; straight roll of the dice.
-
Ricochet shot, can bounce bullets, arrows, sling bullets and other fired
projectiles (depending on the specific W.P.) off of one surface and angle
the shot in such a way that the projectile ricochets/bounces off and hits
a different/second target (inflicts only one pint of damage to the first
surface and full damage to the second). This can also be done with laser
weapons but the ricocheting surface must be mirrored or highly polished.
Glitter Boys are excellent reflective surfaces for performing a ricochet
laser shot.
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W.P. Study: Although this weapon proficiency
list is fairly extensive, some weapons may be left out. Any player who
wants a W.P. in a weapon not represented in this list, should select this
skill. Subject to GM approval. When selected, the player uses the bonuses
of the closest weapon on the list. For example: Steve wants his druid to
use a scythe. Since W.P. Scythe is not listed, and the GM approves of Steve
using the W.P. Study skill. Steve, and the GM then decide that the W.P.
Pole Arm skill is the closest equivalent, but the GM allows a bonus of
+1 to parry at level 1.
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Weapon Mastery
"Ello. My name is Inigo Montoya. You killed my father. Prepare
to die."
-Spanish Weapon Master
Some people, such as Lawmen and Gunfighters, learn to do amazing things
with guns. Some Indian warriors do similar things with bows and slings,
making the New West of Rifts Earth a deadly place... at a distance. Some
places, some worlds, however, have either built a culture around hand to
hand combat or have never advanced technologically to the point where distance
combat is feasible. The same kinds of people live everywhere, however.
Just as some in North America have devoted themselves to their guns, some
people in these societies have devoted themselves to their weapons, be
they high-tech blades scientifically balanced to their weilder's style,
magical flails, or a hunk of wood that "just feels right", they have expanded
their knowledge beyond mere proficiency: Thay are Weapon Masters.
Restrictions and Conditions
This skill is applicable only to weapons that rely on the strength of
their wielder to cause damage, or their modern, magical and psionics equivalents.
Thus vibro-blades, flaming swords and psi-swords can all benefit from this
skill, while bows, slings and pistols cannot. Spears, knives, and other
throwing weapons can be used with this skill, but all bonuses (save those
to initiative) are halved, and the Riposte ability cannot be used.
To acquire this skill a character must sacrifice two OCC related skills
or two OCC WP's. Secondary skills cannot be used to acquire this skill.
A character must be proficient in the weapon to be mastered, and must purchase
mastery separately for each WP.
Bonuses of Weapon Mastery
All bonuses are in addition to attribute and WP bonuses.
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The mantra of business is "Location, Location, Location," supposing a better
location will yield better results. Weapon masters have also learned the
value of location in the form of a well-placed shot. A weapon master gains
a +1 to damage with a PP of 15 and an additional +1 fir every 5 points
of PP thereafter. This damage can be either SDC or MDC, as appropriate
to the weapon.
-
Riposte. A Master can go one better than a simultaneous strike, parrying
and striking in response to another's attack. This costs an attack, but
is done at full bonuses and cannot be defended against (unless his opponent
has an un-engaged paired weapon or is also a master).
-
Example: Master A is using a longsword, whiole master B is using a Hercules
Club. Master A makes his attack, rolling a thirteen (with bonuses). Master
B attempts a riposte, rolling a measly 4 four his parry and an 8 for a
strike. His opponent parries the riposte with a 12, thus damaging his opponent
and protecting himself.
-
On his next attack, Master B swings his club and rolls an 18. Master A
ripostes, rolling a thirteen for his parry and a seven for his strike.
Master B parries the riposte with an eleven, and Master A is in a world
of hurt (did I forget to mention that Master B is a troll... a BIG troll?
Oops). Note that both character have used two attacks (one attack and one
riposte), but this is only the first sequence of attacks this melee round.
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Lightning Speed. Similar to Iaijutsu, this gives a character great speed
when using his mastered weapon. This translates into a +1 initiative at
PP 18, and another +1 per additional 4 points of PP. They also receive an extra attack on any round in which they use only their mastered weapon.
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The Expanded Proficiency. Finally, a Weapon Master gains a bonus to all maneuvers
involving that weapon, such as strikes, parries, disarms and
entangles, but not dodges, rolls or holds. This bonus is a +1 at a PP of
20, with an additional +1 per 5 points of PP thereafter.
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Weapon Proficiencies provide the following bonuses:
Aimed: +3 to strike. Note: +4 with a revolver |
Burst: +1 to strike. |
Wild: No bonus or penalty. |
Training also enable the character to easily reload, disassemble, unjam,
clean and other wise maintain the weapon. Recognizes weapon quality:
30% + 6% per level of experience. Add a bonus of +1 to strike for every
THREE levels of experience beyond level one.
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