Flamepunk: Physical Traits

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Flamepunk:Main Page -> Flamepunk: Character Generation: The Forge -> Flamepunk: Physical Traits


Overview of Physical Traits[edit]

This page lists the Physical Traits available for you to purchase at character generation or with experience points.

Trait descriptions work as follows

Trait Name[edit]

The trait name is the header. Traits are divided by broad category for ease of reference, then arranged alphabetically.

A short description then follows.

Untrained Level

The information here describes what can be achieved with this trait at the Untrained level. Note that all characters can achieve the Untrained level by default.

Proficient Level

The information here describes what can be achieved with this trait at the Proficient level.

Expert Level

The information here describes what can be achieved with this trait at the Expert level.

Master Level

The information here describes what can be achieved with this trait at the Expert level.

It is worth noting that you can always use the effects of lower levels of skill than you possess. For example, an Expert in a trait can also use the listed effects from the Proficient and Untrained level.


Combat Training Traits[edit]

This section describes the various combat styles - you'll need at least one of these if you intend to be a powerful combatant.

Military Ballistics Training[edit]

Military Ballistics Training encompasses ranged combat via the use of military ranged weapons. This is the default skill for those who want to fight at a distance with serious weapons of war. Guild soldiers are often adept with Military CQC Training, as are Guild Hellforged.

Untrained Level

  • At the Untrained level you can use the equipment with the Hit Targets, damage and special effects listed in the Flamepunk: Technology and Weaponry section. Most Military Ranged weapons have a Hit Target of (1, 2).

Proficient Level

  • Ballistics techniques: When you make a ranged attack using a Military Ranged weapon, you count a roll of "3" as a Hit Target number. For example, if a weapon usually has a Hit Target number of (1, 2), then this would become (1, 2, 3).

Expert Level

  • Expert Aim: Add +2 to the Magnitude of successful Aimed Attacks with Military Ranged weapons.

Master Level

  • Master Aim: Add +2 again to the Magnitude of successful Aimed Attacks with Military Ranged weapons. This is cumulative with Expert Aim, effectively giving a total +4 increase in Magnitude with succesful Aimed Attacks.
  • Maximise Cover: When you are in Cover, remove all attack dice against you that show a face value of 2. (note that this effectively does not alter the benefit of good cover, but makes poor cover count as good cover.)



Military CQC Training[edit]

Military CQC Training encompasses unarmed combat and use of military melee weapons. This is the default skill for those who want to fight close up and personal with common weapons of war - a must for those who want to be taken seriously as warriors. Church Crusader Knights are usually adept with Military CQC Training, as are most Guild Soldiers. Guild Hellforged tend to be at the very least Expert in CQC.

Untrained Level

  • At the Untrained level you can use the equipment with the Hit Targets, damage and special effects listed in the Flamepunk: Technology and Weaponry section. Most Military Melee weapons have a Hit Target of (5, 6). An untrained unarmed attack has a hit target of (5, 6) and deals damage equal to the success level of the roll.

Proficient Level

  • Parry Defence: As a reflexive automatic action costing one dice you can remove up to two dice from the rolled dice pool of someone attacking you, but each dice removed must have a face value of 5 or 6. If using a (military melee) shield then you can instead remove dice that have a face value of 4, 5 or 6.
  • CQC techniques: When you make a melee attack using a Military Melee weapon, you count a roll of "4" as a Hit Target number. For example, if a weapon usually has a Hit Target number of (5, 6), then this would become (4, 5, 6).
  • Martial Arts Strike: When you make a melee attack using unarmed attacks, you count a roll of "4" as a Hit Target number. For example, if a weapon usually has a Hit Target number of (5, 6), then this would become (4, 5, 6).

Expert Level

  • Expert Parry Defence: As a reflexive automatic action costing one dice you can remove up to three dice from the rolled dice pool of someone attacking you, but each dice removed must have a face value of 5 or 6. If using a (military melee) shield then you can instead remove dice that have a face value of 4, 5 or 6.
  • Martial Arts Grapple: When you make a melee attack using unarmed attacks, you can choose to make it a grapple attack. Grapples have a Hit Target number of (1, 2). Note that if you use the Martial Arts Grapple ability you cannot simultaneously use the Martial Arts Strike ability. (i.e. the Hit Target Number is 1,2, not 1,2,4).

Master Level

  • Military Melee Mastery: Always counts a roll of (3, 4) as a hit when making any military melee weapon or any unarmed attack (including Martial Arts grapple), in addition to the normal Target Hit Numbers of the attack. For example, if a weapon normally has a Target Hit Number of (5, 6), then this becomes (3,4,5,6).



Ranged Streetfighting[edit]

Ranged Streetfighting is using whatever ranged weapons come to hand, be it thrown bottles, bricks, or even the lighter side arms. This is the default skill for those who want to be adept with street ranged weapons. Characters who have ahd to find ranged fighting capability but have never had the budget or training to use proper military gear tend to be skilled in this Trait.

Untrained Level

  • At the Untrained level you can use the equipment with the Hit Targets, damage and special effects listed in the Flamepunk: Technology and Weaponry section. Most Street Ranged weapons have a Hit Target of (1, 2) or (2, 4).

Proficient Level

  • Pretty good shot: When you make a ranged attack using a Street Ranged weapon, you count a roll of "3" as a Hit Target number. For example, if a weapon usually has a Hit Target number of (2, 4), then this would become (2, 3, 4).

Expert Level

  • Fire from the hip: For every "5" or "6" you roll (after defence applied) when you make a ranged attack using a Street Ranged weapon, immediately refresh one dice to your action dice pool.

Master Level

  • Aim on the Fly: When you take an Aim action with a Street Ranged weapon this is 1-dice automatic action (usually a 3-dice automatic action).



Specialist Weapon Training[edit]

This trait represents training with a single specialist weapon, such as an Excrutiator Whip or a Monowire. You must take this trait separately for each specialist weapon you wish to have particular skill with.

Specialist weapon training is especially common amongst Hadar operatives, who see excellence in a single weapon as being preferable and superior to more generalised training.

Untrained Level

Proficient Level

  • Specialised Proficiency: When you make a ranged attack using your chosen specialist weapon, you count a roll of "3" as a Hit Target number. For example, if a weapon usually has a Hit Target number of (2, 4), then this would become (2, 3, 4).

Expert Level

Master Level



Streetfighting[edit]

Streetfighting is fast and dirty fighting, using fists, knees and elbows, as well as street melee weapons. This is the default skill for those who want to be able to handle themselves at street level, using the weapons of the street. Lower level Hadar goons tend to be streetfighters, as do most street punks. The streetfighters figure that its all very well being able to handle a sword and shield, but if all you've got to hand is a shiv and a broken bottle, then fancy military moves don't count for much. Streetfighting does.

Untrained Level

  • At the Untrained level you can use the equipment with the Hit Targets, damage and special effects listed in the Flamepunk: Technology and Weaponry section. Most Street Melee weapons have a Hit Target of (5, 6). An untrained unarmed attack has a hit target of (5, 6) and deals damage equal to the success level of the roll.

Proficient Level

  • Streetfighter's Dodge: As a reflexive automatic action costing two dice you can remove two dice from the rolled dice pool of someone attacking you.
  • Fighter techniques: When you make a melee attack using a Street Melee weapon, you count a roll of "4" as a Hit Target number. For example, if a weapon usually has a Hit Target number of (5, 6), then this would become (4, 5, 6).
  • Unarmed streetfighting: When you make a melee attack using unarmed attacks, you count a roll of "4" as a Hit Target number. For example, if a weapon usually has a Hit Target number of (5, 6), then this would become (4, 5, 6).
  • Second Strike: If you hit with a melee attack using unarmed attacks, or a Street Melee weapon, you can immediately make a second attack against the same or a different target which must either be made with another Street Melee weapon, or an unarmed attack. Specifically, you cannot use the weapon that was used to make the first attack ("unarmed" doesn't count as a weapon for this). This attack is made using one less dice than the first attack (for example, if the first attack was a 3-dice attack the second attack would be a 2-dice attack). Using Second Strike is a free action, and doesn't cost any dice out of your action dice pool. You can only use Second Strike if your first melee attack hit, and can only activate it once for each successful first strike you make.

Expert Level

  • Expert Streetfighter's Dodge: As a reflexive automatic action costing three dice you can remove three dice from the rolled dice pool of someone attacking you.
  • Third Strike: If your "Second Strike" (see above) hits, you can immediately make a third attack against the same or a different target which must either be made with another Street Melee weapon, or an unarmed attack. Specifically, you cannot use the weapon that was used to make the first attack or the second attack ("unarmed" doesn't count as a weapon for this). This attack is made using one less dice than the second attack (for example, if the first attack was a 3-dice attack, then the second attack would be a 2-dice attack and the third attack would be a 1-dice attack). Using Third Strike is a free action, and doesn't cost any dice out of your action dice pool. You can only use Third Strike if your Second Strike hit, and can only activate it once for each successful Second Strike you make.

Master Level

  • Master Streetfighter's Dodge: As a reflexive automatic action costing X dice you can remove X dice from the rolled dice pool of someone attacking you. X can be any number up to your Focus.
  • All or Nothing: When you make a melee attack using unarmed attacks or a street melee weapon that uses 6 or more dice, you multiply total damage dealt by two.




Physical Conditioning Traits[edit]

This section describes various traits that improve your character's overall physical condition, and represent different directions of physical training. Some of these greatly support particular fighting styles, so be sure to check them out.

Athletics[edit]

This trait represents general athletic ability, and is used specifically for tactical movement in combat.

Untrained Level

  • At the Untrained level you make Move Actions with a Hit Target Number of (5, 6).

Proficient Level

  • At the Proficient level you make Move Actions with a Hit Target Number of (4, 5, 6).

Expert Level

  • At the Expert level you make Move Actions with a Hit Target Number of (3, 4, 5, 6).

Master Level

  • At the Master level you make Move Actions with a Hit Target Number of (1, 2, 3, 4, 5, 6). Effectively, this makes tactical movement an automatic action.



Brawler[edit]

This trait represents a preference and aptitude for fighting unarmed.

Untrained Level

  • At the Untrained level this trait gives no benefit.

Proficient Level

  • Reduce all damage from unarmed attacks against you by 2 points.

Expert Level

  • Add +1 to the magnitude of any successful unarmed attacks you make.

Master Level

  • All your unarmed attacks automatically count as aimed attacks, with no aiming necessary.



Hard As Nails[edit]

This trait represents that your character doesn't die easily, nor give up the fight without taking everyone else down with him. This is a useful trait for general survivability.

Untrained Level

  • At the Untrained level your starting and maximum Wound Points is equal to your Focus plus your Pyros (normally this is 12 Wound Points total).

Proficient Level

  • At the Proficient level, add +3 to your starting Wound Points.

Expert Level

  • At the Expert level, add a further +3 to your starting Wound Points (for +6 extra wound points total).

Master Level

  • At the Master level, add a further +6 to your starting Wound Points (for +12 extra wound points total).



Tank[edit]

This trait sets you up to be able to wear the heaviest armours without a drop in combat effectiveness, and is also handy if you're the sort of player who likes his character to have a "golf bag" of weapon choices.

Untrained Level

  • At the Untrained level a character can have a maximum Encumbrance equal to his Focus.
  • At the Untrained level, a character will suffer the full Mobility Penalty of armour and equipment.

Proficient Level

  • Your maximum Encumbrance is increased by 2 (total = Focus +2).
  • Reduce your total Mobility Penalty by 1 point.

Expert Level

  • Your maximum Encumbrance is increased by 2 again (total = Focus +4)
  • Reduce your total Mobility Penalty by a further 1 point. (total -2 MP)

Master Level

  • Your maximum Encumbrance is increased by 4 again (total = Focus +8)
  • Reduce your total Mobility Penalty by a further 2 points. (total -4 MP)




Fleshmoulded Traits[edit]

This section describes the traits that define the various creations of the Guild fleshforgers. Traits in this section have only one level; and must be taken at that level if they are taken at all.

Muleblood[edit]

Mulebloods are hulking, simple creatures, forged by the Guilds as labourers and enforcers. They stand half again as tall and twice as broad as a man, and have blackened, melted skin, giving them an unfinished appearance.

Despite their strength, Mulebloods are very much second class citizens, and are disliked and mistreated by most ordinary people, who regard them as dumb beasts of burden. A muleblood might be as smart as an ordinary man, but they find it hard to talk and express this intelligence.

Master Level

  • Add +12 to your starting Wound Points.
  • Your Encumbrance is increased by +8.
  • Your total Mobility Penalty is reduced by 4 points.
  • You gain an Armour Rating of 2 against Physical Attacks and Fire Attacks. You cannot wear armour on top of this.
  • Because of your slow speech and because of the creeping unease you inspire in "normals", you may never take any Social Traits except for Fearsome.
  • Because no-one allows Mulebloods combat training, you may not take any Combat Training traits.
  • Mulebloods cannot access their Pyros, and cannot spend Pyros in any way. This includes spending Pyros to power equipment.



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