Editing
Flamepunk: Physical Traits
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Combat Training Traits== This section describes the various combat styles - you'll need at least one of these if you intend to be a powerful combatant. <br><br> ===Military Ballistics Training=== ''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.) <br><br> ===Military CQC Training=== ''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)''. <br><br> ===Ranged Streetfighting=== ''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). <br><br> ===Specialist Weapon Training=== ''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''' * At the Untrained level you can use the specialist equipment with the Hit Targets, damage and special effects listed in the [[Flamepunk: Technology and Weaponry]] section. '''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''' * You can use the Expert Level effect listed under the ''Specialist Weapon's'' individual description in the [[Flamepunk: Technology and Weaponry]] section. '''Master Level''' * You can use the Master Level effect listed under the ''Specialist Weapon's'' individual description in the [[Flamepunk: Technology and Weaponry]] section. <br><br> ===Streetfighting=== ''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. <br><br> ----
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information