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Rising Sun Eternal: Combat and Weapons
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== Additional Combat Rules for Japan settings == === Optional Spot Rules for Weapons === There’s a staggering variety of personal Melee and Missile Weapons and weaponry. Their usefulness in adventures may be limited, of course, depending on who or what the Protagonists face. The primary game statistics relating to different types of weapons may be found on the Example Weapons Table. The availability of any class of weapon will be dictated by resources available in the locality, local traditions, etc. The many lists of weapon types, damages, etc., created for other d100 or other RPGs can easily be tapped for this setting – there are many options and most are easily rejigged, if not already compatible. What follows are some spot rules for Protagonists who have access to common Japan era weapons. === Concealing Weapons === Knives and coshes can be concealed under ordinary clothing. Someone deliberately looking for a concealed weapon can attempt an '''Alertness''' test to spot it. A Ninja folding bow or especially big knife means a +20% Alertness bonus. If a Protagonist is wearing a heavy cape, he or she can attempt to conceal a hankyu bow, or a larger hand weapon (e.g., a hatchet or katana) and incur no Alertness bonus. There’s no way to conceal a spear or other large melee weapon. === Hand-to-Hand Weapons === Unarmed attacks, like punching, kicking, and strangling, use the '''Unarmed''' Combat skill. All melee weapons use the '''Melee Weapons''' skill. === Ranged Weapons and Reloading === Ranged weapons that are aimed and loosed (e.g., bows) use the '''Missile Weapons''' skill. All such weapons require some kind of ammunition (arrows) and are useless if the supply is exhausted. Ranged weapons that are thrown (e.g., spears) use '''Athletics''' skill. The Protagonists may have easy access to a range of different Missile Weapons. These require reloading, but times differ according to the type of weapon. For a simple bow, it would take one turn to ready a new shot after firing; the readied arrow would be fired in the next turn. === Weapon Specialization === Any Protagonist who already has a weapons skill can sacrifice points from that skill, or any other skill, to specialize exclusively in a particular weapon. They automatically gain a +1 damage bonus in that weapon, plus access to any special capabilities that weapon has. Some examples of such weapons are as follows. {| | Weapon | Skill | Damage | Special capability |- | Tessen | Melee Weapons | 1D3 | Defend: all parries and defensive moves get +20% |- | Kusari-fundo | Melee Weapons | 1D4 | Entangle: with success, instead of damage, do STR vs STR to immobilize |- | Kusarigama | Melee Weapons | 1D6 | Entangle: with success, instead of damage, do STR vs STR to trip |- | Sodegarami | Melee Weapons | 1D8 | Entangle: with success, instead of damage, do STR vs STR to immobilize |- |}
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