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''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.''
 
''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.''
 
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==Combat Training Traits==
 
==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.
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This section describes various traits that will make you a more impressive physical combatant.
 
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===Military Ballistics Training===
 
===Military Ballistics Training===
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'''Expert Level'''
 
'''Expert Level'''
  
* ''Expert Aim:'' Add +2 to the Magnitude of successful Aimed Attacks with ''Military Ranged'' weapons.
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* ''Expert Aim:'' Double the total amount of damage you deal with Aimed Attacks with ''Military Ranged'' weapons.
  
 
'''Master Level'''
 
'''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.
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* ''Killer shot:'' When you make a ranged attack using a ''Military Ranged'' weapon, double the total amount of damage you deal. This is cumulative (to x4) if used with Expert Aim.
 
 
* ''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.)
 
 
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'''Expert Level'''
 
'''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).
 
* ''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).
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===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'''
 
'''Master Level'''
  
* You can use the Master Level effect listed under the ''Specialist Weapon's'' individual description in the [[Flamepunk: Technology and Weaponry]] section.
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* ''That's gotta hurt:'' When you make a ranged attack using a ''Street Ranged'' weapon, double the total amount of damage you deal.
 
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* ''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)''.
 
* ''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 Level'''
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* ''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.
 
* ''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.
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* ''Strike fast, strike last:'' When you successfully make a melee attack using unarmed attacks or a ''street melee'' weapon, immediately refresh one dice to your action dice pool. Note that a successful attack is any attack that hits for at least 1 point of damage.
  
 
'''Master Level'''
 
'''Master Level'''
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* ''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.
 
* ''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.
 
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==Physical Conditioning Traits==
 
==Physical Conditioning Traits==
  
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.
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This section describes various traits that improve your character's overall physical condition.
 
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===Athletics===
 
 
''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.
 
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===Brawler===
 
 
''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.
 
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===Hard As Nails===
 
 
''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).
 
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===Tank===
 
 
''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)
 
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==Fleshmoulded Traits==
 
 
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.
 
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===Muleblood===
 
 
''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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==Pages Related to this Topic:==
 
==Pages Related to this Topic:==
  
* [[Flamepunk: Combat and Conflict|Combat and Conflict]]
 
 
* [[Flamepunk: Technology and Weaponry|Technology and Weaponry]]
 
* [[Flamepunk: Technology and Weaponry|Technology and Weaponry]]
 
* [[Flamepunk: Magic and Elementalism|Magic and Elementalism]]
 
* [[Flamepunk: Magic and Elementalism|Magic and Elementalism]]
  
  
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* [[Flamepunk: Physical Traits|Physical Traits]]
 
* [[Flamepunk: Social Traits|Social Traits]]
 
* [[Flamepunk: Social Traits|Social Traits]]
 
* [[Flamepunk: Mental Traits|Mental Traits]]  
 
* [[Flamepunk: Mental Traits|Mental Traits]]  
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* [[Flamepunk: Staying Alive|Staying Alive]]
 
* [[Flamepunk: Staying Alive|Staying Alive]]
  
[[Category:Flamepunk|Physical Traits]]
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[[Category:Flamepunk]]

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