Editing Flamepunk: Physical Traits

Jump to: navigation, 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.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 32: Line 32:
 
''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.''
 
<br><br>
 
<br><br>
----
 
  
 
==Combat Training Traits==
 
==Combat Training Traits==
Line 52: Line 51:
 
'''Expert Level'''
 
'''Expert Level'''
  
* ''Expert Aim:'' Add +2 to the Magnitude of successful Aimed Attacks with ''Military Ranged'' weapons.
+
* ''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.
+
* ''Master Aim:'' Double again the total amount of damage you deal with Aimed Attacks with ''Military Ranged'' weapons. This is cumulative with Expert Aim, effectively giving a total x4 increase in damage.
  
* ''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.)
+
* ''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 countas good cover.)
 
<br><br>
 
<br><br>
  
Line 146: Line 145:
  
 
* ''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'''
Line 153: Line 150:
 
* ''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.
+
* ''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'''
Line 161: Line 158:
 
* ''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.
 
<br><br>
 
<br><br>
----
 
  
 
==Physical Conditioning Traits==
 
==Physical Conditioning Traits==
Line 181: Line 177:
 
'''Expert Level'''
 
'''Expert Level'''
  
* At the Expert level you make Move Actions with a Hit Target Number of (3, 4, 5, 6).
+
* At the Proficient level you make Move Actions with a Hit Target Number of (3, 4, 5, 6).
  
 
'''Master Level'''
 
'''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.
+
* At the Proficient 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.
 
<br><br>
 
<br><br>
 
 
===Brawler===
 
===Brawler===
  
Line 202: Line 197:
 
'''Expert Level'''
 
'''Expert Level'''
  
* Add +1 to the ''magnitude'' of any successful unarmed attacks you make.
+
* Add +1 to the multiplier of any unarmed attacks you make.
  
 
'''Master Level'''
 
'''Master Level'''
Line 208: Line 203:
 
* All your unarmed attacks automatically count as ''aimed attacks'', with no aiming necessary.
 
* All your unarmed attacks automatically count as ''aimed attacks'', with no aiming necessary.
 
<br><br>
 
<br><br>
 
 
===Hard As Nails===
 
===Hard As Nails===
  
Line 215: Line 209:
 
'''Untrained Level'''
 
'''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).
+
* At the Untrained level your starting and ''Wound Points'' is equal to your ''Focus'' plus your ''Pyros'' (normally this is 12 Wound Points total).
  
 
'''Proficient Level'''
 
'''Proficient Level'''
  
 
* At the Proficient level, add +3 to your starting Wound Points.
 
* At the Proficient level, add +3 to your starting Wound Points.
 +
 +
* Add +1 to the final damage of all successful melee attacks you make (applied '''after''' any multipliers and other bonuses).
  
 
'''Expert Level'''
 
'''Expert Level'''
  
 
* At the Expert level, add a further +3 to your starting Wound Points (for +6 extra wound points total).
 
* At the Expert level, add a further +3 to your starting Wound Points (for +6 extra wound points total).
 +
 +
* Add +2 to the final damage of all successful melee attacks you make (applied '''after''' any multipliers and other bonuses).
  
 
'''Master Level'''
 
'''Master Level'''
  
 
* At the Master level, add a further +6 to your starting Wound Points (for +12 extra wound points total).
 
* At the Master level, add a further +6 to your starting Wound Points (for +12 extra wound points total).
 +
 +
* Add +4 to the final damage of all successful melee attacks you make (applied '''after''' any multipliers and other bonuses).
 
<br><br>
 
<br><br>
 
 
===Tank===
 
===Tank===
  
Line 242: Line 241:
 
'''Proficient Level'''
 
'''Proficient Level'''
  
* Your maximum ''Encumbrance'' is increased by 2 (total = Focus +2).
+
* Maximum ''Encumbrance'' equal to Focus plus 2.
  
* Reduce your total ''Mobility Penalty'' by 1 point.
+
* Reduce all ''Mobility Penalties'' of armour and equipment by 1 point.
  
 
'''Expert Level'''
 
'''Expert Level'''
  
* Your maximum ''Encumbrance'' is increased by 2 again (total = Focus +4)
+
* Maximum ''Encumbrance'' equal to Focus plus 4.
  
* Reduce your total ''Mobility Penalty'' by a further 1 point. (total -2 MP)
+
* Reduce all ''Mobility Penalties'' of armour and equipment by 1 additional points (total reduction = 2 points).
  
 
'''Master Level'''
 
'''Master Level'''
  
* Your maximum ''Encumbrance'' is increased by 4 again (total = Focus +8)
+
* Maximum ''Encumbrance'' equal to Focus plus 8.
 
 
* Reduce your total ''Mobility Penalty'' by a further 2 points. (total -4 MP)
 
<br><br>
 
----
 
 
 
==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.
+
* Reduce all ''Mobility Penalties'' of armour and equipment by 2 additional points (total reduction = 4 points).
 
<br><br>
 
<br><br>
===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.
 
<br><br>
 
 
 
==Pages Related to this Topic:==
 
==Pages Related to this Topic:==
  
Line 308: Line 278:
 
* [[Flamepunk: Staying Alive|Staying Alive]]
 
* [[Flamepunk: Staying Alive|Staying Alive]]
  
[[Category:Flamepunk|Physical Traits]]
+
[[Category:Flamepunk]]

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)