Flamepunk: Physical Traits

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


Overview of Physical Traits

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

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

This section describes various traits that will make you a more impressive physical combatant.

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).

Also, without training you can always attain the following effects:

  • Dodge Defence: As a reflexive automatic action costing one dice you can remove one dice from the rolled dice pool of someone attacking you.

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: When you take an Aim action with a Military Ranged weapon this is 1-dice automatic action (usually a 3-dice automatic action).

Master Level

  • Killer shot: When you make a ranged attack using a Military Ranged weapon, double the total amount of damage you deal.



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.

Also, when unarmed or using a Military Melee weapon you can attain the following effects:

  • Dodge Defence: As a reflexive automatic action costing one dice you can remove one dice from the rolled dice pool of someone attacking you.

Proficient Level

At Proficient level the soldier becomes more adept at melee combat, and also studies unarmed combat skills, focusing on hard take-down techniques. You can attain the following effects:

  • 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

At Expert Level a soldier becomes more adept with his melee ability. As every soldier knows that defence is more important than offence, they learn to protect themselves from enemy attacks more effectively. They also learn more of the grapple-oriented martial arts.

  • 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

At Master Level the soldier is a champion of close quarters combat, forged in the heat of countless battles.

He 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).

Physical Conditioning Traits

This section describes various traits that improve your character's overall physical condition.

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