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).

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: Double the total amount of damage you deal with Aimed Attacks with Military Ranged weapons.

Master Level

  • 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.



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).



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

  • 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).

Master Level

  • That's gotta hurt: When you make a ranged attack using a Street Ranged weapon, double the total amount of damage you deal.



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

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

Master Level



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).

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.
  • 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 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.



Physical Conditioning Traits

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

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