ANCIENT WEAPON PROFICIENCIES
Note: Each W.P. counts as one skill. The character may select several W.P.s or few. Characters without a W.P. can use any weapon, but without benefit of the W.P. bonuses.
W.P. Archery and Targeting: This is an expertise with thrown and bow weapons. It includes throwing spears, forks, slings, short bow, long bow, cross bow, and modern bows. Bonuses: Add 20ft (6m) to the normal effective range per level of the character, +1 to parry with that weapon (effective at level one), and +1 to strike at levels two,four,six, eight, eleven, and fourteen. Note: The character loses all bonuses and rate of fire is half when riding on horseback or a moving vehicle. Rate of Fire: Two at level one, +2 at level three, +1 at levels five, seven, nine, and twelve.
Bow Type Boomerangs Throwing Sticks & Irons Sling Spear Short Bow Long Bow Modern Compound Bow Traditional Cross Bow Modern Cross Bow |
Ranges (2 * PS) meters (1 * PS) meters (3 * PS) meters (3 * PS) meters (10 * PS) meters (20 * PS) meters (30 * PS) meters 150 meters 200 meters |
Damage per Arrow/Weapon 1d8 sdc 1d6 sdc 1d6 sdc 2d4 sdc 1d10 sdc 2d6 sdc 4d4 sdc 1d8 sdc 3d6 sdc |
W.P. Blunt: Training with all types of blunt weapons including maces, hammers, cudgels, pipes, staves, and clubs. Bonuses: +1 to strike and parry at level one, add another +1 to strike and parry at level four, and another +1 to strike and parry at levels eight and thirteen.
W.P. Chain: Training with all types of chain, nunchaku, flail, and ball or mace and chain. Bonuses: +1 to strike at level one, add another +1 to strike and parry at level four, add another +1 to parry at level eight, and another +1 to strike and parry at level thirteen.
W.P. Knife: Training with all types of knives. Bonuses: +1 additional primary action per attack when using a knife and +1 to strike when thrown at level one, +1 to strike and parry at level two, add another +1 to parry at level four, add another +1 to strike when thrown at level seven, add +1 to parry at level eight, and +1 to strike, parry, and throw at levels eleven and fifteen.
W.P. Sword: Combat skills with large and small swords, including fencing type training. Includes rapiers, sabers, two handed, and short swords. Bonuses: +1 additional secondary action per attack when using a sword and +1 to strike and parry at level one, an additional +1 to strike and parry at levels three, seven, eleven, and fourteen.
MODERN WEAPON PROFICIENCIES
Note: Each of the following weapon skills has the following bonuses:
W.P. Revolver: All cylinder style handguns; not automatic (trigger must be pulled each time the gun is fired).
W.P. Automatic Pistol: All modern military automatic pistols (automatic means the weapon keeps firing while the trigger is depressed and until the trigger is released or the rounds are all expended).
W.P. Bolt-Action Rifle (hunting & sniping): Includes most hunting rifles; not an automatic firing weapon.
W.P. Automatic & Semi-Automatic Rifles: Includes all assault rifles like the M-16 and AK-47.
W.P. Sub-Machinegun: Includes all small arms automatic weapons like the uzi.
W.P. Heavy Weapons: Includes machineguns, bazookas, LAWS, and mortars.
W.P. Energy Pistol: Includes lasers and all types of energy firing small arms such as the RDF Laser Pistol.
W.P. Energy Rifle: Includes most long-range energy firing rifles such as the RDF Laser Rifle.
W.P. Heavy Energy Weapons: Includes Mecha type handheld weapons such as gun pods, rail guns, and similar high-tech, mega-damage weapons.
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