Tuesday, 5 June 2012

Weapon traits + fighting forms

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additional weapon traits
Sunderous , if you reduce someone to zero or less hitpoint get a free attack againest someone with in reach examples of weapons with this trait: Great Axes , zweihander, claymores
Brutal: If you roll max damage the oppenent must choose between your choice of stumbling back 6 feet, dropping their weapon, falling prone, or getting -2 on their next attack
Examples: Tetsubos, Mauls
Slashing:crits on 19-20 Example: swords
Batshit: Your first attack in this combat againest an oppenent is resolved without their dex bonus to a.c
Examples: three section staves, those crazy indian ribbon swords, knife darts
Easy Action: if you are in grapple range you can make an additonal attack with this weapon immedaitely after your normal attack with it. Example: daggers
Catcher: If you roll minimum damage with this weapon you may make them make a dex check or lose their weapon . Examples: sickles, sais, weapon catchers
Long:You may attack someone before they do even if they have initiative on you. Examples: meteor hammer, spear, Nagata
Vigilent: counts as a buckler
     Examples: Sword gauntlet, Staff
Hacking:ignore 2 points of armour modifier to a.c.
      examples: picks, warhammer
Crushing:+1 additonal damage if already have a positive modifier from strength
       examples Tetsubos, mattocks, Flails
Impaling: can set vs charge
Thrownable: Can be thrown with no penalty
Entangly: If you roll minimum damage you can choose to entangle. THis means they get a dex penalty or whatever until they waste a action untangling themselves
   examples Tetsubos, nets, whips, Chains

Get to roll a dice at the same time as your attack roll:
min does something
max does something
match (matching the ones column on the d20 does something.

Generally min gives a choice to do something risky, max does something mean to the oppenent
match means a chance to use the environment in some way .
Many forms have a different size dice for unarmed/armed
smaller dice are  the more pragmatic  forms.
and the forms using bigger dice are the more showy or mystic forms.

Stamp fighting:
Quick no fuss style, emphasising utilizing the shortest distance to make an attack and shin kicking
1d4 unarmed
1d8 armed
min: if this attack hits you may reroll the damage. If it misses you may not roll your form dice on your next attack.
max: force oppenent to choice between the following, knocked prone, knocked back 10 feet, blind (1d4 rounds), or stunned (2 rounds)
Match: Oppenent must dex check or trip over enviroment hazard

 The Shadows Shadow:
A style of evasion and feign, misdirections and groin slaps
1d8 armed/unarmed
min: If this attack misses , you do not get your dex bonus until your next action
max:slip behind the oppenent before resolving this attack
match: immediatley make a stealth check to use a moments inattention to hide somewhere close by or resolve this attack with the oppenents dex bonus negated.

Snap Step:
A primarily duelist style based on controlling the distance of the engagement 
1d6 armed
1d10 unarmed
min: you may move 10 feet back after resolving this attack
max: +2 damage
match: oppenents fumble range is increased to 1-4 until your next action.


  1. I dig both of these, but I really like the forms a lot. Someone could hash out a custom one really quickly during character creation.

  2. I've always loved RPGs that have weird bonuses based on weapon types. I don't care how much book keeping it takes, or how many times people need to grab a book to look up the special ability of a glaive, I still think it is radical.