Wednesday, January 11, 2017

New Weapons and Weapon Changes

New Weapons and Weapon Changes


Melee Weapons
STR req.
Skill level
Damage
Shield Dam.
Speed (Jab)
Size
Jab Special
Reach
Type
MancatcherAT
10
High
special
-
15
L
See text
8
P
Net (whipping)A
11
Med
d3
-
7 (5)
L
-
5 feet
C
RapierB
5
Med
2d6p3
-
9 (6)
M
2d4
3 feet
P
Sickle (militarized)A
4
Mini
d6p+d3p
-
8
S
-
1.5 feet
H
Two-Handed WarhammerT
12
Med
2d6p+
1d12p+32
2d6p+3
16
L
-
3 feet
B
Ranged Weapons









Bolas
9
Med
d4p
0
10
M
-
-
E
LassoTA
7
High
0
-
15
L
-
-
E
Net (retiarius)TA
11
Med
0
-
20
L
-
-
E
WhipA
3
Med
4d3p4
-
13 (7)
M
2d4
-
H
3  -2 damage against heavy armored opponents
4 Loses penetration vs armored opponents
B treated as a buckler against Strike the Weapon
A has auxiliaries rules, refer to this sheet or Zealot’s Guide


Ranged Weapons Ranges
Whip
Net (retiarius)
5-10
d20p
5-10
d20p
11-15
d20p-4




Bolas
Lasso
5-20
d20p
5-20
d20p
21-40
d20p-4
21-40
d20p-4
41-50
d20-6
41-50
d20-6


Hand Axe/Throwing Axe
     Hand axes and throwing axes are now considered the same weapons. You'll need to purchases the throwing axe proficiency but any Specializations or Talents apply to both, though you don't gain any bonus damage from them while throwing, even at a jog or run.
     You can switch between either at anytime you are in combat, but remember that if you already have them out it still takes 5 seconds to aim before throwing.


Battle Axe
     This is a two handed weapon but doesn't suffer the penalty to speed or the bonus damage. It can be paired with a buckler but attacking Aggressively negates the shield bonus.


Crossbows
     These long range death dealers aren’t built for speed but they do have several distinct advantages over their brothers. The first is that when steadied against something, either the ground or a tripod of some sort, the penalties for Called Shots are halved, this stacks with the talent.
     The second is that the specialization for the crossbow works different, with the user being able to only specialize in Attack, with the option to also put points in Speed. This means that you can specialize up to +5 to Attack in the crossbow while having no specialization in Speed. If you do, however, chose to put points into Speed, the effective bonus is doubled. So a +2 to Speed would lower the crossbows RoF by 4 seconds.

Knife/Throwing Knife
     Knives and throwing knives are now considered the same weapons. You'll need to purchases the throwing axe proficiency but any Specializations or Talents apply to both, though you don't gain any bonus damage from them while throwing, even at a jog or run.
     You can switch between either at anytime you are in combat, but remember that if you already have them out it still takes 5 seconds to aim before throwing.


Flails
     You roll a d20p-4 when defending against a flail, even if you're using a shield. Regular flails now also come in an additional variety:
     Peasant flail: +2 to reach, it requires two hands giving it a +3 to damage and +2 to speed.
   
Military Pick/Warhammer
     The Military pick and the warhammer are the same weapon, it just comes down to what side of the head you are using. Any Specializations or Talents apply to both. It takes 2 seconds to switch sides.


Scourge
      The scourge is particularly effective at triggering ToP saves. Any damage done with the scourge counts as double when considering whether it triggers a ToP, however, if it only triggers one because of this fact, the defender tries to get under his full Con score, instead of the standard half.
      This ability to negated by armor.


Two-Handed Sword
      Arguably the worst weapon, the two handed sword now has one thing in it's favor.
      The two handed sword now has a jab attack with a speed 12 and damage of a d12.


Glaive
     Glaives have 1 less damage die and get a +1 to their speed.


Whips
      The whip is particularly effective at triggering ToP saves. Any damage done with the whip counts as double when considering whether it triggers a ToP, however, if it only triggers one because of this fact, the defender tries to get under his full Con score, instead of the standard half.
      This ability to negated by armor.

New Proficiency and Skills

New Proficiencies
Grenade-like Missiles      BP 1
  Grenade-like missiles covers pretty much everything from throwing rocks to throwing flasks of Holy Water. Because this proficiency is so cover-all, you should use your discretion. Grenade-like missiles cover rocks, flasks (full or otherwise), spell infused rocks, and large boulders.
  Grenade-like missiles does not cover any type of duck, or anything that is oddly-shaped, like a stick or a book. This proficiency also doesn’t give you the strength to heft huge boulders, only to hurl them accurately if you could already. Characters without this proficiency suffer from a -2 to hit, because throwing a roughly rock-shaped thing isn’t that hard.
   Mages that gain this proficiency receive a +2 to attack and speed when throwing their Force Grenades. Particularly militant or vengeful magic-users may further choose to specialize at the usual costs.

Siege Weaponry (Light)      BP 8
   These weapons are lighter than your traditional pig-launchers but still pack a power punch. This proficiency also covers the less complicated engines, so using light siege weapons incur a -4 to hit and speed for each person that isn’t trained to use it. For each person with the Labor proficiency, that penalty is reduced by 2.
   Light Siege Weapons include: onagers, mangonels, belly bows, and scorpions.

Siege Weapon (Heavy)      BP 10
   Do you need a wall or giant taking out? Then you need a heavy siege engine. These kind of heavy medieval artillery take a team and months, if not years, of practice. For each person without this, the team receives a -6 to hit, and speed. For each one with the Labour proficiency, that number is reduced by 3.
   Heavy Siege Weapons include: catapults, ballistae, and trebuchets.

New Skill Suites

Fieldcraft Skill Suite      BP 30
   This skill package encompasses training and practical experience in fieldcraft. Those possessing this suite have learned the basics of living, traveling and conducting warfare in natural [woodland] terrain. In many respects, this mirrors the functional competencies of Rangers. While said skills are utilized by the latter in pursuit of their moral calling to interdict villainous adversaries that would prey upon defenseless civilians, this aptitude is not solely restricted to their worthy ranks. Others indifferent to the public weal may certainly employ such know-how to their own ends.
   The suite incorporates the following proficiencies and skills:
   Proficiencies: Hiking/Roadmarching, Laborer
   Skills (1 purchase each): Animal Empathy, Animal Mimicry, Fire-Building, Forestry, Hunting, Observation, Tracking, Survival
   In addition, those possessing this suite gain a +20% bonus to Hiding and Sneaking skill checks when in natural terrain though this bonus is supplanted by the vastly superior inherent capabilities of elves and halflings if they purchase this suite.

   This training also sets the recipient up for future success should he pursue additional mastery in any of the skills offered by this suite. Future purchases of these skills afford a +3 Mastery Die Roll modifier or the character’s relevant ability score modifier, whichever is greater.

New Skills
Acrobatics      
BP 2      
Attributes: Dex    
Universal: Y

     While vaulting, flipping, and diving is often for show there are many times when these trained abilities will come in handy. Whether it is vaulting over fences or rolling through a landing to avoid slowing down, acrobatics can make escape or pursuit much more accessible and exciting. Even the most dextrous individuals are limited by their practice and training so beyond the most simple techniques time must be invested.
     Training in acrobatics requires both poise and technique when it comes to careening through the air, so for every mastery level in acrobatics you receive a 5% bonus to jumping.

Mastery Level
The character can...
unskilled
Sumersault.
Novice
Cartwheel, handstand, pullover bar
Average
handspring, swing over and around bar, roll through a landing
Advanced
Dive roll, Backflip, flip off of bars, vault over something or someone
Expert
Back to back tumbling maneuvers, change facing at any point on bars
Master
Double flip mid-air; release from bars, change directions mid-air, and return

Administration, Military      
BP 5      
Attributes: Cha/Wis/Int   
Universal: N

   Running a kingdom and running a military encampment are surprisingly different. This skill is often used by the quartermaster to keep the troops fed and happy, as well as keeping disease and sickness down.
   A quartermaster can handle a number of units equal to his Military Administration skill. This means that they are properly feed and receive -5% on encampment disease checks per 10 full points in this skill. No check is necessary unless it’s in especially difficult circumstances, such as feeding an army in on the steppes far from civilization or keeping disease from spreading when rotting corpses are flung into camp by the enemy.

Bribery      
BP 3      
Attributes: Cha/Wis      
Universal: Y

   Bribery is the grease that keeps the wheels of state moving smoothly. Even non-Machiavellian statesmen may find that Bribery allows you to find that perfect gift for the visiting ambassador.    
   The Bribery skills allows you to not only guess at the relative price of each person and the ability to get your point across, which is often half the battle. It does not make some more Bribery, though pairing it with a clever use of persuasion and art of seduction can help with that.
   Using bribery in and of itself does not constitute an evil act and the reason behind it's use should the defining statement on it's morality.

Medicine/Surgery    
BP 10      
Attributes: Int/Dex      
Universal: N

   A primitive science, at best, this skill allows the character to go beyond simple battle-field first aid to the treating, diagnosing, and (hopefully) treating of more serious complications, such as broken bones and internal bleeding.
   This is not a cure all as medicine has not evolved passed folk remedies. As such, a sick character only gets a +2 bonus to their communicability checks for every mastery level of the physician attending them.
   Where this skill earns its weight is the surgery. With the proper tools, someone with this skill can set bones and cure severe and internal bleeding. They can also amputate a limb or cauterize it properly so that only the minimum additional harm is done to the patient.
   Even the most skills surgeon is limited by his tools and his environment and so his patience may still pass away from bleeding or infection (after all, this is a time frame where washing your hands between patients wasn't a thing). He is also greatly limited by the tools available to him.
   Still, all things considered, he does offer hope they you may live.

Warfare      
BP 7      
Attributes: Int/Wis      
Universal: N

   Where Military Administration covers out of combat, Warfare is the most essential skill for the commander of the army, and leading troops into battle. It covers everything from how quickly a general can issues orders to how the battlefield is set up. More information is found in Lord Flataroy's Guide. Fighter classes can purchase this skill for 5 BP.