CounterBeard

WIPPINS

Mar 31st, 2016
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  1. Elemental Weapons:
  2.  
  3. After half an hour of warm ups, you can Drain 1 AP to gain the benefits of one Elemental Weapon, if you meet the prerequisite
  4. Skill for that Elemental Weapons’s Rank. Ranks in an individual weapon must be gained sequentially (e.g. you must have the
  5. Novice Rank effect to gain the the Expert Rank effect).
  6.  
  7. The benefits from an Elemental Weapon last until an Extended Rest is taken; when an Extended Rest is taken, you may choose to
  8. renew any Drain previously held from Elemental Weapons and continue to gain the effects.
  9.  
  10.  
  11. Red Hot
  12. Description: This weapon is always warm to the touch. With a bit of practice you can fully bring out it's and your latent potential.
  13. Rank 1 - Novice Combat (Or Equivalent):You gain access to the Red Hot Kick Move.
  14.  
  15. Move: Red Hot Kick
  16. Type: Fire
  17. Frequency: Scene/2
  18. AC: 4
  19. Damage: DB 8
  20. Class: Physical
  21. Range: Melee, 1 Target, Dash, Push
  22. Effect: The user may make a single Jump, adding +1 to their Long Jump and High Jump values as a part of using Red Hot Kick. The target is pushed equal to the number of squares Jumped.
  23.  
  24. Rank 2 - Expert Combat (Or Equivalent): On a roll of 19-20 a Weapon Move used may Burn the Target.
  25. Rank 3 - Master Combat (Or Equivalent): You gain the Heat Mirage Ability, with the addendum that any weapon move made using the Red Hot weapon counts for the use of Heat Mirage.
  26.  
  27. Liquid Metal
  28. Description: This weapons shape and form seem to move with an unnatural grace. With practice you might be able to beguile your enemies even further.
  29.  
  30. Rank 1 - Novice Combat (Or Equivalent):You gain access to the Sick Style Strike Move.
  31.  
  32. Move: Sick Style Strike
  33. Type: Water
  34. Frequency: Scene/2
  35. AC: True Hit
  36. Damage: DB 6
  37. Class: Physical
  38. Range: Melee, 1 Target, Pass
  39. Effect: On the roll of 18-20 targets become Vulnerable until the end of their next turn.
  40.  
  41. Rank 2 - Expert Combat (Or Equivalent): On a roll of 19-20 a Weapon Move used may Confuse the Target.
  42. Rank 3 - Master Combat (Or Equivalent): You gain the Sway ability with the addendum "This Ability Refreshes on a Critical Hit".
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