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PTU Homebrew Weapon Moves

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Oct 13th, 2018
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  1. NEW ADEPT WEAPON MOVES
  2.  
  3. Beatdown
  4. Type: Normal
  5. Freq: EOT
  6. AC: 2
  7. DB 4: (1d8+6+ATK)
  8. Class: Physical
  9. Range: Melee, 1 Target
  10. Effect: On an 18+, the target becomes Disabled in a move of your choice.
  11. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Beatdown causes the target to become Disabled in a move of your choice.
  12. Limitations: Melee Weapons Only
  13. Weapon Suggestions: Clubs, Staves, Hammers, Mauls
  14.  
  15. Called Shot
  16. Type: Normal
  17. Freq: EOT
  18. AC: 3
  19. DB 5: (1d8+8+ATK)
  20. Class: Physical
  21. Range: WR, 1 Target
  22. Effect: On a 17+, the target loses one Combat Stage in a stat of your choice.
  23. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Called Shot automatically makes the target lose a Combat Stage in a stat of your choice.
  24. Limitations: No Large Melee Weapons
  25. Weapon Suggestions: Daggers, Short Swords, Throwing Weapons, Firearms, Bows, Batons
  26.  
  27. Impale
  28. Type: Normal
  29. Freq: EOT
  30. AC: 2
  31. DB 7 (2d6+10+ATK)
  32. Class: Physical
  33. Range: WR, 1 Target
  34. Effect: Impale causes the target to become Stuck on 15+ for 1 full round.
  35. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Impale at melee range allows you to Grapple as a Free Action, and it automatically hits. If you use Impale at range instead, then you may use Hinder as a Free Action that automatically hits.
  36. Limitation: Large Weapons Only
  37. Weapon Suggestions: Lances, Harpoons, Greatbows, Heavy Crossbows, Javelins
  38.  
  39. Leading Strike
  40. Type: Normal
  41. Freq: EOT
  42. AC: 3
  43. DB 5 (1d8+8+ATK)
  44. Class: Physical
  45. Range: WR, 1 Target
  46. Effect: Any of your Weapon Attacks made on your next turn have +2 Accuracy.
  47. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Leading Strike causes the next Weapon Attack to never miss.
  48. Limitation: Off-hand Weapons Only
  49. Weapon Suggestions: Claw, Main Gauche, Wakizashi, Pistols
  50.  
  51. Quick Draw
  52. Type: Normal
  53. Freq: EOT
  54. AC: 2
  55. DB 6 (2d6+8+ATK)
  56. Class: Physical
  57. Range: WR, 1 Target, Priority
  58. Effect: None
  59. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Quick Draw does not cause the target to become aware of the user.
  60. Limitations: Small Melee and Small Ranged weapons only
  61. Weapon Suggestions: Swords, Daggers, Small Firearms, Throwing Weapons
  62.  
  63. Rising Momentum
  64. Type: Normal
  65. Freq: EOT
  66. AC: 4
  67. DB 4 (1d8+6+ATK)
  68. Class: Physical
  69. Range: WR, 1 Target
  70. Effect: If Rising Momentum is used successfully, the Damage Base is increased by +2 to a maximum of 10. For example, the first hit would have a DB of 4; the second hit a DB of 6; the third hit a DB of 8; the fourth and further hits a DB of 10. The Damage Base does not reset if Rising Momentum misses or fails to damage its target.
  71. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Rising Momentum increases the DB by +4.
  72. Limitation: Small Weapons Only
  73. Weapon Suggestions: Edged Weapons, Throwing Weapons, Dual-Wielded Weapons
  74.  
  75. Shield Bash
  76. Type: Normal
  77. Freq: EOT
  78. AC: 2
  79. DB 4 (1d6+6+ATK)
  80. Class: Physical
  81. Range: Melee, 1 Target
  82. Effect: Flinches the target on 16+. You get 5 damage reduction against foes flinched this way.
  83. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Shield Bash automatically Flinches them and you gain 5 DR against them.
  84. Limitations: Shield Only
  85. Weapon Suggestions: Shields, Greatshields
  86.  
  87. Shield Summons
  88. Type: Normal
  89. Freq: EOT
  90. AC: 3
  91. DB 0
  92. Class: Status
  93. Range: 4, 1 Target, Social
  94. Effect: The target becomes Enraged until the end of its next turn and must Shift to attack you if possible.
  95. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Shield Summons causes the target to become Confused.
  96. Limitations: Small Melee Weapon + Shield or Greatshield Only
  97. Weapon Suggestions: Blunt Weapons + Shields, Greatshields
  98.  
  99. Shield Wall
  100. Type: Normal
  101. Freq: EOT
  102. AC: -
  103. DB 0
  104. Class: Status
  105. Range: Self
  106. Effect: You gain +1 Defense Combat Stage. Choose a direction - you gain 5 Damage Reduction against attacks coming from that direction and become Blocking Terrain until the end of your next turn.
  107. Limitations: Greatshield Only
  108. Weapon Suggestions: Tower Shields, Pavises, Greatshields
  109.  
  110.  
  111.  
  112. NEW MASTER WEAPON MOVES
  113.  
  114. Disarming Strike
  115. Type: Normal
  116. Freq: Scene x 2
  117. AC: 3
  118. DB 8 (2d8+10+ATK)
  119. Class: Physical
  120. Range: Melee, 1 Target
  121. Effect: After you hit a target with this attack you may attempt a Disarm maneuver against it. This maneuver automatically hits, but you still have to make the Opposed Roll.
  122. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Disarming Strike automatically Disarms the target.
  123. Limitations: Melee Weapons Only
  124. Weapon Suggestions: Swords, Two-Handed-Swords
  125.  
  126. Perforate
  127. Type: Normal
  128. Freq: Scene x 2
  129. AC: 2
  130. DB 10 (3d8+10+ATK)
  131. Class: Physical
  132. Range: WR, 1 Target
  133. Effect: This attack ignores Damage Reduction and other changes to the target's Defense stat.
  134. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Perforate automatically crits.
  135. Limitations: Piercing Weapons
  136. Weapon Suggestions: Rapiers, Spears, Firearms
  137.  
  138. Perfect Defense
  139. Type: Normal
  140. Freq: Scene x 2
  141. AC: -
  142. DB 0
  143. Class: Status
  144. Range: Self, Interrupt, Shield, Trigger
  145. Trigger: The user is targeted by a Move.
  146. Effect: The user gains +4 Evasion until the end of their next turn. If the Move still hits the user, then they may Resist the damage one step further.
  147. Limitations: Shields & Greatshields Only
  148. Weapon Suggestions: Targes, Tower Shields, Heater Shields
  149.  
  150. Shield Rush
  151. Type: Normal
  152. Freq: Scene x 2
  153. AC: 2
  154. DB 7 (2d6+10+ATK)
  155. Class: Physical
  156. Range: Melee, Pass
  157. Effect: You may initiate a Trip maneuver against every foe hit with Shield Rush. The maneuver automatically hits, but you must still make an Opposed Roll. For every enemy you target you gain a penalty of 1 AC on successive trip maneuvers initiated by this Shield Rush.
  158. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Shield Rush automatically Trips them.
  159. Limitations: Small Melee Weapon + Shield Only
  160. Weapon Suggestions: Swords, Maces, Axes + Shield
  161.  
  162. Shield Toss
  163. Type: Normal
  164. Freq: Scene x 2
  165. AC: 2
  166. DB 9 (2d10+10+ATK)
  167. Class: Physical
  168. Range: Line 6
  169. Effect: You lose your Shield and it appears at the end of the Line.
  170. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Shield Toss increases the damage to DB 12 (3d12+10)
  171. Limitations: Shield or Greatshield Only
  172. Weapon Suggestions: Bucklers, Kite Shields, Tower Shields
  173.  
  174. Whirling Dervish
  175. Type: Normal
  176. Freq: Scene x 2
  177. AC: 2
  178. DB 7 (2d6+10+ATK)
  179. Class: Physical
  180. Range: WR, 1 Target
  181. Effect: You may use Whirling Dervish as a Swift Action.
  182. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Whirling Dervish allows you to use Whirling Dervish again as a Free Action.
  183. Limitations: Off-hand Weapons Only
  184. Weapon Suggestions: Anime Swords, Fist Weapons, Knives, Derringers, Sawn-Off Shotguns
  185.  
  186. Whirlwind
  187. Type: Normal
  188. Freq: Scene x 2
  189. AC: 3
  190. DB 11 (3d10+10+ATK)
  191. Class: Physical
  192. Range: Melee, Burst 1
  193. Effect: If your accuracy roll for this attack is 9 or lower, you are Confused. If it is between 9 and 15, nothing happens. If it is 15 or higher you are immune to the Confused Status Affliction for the next two rounds.
  194. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Whirlwind allows you to use the Push Maneuver as a Free Action, but you cannot move to occupy any newly free spaces.
  195. Limitations: Large Melee Weapons Only
  196. Weapon Suggestions: Claymores, Greatshields, War-Axes
  197.  
  198.  
  199.  
  200. CHANGED WEAPON MOVES
  201.  
  202. Backswing
  203. Special: Once per Scene, if the target is unaware of the user’s presence, using Backswing increases the Damage Base by 2 if used against 2 targets or 3 if used against 1.
  204.  
  205. Bash!
  206. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Bash inflicts the target with Confused.
  207.  
  208. Bullseye
  209. Special: Once per Scene, if the target is unaware of the user’s presence, using Bullseye increases the Critical Range by 4.
  210.  
  211. Cheap Shot
  212. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Cheap Shot refreshes its Frequency.
  213.  
  214. Double Swipe
  215. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Double Swipe allows you to Disarm as a Free Action, and it automatically hits.
  216.  
  217. Pierce!
  218. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Pierce deals an additional +10 damage.
  219.  
  220. Salvo
  221. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Salvo allows you to use Hinder as a Free Action, and it automatically hits all targets of Salvo.
  222.  
  223. Take Aim
  224. Special: Once per Scene, if an enemy is unaware of the user’s presence, using Take Aim adds an additional Damage Dice Roll to the Weapon Move used on their next turn, for a total of two extra Damage Dice Rolls.
  225.  
  226. Wear Down
  227. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Wear Down lowers the target’s Defense by two Combat Stages.
  228.  
  229. Wounding Strike
  230. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Wounding Strike causes the target to lose another Tick of Hit Points.
  231.  
  232. Bleed!
  233. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Bleed! causes the target to be Slowed for their next three turns.
  234.  
  235. Deadly Strike
  236. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Deadly Strike gives one more use of Deadly Strike back.
  237.  
  238. Furious Strikes
  239. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Furious Strikes maximizes your Five Strike roll.
  240.  
  241. Gouge
  242. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Gouge causes the target to gain an Injury.
  243.  
  244. Maul
  245. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Maul causes the target to become Paralyzed.
  246.  
  247. Slice
  248. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Slice allows you to use Push as a Free Action, and it hits automatically.
  249.  
  250. Sweeping Strike
  251. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Sweeping Strike automatically Trips the target.
  252.  
  253. Titanic Slam
  254. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Titanic Slam causes the target to become Slowed for the rest of the Scene.
  255.  
  256. Triple Threat
  257. Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Triple Threat raises your Attack by 2 Combat Stages.
  258.  
  259.  
  260.  
  261. NEW WEAPON TYPES
  262.  
  263. Greatshields are an Off-Hand weapon that grant a +1 Evasion boost and +5 Damage Reduction, but -1 to all movement speeds. These are shields so large that they nearly cover the entire body.
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