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Creature Sequence HP AC Move Speed AP

Centaur 19
Callus 17
Augustus 15
Enrique 15
Add 5ft to weapon range for every 10 points exceeding weapon skill
Critical Failure
Roll Gun Energy Weapon

Weapon cartridge explodes in chamber.


Ammunition die in damage to both the Power cells explode. Damage equal to
player and the weapon, must spend three magazine size dealt to both player and gun.
4AP actions and make a guns check equal to Spend one 4AP action and make an energy
weapon skill requirement to strip and clear weapons check equal to weapon skill
100 gun. requirement + 25 to repair and reload.

Massive overload. Weapon fires every


loaded shot at once in a burst. Weapon
99 takes half the total damage fired.

Misaligned optics. Weapon damage is dealt


in a one square blast adjacent to player.
Weapon jams, 4AP to clear gun, 4AP to 4AP action to realign before weapon can be
98 reload fired again.

Turns out it wasn't loaded. Reload you


97 dumbass. Shit. Weapon cell falls out. Reload.

96 Drop your weapon


95-90 Misfire Misfire
Melee Unarmed

Broken limb. Cripple one limb used to make


Hit yourself the attack.

Punched something hard. Deal normal


damage to limb used for attack and one
Caber toss. Throw your weapon maximum object in melee range. If no object is
distance, roll 1d8 to determine direction. present, half damage is dealt to target.

Trip and fall prone. Trip and fall prone.

Smash weapon on ground. Deal normal


damage to both weapon and ground Stumble backwards 1 square

Drop your weapon


Thrown off balance, -3 to next attack Thrown off balance, -3 to next attack
Explosive

weapon explodes in your hand

what? Weapon flies in the opposite


direction

flop Weapon goes half normal distance

Weapon thrown wide, roll to determine


angle in a 90 degree arc centered on target
WHOOSH, weapon flies twice normal
distance
weapon is a dud
No sneaking of they can see you jackass
Anything within 10 feet gets a check to spot you if you move
You can only move up to half your speed with a standard stealth check
Stealth gives double crit range and if a shot would normally crit, add crit damage twice.
Sunder Armor (melee weapons 50)
An attacking creature may choose to attempt to damage a target's armor rather than harming the target himself. In this event,
the target himself. In this event, the defending creature only recieves their base AC plus half their armor AC and damage is dealt entirely to
C and damage is dealt entirely to the armor on a successful hit. IN the event of a critical hit, bonus damage is dealt to both the armor and
e is dealt to both the armor and the creature wearing it.
Attack Min AGL Min STR Skill Crit Damage
Strong Punch 4 6 55 0% 3

Attack Min AGL Min STR Skill Crit Damage


Hammer Punch 5 6 75 5% 5

Attack Min AGL Min STR Skill Crit Damage


Haymaker 3 7 100 15% 7

Attack Min AGL Min STR Skill Crit Damage


Jab 6 4 75 10% 3

Attack Min AGL Min STR Skill Crit Damage


Palm Strike 7 5 115 20% 7 Ignore Target AC

Attack Min AGL Min STR Skill Crit Damage


Piercing Strike 7 5 130 40% 10 Ignore DT/DR

Attack Min AGL Min STR Skill Crit Damage


Strong Kick 6 40 5 Knockdown on crit

Attack Min AGL Min STR Skill Crit Damage


Snap Kick 6 6 60 7

Attack Min AGL Min STR Skill Crit Damage


Power Kick 6 6 80 5% 9 Knockdown on crit

Attack Min AGL Min STR Skill Crit Damage


Hip Kick 7 6 60 5% 7 Knockdown, AGL -2 Save

Attack Min AGL Min STR Skill Crit Damage


Roundhouse Kick 6 6 100 10% 9 Knockdown on crit
AP Single AP Target Strong Kick
3 4 Effects: +5 damage
AP Cost: 4
AP Single AP Target Requires: Unarmed 40%, Agility 6
3 4
Snap Kick
AP Single AP Target Effects: +7 Damage
4 5 AP Cost: 4
Requires: Unarmed 60%, Agility 6, Streng
AP Single AP Target
2 3 Power Kick
Effects: +9 Damage, +5% Critical chance
AP Single AP Target AP Cost: 4
6 7 Requires: Unarmed 80%, Agility 6, Streng

AP Single AP Target Hip Kick


8 8 Effects: +7 Damage
AP Cost: 7
AP Single AP Target Requires: Unarmed 60%, Agility 7, Streng
4 5
Hook Kick
AP Single AP Target Effects: +9 Damage, +10% critical chance
4 5 AP Cost: 7
Requires: Unarmed 100%, Agility 7, Stren
AP Single AP Target
4 5 Piercing Kick
Effects: +12 Damage, +50% Critical chan
AP Single AP Target AP Cost: 9
7 7 Requires: Unarmed 125%, Agility 8, Stren

AP Single AP Target
4 5
Unarmed 40%, Agility 6

Unarmed 60%, Agility 6, Strength 6, Level 6

+9 Damage, +5% Critical chance

Unarmed 80%, Agility 6, Strength 6, Level 9

Unarmed 60%, Agility 7, Strength 6, Level 6

+9 Damage, +10% critical chance, armor piercing

Unarmed 100%, Agility 7, Strength 6, Level 12

+12 Damage, +50% Critical chance, armor piercing

Unarmed 125%, Agility 8, Strength 6, Level 15

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