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| Weaponry and Attacks (1) | |
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| Tweet Topic Started: Apr 12 2012, 05:30 PM (94 Views) | |
| [GM]jman650 | Apr 12 2012, 05:30 PM Post #1 |
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Gun (allows use of Fire Gun.) Fire Gun-INT vs DEX. Shoots the target, dealing 10 Piercing Damage. On critical hit, increases damage to 15 Piercing Damage. Shotgun (allows use of Fire Shotgun.) Fire Shotgun-INT vs DEX. Shoots the target, dealing 10 Piercing Damage. If the shooter is within melee range, deals an additional 10 Piercing Damage. On Critical Hit, deals 10 additional Piercing Damage Sniper Rifle (allows use of Fire Sniper Rifle.) Fire Sniper Rifle-INT vs DEX. Shoots the target, dealing 15 Piercing Damage. Requires a normal action to be readied and cannot be fired until next turn. On Critical Hit, instantly brings target's health to 0. Uzi (allows use of Fire Uzi.) Fire Uzi-INT vs DEX. Shoots the target, dealing 6 Piercing Damage. Can be fired as an Item Action and a Movement Action. On Critical Hit, deals 3 additional Piercing Damage. Knife (Allows use of Stab. Also allows use of Shank if the character has 3 or more DEX, Gut if the character has 5 or more DEX, and Assassinate if the character has 10 or more DEX.) Stab-DEX vs DEX. Stabs the target with a knife, dealing 1d8 plus DEX Piercing Damage. On critical hit, deals an additional DEX Wound Damage each turn (save ends). Shank-DEX vs DEX. Stealthily slices through the target, dealing 1d6 plus DEX Piercing Damage. Deals an additional amount of Piercing Damage equal to your DEX if the attacker won the initial Initiative roll (only active once). On critical hit, deals an additional DEX Wound Damage each turn (save ends). Gut-DEX vs DEX. Slices the target across the stomach, dealing 1d4 Piercing Damage and dealing an additional DEX Wound Damage each turn (save ends). On critical hit, increases the ongoing damage to 1d4 plus DEX. Assassinate-DEX vs DEX. Cuts an important vein, dealing 1d6 plus half DEX Wound Damage each turn (save ends, saving roll has +5 difficulty). Can only be used if the attacker won the initial Initiative roll and is behind the target. Can only be used during the attacker's first turn of combat. On critical hit, increase Wound Damage to 1d8 plus half DEX Baseball Bat (Allows the use of Slam (Baseball Bat). Also allows use of Crush (Baseball Bat) if the character has 3 or more STR, Bunt if the character has 5 or more STR, and Home Run if the character has 10 or more STR.) Slam (Baseball Bat)-STR vs DEX. Whacks the target with a bat, dealing 1d8 plus STR Blunt Damage. On critical hit, concusses the target, causing them to skip their next turn. Crush (Baseball Bat)-STR vs STR. Crushes the target with overwhelming force, dealing 1d12 plus STR Blunt Damage. Requires use of an Item and Movement Action as well as a Normal Action. On critical hit, concusses the target, causing them to skip their next turn. Bunt-Places the user in a defensive position, using the baseball bat to guard against melee blows. During the user's enemy's turn, grants a -5 modifier to the Hit Roll of all Physical melee attacks targeted at the user. Lasts for 1 turn. Home Run-STR vs DEX. Uses the bat to propel a small object to the target at range. This attack's Hit Roll has a -4 modifier. Deals 2d6 plus STR Blunt Damage and concusses the target, making causing them to skip their next turn. Cannot be used again for 2 turns after use, and requires both a Normal Action and an Item Action to use. Cannot crit. Crowbar (Allows the use of Slam (Crowbar). Also allows use of Crush (Crowbar) if the character has 3 or more STR, Rusting Blow if the character has 5 or more STR, and Crate Smash if the character has 10 or more STR.) Slam (Crowbar)-STR vs DEX. Whacks the target with a crowbar, dealing 1d8 plus STR Blunt Damage. On critical hit, increase damage to 1d10 plus STR Blunt Damage. Crush (Crowbar)-STR vs STR. Crushes the target with overwhelming force, dealing 1d12 plus STR Blunt Damage. Requires use of an Item and Movement Action as well as a Normal Action. On critical hit, deals 2d8 plus STR Blunt Damage. Rusting Blow-STR vs WIS. Smacks the target with the pointier end of the crowbar, dealing 1d6 plus STR Piercing Damage. On hit, make a secondary attack against the target, INT VS VIT. If the secondary attack hits, the target is infected with tetanus, dealing twice the target's VIT as Toxic Damage each turn (save ends). On critical hit, increase the damage of the initial attack to 1d10 plus STR Piercing Damage. Crate Smash-Target rolls to destroy or open an environmental object and gains a +5 modifier, as well as twice their STR, as a bonus to the roll. Brass Knuckles (Increases damage of Punch.) Punch-DEX vs DEX. Attacks the target with fists, dealing 1d6 plus STR Blunt Damage. On critical hit, increases damage to 1d8 plus STR Blunt Damage. Punch (Brass Knuckles)-DEX vs DEX. Attacks the target while equipped with brass knuckles, dealing 1d8 plus STR Blunt Damage. On critical hit, increases damage to 1d12 plus STR Blunt Damage. |
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4:29 AM Jul 11