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Combat Aptitudes

 

Combat Aptitudes generally work the same as Skill Apts with the relative usually being Adroitness. Most character's are considered competent to get in a fist fight, but mostly will cause non-lethal injuries. For a person not competent in a weapon that is not simplistic it counts as a complex task and their Adroitness score counts as halved. For some specialized weapons the Narrator may require a Reason check to even try. If a character is competent with a weapon type they can take similar to Skill Apts in it as above: 50xp for 2 points to the total score, max 5 times per tier. The Narrator's may allow for specific niche as well for example: Claymore as a niche for swords. Niche weapon/ combat skills 25xp for 2 points to the total score, max 5 times per tier.

 

Weapon Competencies- Required for taking relevant skill aptitude, also allows for full adroitness, normal damage, and to count as a normal action.

Simplistic (Free): Club, Unarmed (non-lethal), Wrestling, Simple Grenade

Normal (50xp- each- 500 all): Swords, Knives/ Daggers, Bows, Crossbows, Hand guns, Rifles/ Shotguns, Stun gun, Taser, Aerosol Deterrents, Unarmed (lethal)

Specialized (100xp each): Mortar, Chainsaw, Sniper Rifle

Some powers grant competencies in related weapons, especially Archetypes, Fictives, and Resurrected. For example a Samurai based power would be competent in all related weapons.

 

Quick Attack- General (500): With all weapons the character is competent with an attack action costs 1 less AP. This can be only taken once per two tiers and cannot drop the AP cost below 1.

 

Quick Attack- Specific (250): Applies to specific weapon (such as swords) group the character is also competent with an attack action costs 1 less AP. This can be only taken once per tier starting in the second tier and cannot drop the AP cost below 1. This can be taken separately for different weapon groups.

 

Quick Draw/ Stow (100): The character can draw or stow a weapon or easily accessible item for  1 less AP. This can be only taken once per two tiers. In situations where it is contested (such as the quick draw of a pistol dual) the character can add their Boldness or Intuition if it an Adroitness roll, or their Intuition if it is a Boldness/ Initiative roll.

 

Damage Increase- Specific (500): Applies to specific weapon group (such as swords)  the character is also competent with. The damage done goes up by 1/2 a multiplier. For example a regular sword can do damage as a large sword. The exceptions are that Very Light Weapons increases to 1/2, whereas Negligible Weapons increase to 1/5th.

 

Brutal Attack (500): Can take away up to 10 from the score of an attack and if the attack h the twice what was taken away is added to the over defense score to determine damage. This apt can be taken once per tier.

 

Sucker Punch (250): The character is good at delivering knockout strikes. The Physical Resist is based on the attack rather than damage dealt, unless the damage dealt is higher.

 

Punch Out (250): The character has a knack for going for the knockout hit. For an intenional knockout strike they only have a negative ten to the total, or half if that is higher.

 

Killer Instinct (500): The character has a knack for going for the kill. For an intenional lethal strike they only have a negative ten to the total, or half if that is higher.

 

 

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