Aggressor:
Requirements: Wild Card, Seasoned, Spirit d8+
Your hero adds his
wound levels to both his Fighting rolls and the damage he causes from them. A
hero with 3 wounds, for instance, adds +3 to his Fighting and Fighting damage
rolls.
It Wasn't Me
Requirements: Novice
There’s protection
with friends! You gain a +2 to Parry if you are adjacent to at least one ally
or fellow target (GM’s call).
Kung Fu:
Requirements: Novice, Martial Artist, Fighting d8+, Spirit d8+
Your dweller has no
needs for weapons as through intense training and practice your fists are one
of the deadliest things in the wastes.
Rather than list the hundreds of different styles such as Mantis or
Drunken or Shaolin Temple, we’ve broken them down into general categories you
can customize and describe for yourself.
A warrior may know
multiple styles by taking this Edge additional times, though no specialty may
be taken more than once. Combined with standard combat Edges such as First
Strike and Frenzy, Kung Fu warriors can be phenomenal fighters.
• Confusion: This style emphasizes distraction,
feints, or keeping a foe off-balance. The martial artist can make a Smarts
trick and a Fighting attack with no multi-action penalty.
• Focus: The martial artist focuses his mind to
rule out all other distractions, increasing his accuracy over long distances.
He halves range penalties for all Shooting or Throwing attacks (–1 at Medium
and –2 at Long).
• Defensive: The martial artist moves in strange
ways or perhaps senses where his opponent is about to strike. She gains an
additional +2 to Parry when using the Full Defense maneuver (+4 total), and
ranged attacks suffer a –2 to hit her when using the maneuver as well.
• Power: The martial artist considers his
Strength to be two die types higher for Fighting attacks, whether attacking
bare-handed or with melee weapons. This increases damage and counts toward the
minimum Strength for using a weapon.
• Precision: The attacker looks for weak spots,
pressure points, or other openings to increase the effectiveness of his
strikes. This counts as +2 AP to all Fighting attacks. With a raise on a
Fighting attack, the martial artist does +1d8 damage instead of +1d6.
• Resilient: This fighter has mastered mind
over matter. He gains the Hardy monstrous ability (see Savage Worlds).
• Speed: The warrior draws an extra Action Card
for initiative. This stacks with Level Headed and Improved Level Headed.
• Toughness: Those who practice this style have
learned to train their bodies and minds to ignore their body’s pain. This
grants them +1 to Toughness and Vigor rolls made to soak damage.
• Trickery: The martial artist adds +2 to
in-combat Taunt rolls and Agility tricks.
VATS Expert
Requirements: Heroic,
Shooting or Fighting d10+
The dweller's Pipboy
is like an extension of his body. He can disarm a cultist or shoot the smile
off a death claw at 20 paces. When attacking ignore –2 in total penalties
regardless of the source (wounds, range, called shots etc.).
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