Ancient Weapon Proficiencies: Each ancient
W.P. provides combat training with a particular type of weapon. The
result is hand to hand combat bonuses to strike and parry whenever
that particular weapon is used. All bonuses are accumulative. Each
W.P. counts as one skill. The character may select several W.P.s or
few. Note: Characters without any W.P. can use any weapon, but
without benefit of the W.P. bonuses.
W.P. Archery and Targeting: This is an expertise with thrown and bow weapons. It includes throwing spears, forks, slings, short bows, long bows, crossbows, and modern bows. Bonuses: Add 20 feet to the normal effective range per level or the character, +1 to parry with that weapon (effective at level one), and +1 to strike at levels 2, 4, 6, 8, 11 and 14. Note: The character loses all bonuses and rate of fire is half when riding on horseback or a moving vehicle. Rate of Fire: Two at level one, +2 at level three, +1 at levels 5, 7, 9 and 12.
W.P. Archery - Cross Bow: An
expertise with the cross bow. Training includes the use of all types
of cross bows. Archers who are skilled in the use of the short bow or
long bow can use the weapon but find it awkward, all bonuses to
strike are half, range is normal for the bow (no bonus) and the rate
of fire is equal to the archers normal hand to hand attacks per melee
(no bonus rate of fire from W.P. Archery). Bonuses:
Effective Range: +10 ft per level of experience
after level one;
Rate of Fire: One at level one, and +1 at levels
4, 8, and 12;
+1 to strike at levels 2, 5, 8, 11, and 14.
Movement penalty: The character loses all bonuses
and rate of fire is half when running and shooting, flying, when
riding on horseback or from moving vehicle, or otherwise unbalanced.
Note: By retaking W.P. Archery: Cross Bow the character
suffers only the half rate of fire movement penalty. Also a heavy
crossbow can only be fired once from horseback. They cannot be
reloaded by a mounted man as the bracing and pull are inadequate.
Light Crossbows, however, suffer the normal penalties from horseback.
W.P. Archery - Long Bow: An expertise
with the long bow. Training includes the use of all types of long
bows. Archers who are skilled in the use of the short bow or cross
bow can use the weapon but find it awkward, all bonuses to strike are
half, range is normal for the bow (no bonus) and the rate of fire is
equal to the archers normal hand to hand attacks per melee (no bonus
rate of fire from W.P. Archery). Bonuses:
Effective Range: +25 ft per level of experience
after level one;
Rate of Fire: two at level one, and +1 at levels
2, 4, 7, 10, and 13;
+1 to strike at levels 2, 4, 6, 8, 11, and 14.
Movement penalty: The character loses all bonuses
and rate of fire is half when running and shooting, flying, when
riding on horseback or from moving vehicle, or otherwise unbalanced.
Note: By retaking W.P. Archery: Long Bow the character suffers
only the half rate of fire movement penalty.
W.P. Archery - Short Bow: An
expertise with the short bow. Training includes the use of all types
of short bows. Archers who are skilled in the use of the long bow or
cross bow can use the weapon but find it awkward, all bonuses to
strike are half, range is normal for the bow (no bonus) and the rate
of fire is equal to the archers normal hand to hand attacks per melee
(no bonus rate of fire from W.P. Archery). Bonuses:
Effective Range: +20 ft per level of experience
after level one;
Rate of Fire: Two at level one, and +1 at levels
2, 3, 6, 9, 12, and 15;
+1 to strike at levels 2, 4, 6, 8, 11, and 14.
Movement penalty: The character loses all bonuses
and rate of fire is half when running and shooting, flying, when
riding on horseback or from moving vehicle, or otherwise unbalanced.
Note: By retaking W.P. Archery: Short Bow the character
suffers no movement penalty.
W.P. Barstool: Training in all types of stools and chairs, including bar stools, milking stools, dining chairs, outdoor furniture, and small tables. Considered to be separate from WP Blunt, since it deals with large, cumbersome objects which aren't designed as weapons. Characters without this WP suffer a -2 to strike and parry with chairs and stools, as they are untrained in these unwieldy weapons. Bonuses: +1 to strike and parry at levels 1, 4, 8, and 13.
Damage for chairs
S.D.C.
Barstool - wood
1d6+1
Barstool - metal
1d8
Dining chair - wood
1d6
Dining chair - metal
1d6+1
Milking stool - wood
1d4
Milking Stool - plastic
1d4+1
Deckchair - wood
2d4
Deckchair - metal
2d6
Deckchair - plastic
1d6
Bedside Table - wood
1d6
Bedside Table - metal
1d6+1
W.P. Battle Axe: Training in all types of battle axes and picks. Bonuses: +1 to strike at levels one, four, eight, and twelve. +1 to parry at levels two, five, nine and thirteen. +1 to strike when thrown at levels three, eight and twelve.
W.P. Blunt: Training with all types of blunt weapons including mace, hammers, cudgels, pipe, staff and clubs. Bonuses: +1 to strike at level one. Add +1 to strike at levels 3, 5, 8, 11 and 14. +1 to parry at levels 2, 6, 9, 12 and 15. +1 to throw at levels 4, 7, 10 and 13.
W.P. Bola: The Bola is an old weapon of
South American Indians who taught its construction and use to the
gauchos. The classic weapon was three rawhide thongs joined at one
end and at the other, three cords tipped with metal or leather
covered stones; the length of the cords varied from 3-10 feet. When
thrown accurately, the bola could entangle the legs to bring down a
running animal. One or two weighted balls were used for hunting small
prey like rabbits and birds.
Damage: 2D4 S.D.C. As one might expect, various
weapon manufactures have created bolas with 1-3 grenades instead of
weights, and Northern Gun as created one that works like a Neural
Mace, with the stunning charge delivered by remote control once
the victim has been ensnared.
Bonuses: +1 to strike, disarm and entangle at
levels 2, 5, 10 and 15.
W.P. Bow: Includes short bow, long bow, samurai bow, Mongol bow, and Ninja short bow, as well as modern compound bows. Bonuses: Start with +1 to strike and two shots per melee round. Add 1 to strike at 2nd, 4th, 7th, 10th, 13th, and 14th levels. An extra shot per melee round is added at 2nd, 4, 5, 8, 10, 12, and 14th levels.
W.P. Boomerang:
Bonuses:+1 to Strike at levels 1, 3, 5, 7, 9, 11,
13, & 15.
Specials.....
1. Return path; will return to the
thrower.
2. Straight Shot; target gets a +4 to
dodge.
3. Back Shot; Hits victim from behind, -2 to
dodge.
4. Bounce Shot; Bounces off target back to
thrower, only K.O.s/stuns target for 1d6 melees.
W.P. Broken Bottle: Training in the use of broken bottles and glasses as weapons. The character can break a bottle without cutting himself, and use a variety of offensive moves. If attempting to parry with a broken bottle, the wielder automatically fails, and receives an *additional* 1d6 SDC. However, if the attacker was using a fist, foot, or other part of the body, he also receives 1d6 SDC damage. Bonuses: +1 to strike and damage at level one, and an additional +1 to strike an damage at levels 4, 8, and 13.
W.P. Chain: Training with all types of chain weapons including ordinary lengths of chain, nunchaku, flail, and ball or mace and chain. Bonuses: +1 to strike and entangle at level one. Add another +1 to strike at levels 3, 5, 8, 11 and 14. +1 to parry at levels 4, 7, 10 and 13. +1 to throw at levels 6 and 12. +1 to entangle at levels 2, 5, 8, 11 and 14.
W.P. Crossbow: Includes both heavy and light crossbows. Bonuses: 1 shot per melee at first level. +1 to strike at 2, 4, 6, 8, 10, 12, and 14th levels. An extra shot per melee round is added at 2, 5, 7, 9, 11, 13, 15th levels.
W.P. Deadbll: This skill allows the character to throw the spiked, ricocheting ball in the deadball game with great accuracy. A character with this skill can hit a target by ricocheting the ball off walls, ceilings and floors. This is a called shot, at -1 for every ricochet needed to strike the target. It is very hard to parry or dodge the ricocheting deadball; the victim is at -2 to dodge, and at an additional -1 for every additional ricochet beyond the first.
W.P. Forked: Includes Sai, tiger forks, tridents and other weapons with tines. Bonuses: +1 to Strike and +2 to Entangle. +1 to strike at levels 3, 5, 7, 9, 12 and 15. +1 to parry at levels 5, 9 and 13. +1 to entangle at levels 2, 5, 8, 10, 12 and 14.
W.P. Grappling Hook: Trained use of a grappling hook for climbing, scaling walls (adds +5% to that skill), boarding vessels, tripping an opponent (by hooking the foot, ankle or leg. Does no damage, but knocks victim to the ground and he loses initiative and one melee attack) and impaling (does 1D6 damage). +1 to strike or entangle at levels 3, 6, 9 and 12.
W.P. Improvisation: This is simply the ability to use any available materials at hand and use them as effective weapons. This includes the use of dirt to temporally distract/blind your opponent, the the use of sharpened tree branches to use as spears. With this skill almost anything can be a deadly weapon.
W.P. Knife: Training with all types of knives. Bonuses: +1 to strike when thrown on level one. +1 to strike at levels 2, 4, 7, 10 and 13. +1 to parry at levels 2, 4, 8, 11 and 14. +1 to throw at levels 2, 4, 6, 9, 11, 13 and 15.
W.P. Lance: Lances are not normal hand-to-hand weapons; they can only be used by someone riding a horse, animal (griffon, or dragon), or vehicle (chariot). Lances can not be used to parry, and often break during combat. Bonuses: +2 to strike at level one, and +1 to strike at levels 4, 8, and 12.
W.P. Mouth Weapons: Includes blowpipes, mouth darts, and other weapons that depend on a person's lungs and aim out of the mouth. Bonuses: +1 to strike at 1st level. Add 1 to strike at 4, 8, and 12th levels. An extra shot per melee round is added at 3, 7, and 11th levels.
W.P. Net: Training in the use of ancient (string) and modern (carbon fibers or metal alloys) nets. Nets are not so much offensive weapons as they are used to ensnare an opponent, to slow him down, confuse or render immobile for a while. There are two types of snare:
W.P. Paired Weapons: This is an extra skill that, combined with an ancient weapon allows for the use of two weapons simultaneously.
W.P. Polearm: Training in the large spear-like weapons know as the polearm. Also includes tridents. Bonuses: +1 to strike at levels one, five, nine and fourteen. +1 to parry at levels one, three, six, nine and fourteen. +1 to parry at levels one, three, six, nine and twelve. +1 to strike when thrown at levels two, five, nine and fourteen.
W.P. Rune Weapon: This gives the character the knowledge and ability to use all and any Rune Weapons. With this skill the character can use any rune weapon whether or not he has that w.p. (i.e. if the character doesn't have a w.p. sword but does have a rune sword he can still use it). This gives the character an additional +2 to strike with a rune weapon and +3 to parry with a rune shield.
W.P. Shield: Combat skills with large and small shields used primarily for parrying and self defense. Bonuses: +1 to parry at levels 1, 3, 6, 9, 12 and 15. A shield can be used in one hand and a weapon in the other. +1 to strike with a shield (1D4 damage) at levels 4, 8 and 12. No bonus to strike when thrown.
W.P. Siege Weapons: An understanding of the use and mechanics of siege weapons, including balista, catapult, onager and trebuchet. +1 to strike at levels 2, 5, 9 and 12.
W.P. Slingshot: Includes both ancient slings and modern slingshots. Bonuses: +1 to strike and 2 two shots per melee at first level. +1 to strike and an extra shot per melee at levels 2, 4, 6, 8, 10, 12 and 15.
W.P. Small Thrown Weapons: Includes shuriken, throwing spikes, etc. Bonuses: Start with being able to fire off 3 per melee round. +1 to throw at levels 4, 7, 10 and 13. Extra shot per melee at levels 2, 3, 5, 6, 8, 9, 11, 12, 14 and 15.
W.P. Spear: Combat skill with large and small spears. Bonuses: +1 to strike and parry at level one. +1 to strike at levels 3, 7, 10 and 13. +1 to parry at levels 3, 6, 9, 12 and 15. +1 to throw at levels 2, 4, 8, 11 and 14.
W.P. Staff: Combat skill with large and small staffs. Bonuses: +1 to strike and parry at level one. +1 to strike at levels 4, 7, 10 and 14. +1 to parry at levels 2, 5, 8, 11, and 14. +1 to throw at levels 4, 8 and 14.
W.P. Sword: Combat skills with large and small swords, including fencing type training. Includes rapiers, sabers, two handed, and short swords. Bonuses: +1 to strike and parry at level one, an additional +1 to strike at levels 3, 6, 9, 12 and 15.+1 to parry at levels 2, 3, 5, 7, 9, 11 and 14. +1 to throw at levels 5, 10 and 14.
W.P. Trident: The practiced use of the trident as a weapon. Bonuses: +1 to strike and entangle at level one. +1 to strike at levels 3, 5, 7, 9, 12, and 14. +1 to parry at levels 5, 9, and 13. Entangle an opponent's arm, hand, foot or weapon between the prongs: +1 at level 2, 5, 8, 10, 12 and 14. If a limb is caught or pinned, the trident user can twist the trident with a quick movement that will force the "pinned" opponent o follow the movement and be "flipped' off his feet or upside down under water. The victim of a body flip is thrown to the ground/down/over and loses initiative and one melee action/attack. W.P. Trident provides the body flip move only when using the trident. Typical damage is 3D6 S.D.C. or 3D6 M.D.; can be thrown 50 feet in the air or 30 feet underwater.
W.P. Whip: Skill at "whipping" or snapping
with long, flexible, light weapons, typically made of leather,
rawhide, reeds or M.D.C. cords.
Damage: Single cord whip: 1D6 S.D.C., Bull Whip:
2D6 S.D.C., Cat-O-Nine Tails: 2D6 S.D.C.
Bonuses: +1 to strike at level one. +1 to strike
at 3, 5, 7, 9, 11 and 13th levels. +1 to damage at 4th, 8th, and 12th
levels. +1 to entangle at 2nd, 6th, 8th, 10th and 14th levels. This
weapon cannot be used to parry! An M.D.C. whip still inflicts
S.D.C. damage, but is more resistant to damage.
Modern Weapon Proficiencies: These are areas of training and practiced skill with a particular type of modern weapon. Each W.P. counts as one skill selection. Characters with no knowledge of modern weapons can fire loaded weapons, but will take twice as long to reload and always shoot "wild"; no bonuses to strike.
W.P. Artillery: Covers all vehicle-sized cannons and howitzers, as well as vehicle-mounted missile weapons.
W.P. Automatic Pistol: All modern military automatic pistols (automatic means the weapon keeps firing while the trigger is depressed and until the trigger is released or the rounds are all expended).
W.P. Automatic and Semi-automatic Rifles: Includes all assault rifles like the M-16 and AK-47.
W.P. Black Powder: Knowledge and practice with antique weapons of all kinds. Includes a lot of strange items... the ability to load and fire muzzle-loading guns, familiarity with Civil War, Napoleonic, Revolutionary War rifles and pistols.
W.P. Bolt Action Rifle (hunting & sniping): Includes most hunting rifles; not an automatic firing weapon.
W.P. Cyclone Weapon Systems: This skill is exclusive to the cyclone rider O.C.C. and gives the character a +1 bonuses to strike when using any of the standard cyclone weapons. They include the CADS-1 Saber system, EP-37 60mm beam cannon, EP-40 rocket cannon, RL-6 rocket cannon, GR-97 forearm missile launcher, GR-103 mini-missile and missile launcher sidecar.
W.P. Flame Thrower: Includes normal fire, and plasma based flame throwers. This does not include plasma ejectors or similar weapons. This W.P. also instills a basic understanding of how to make best use of the Flame Thrower: i.e. by lighting certain areas on fire, concentrating the fire or dispersing it over a larger area, etc.
W.P. Gallant H-90: This is a separate weapon proficiency because of its unique multi-configurations, and damage capabilities.
W.P. Grenade: Think just anyone can chuck a grenade? If your answer is yes, then you might want to think again. Sure, tossing a grenade takes all the intelligence of your average chimpanzee. Figuring out when to throw the grenade is another matter. First off not all grenades are fitted with the same delay rate. Some have a 5 second delay, some 3 seconds, some can be adjusted to a variable rate. There's even some Soviet grenades that have a zero delay, they go off as soon as you pull the pin!
W.P. Grenade Launcher: Any device, including certain rifle models, that fire grenades. This skill includes the use of the Triax pump-weapons (i.e. TX-16) and the launchers of the CS-14 "Firebreather." Bonuses: +1 to Strike at levels 3, 7, and 11.
W.P. Harpoon Gun: Proficiency with the harpoon gun. The weapon can be used either with a plain pointed end (2D6 S. D.C.) or with an explosive head (4D6 M.D.). Bonuses: +1 to strike at levels two, four, seven, ten and thirteen.
W.P. Heavy: Includes machineguns, bazookas, LAWS, and mortars.
W.P. Mortar: These are man portable artillery weapons that consist of a tube and small self-propelled bombs that shoot out of the tube.
W.P. Revolver: All cylinder style handguns; not automatic (trigger must be pulled each time the gun is fired).
W.P. Sub-Machinegun: Includes all small arms automatic weapons like the uzi.
W.P. Torpedo: Maintenance and a keen understanding of a torpedos speed, range, trajectory, and most effective use. Bonuses: +1 to strike at levels two, six and twelve. +1 to strike with a depth charge at level four.
W.P. Energy Pistol: Includes lasers and all types of energy firing small arms.
W.P. Energy Rifle: Includes all long range energy firing rifles.
W.P. Heavy Energy Weapons: Includes plasma ejector, rail guns, and similar high tech, mega-damage weapons.
W.P. Sharpshooter: Any O.C.C.
except Vagabond, Dragon and Mind Melter, can select the W.P.
Sharpshooter skill. However, among the current list of O.C.C.s and in
most parts of the world, sharpshooting is not very commonplace.
Still, some characters, especially those geared for combat, may have
one or two W.P. Sharpshooting skills.
Counts as two "other" skill selections
Not available as a secondary skill
The character must have first spent one skill selection
on a desired W.P. skill before the Sharpshooting skill can be
selected. Once the W.P. type has been selected, the sharpshooting
skill can be added to it at a cost of two "other" skill selections.
The sharpshooting skill bonuses are then added to those of the normal
weapon proficiency for that specific type of weapon.
The sharpshooting skill can be combined with the W.P.
Archery & Targeting skill (applicable only to the sling,
crossbow, and bow and arrow) and all the modern weapon proficiencies,
except W.P. Heavy and W.P. Heavy Energy Weapons. Not applicable to
W.P. Blunt, W.P. Chain, W.P. Knife, W.P. Sword, or other ancient
hand-held type weapons.
W.P. Sharpshooting Bonuses: All bonuses are in addition
to conventional W.P. bonuses of +3 aimed, +1 burst.
The Sharp Aimed Shot (applicable to both the single shot and
the aimed burst shot): +1 to strike with a P.P. 20 and every
additional five (5) P.P. points above 20, but the bonuses are only
applicable when the appropriate type of weapon is used. Aimed shots
only. No bonuses for shooting wild.
The Sharpshooter's Called Shot: The sharpshooter's aimed shot
bonuses are NOT applicable when using this special "Sharpshooter's
called shot." Instead, the sharpshooter uses the following superior
bonuses: +1 to strike with a P.P. 18 and every additional three (3)
P.P. points above 18, but the bonuses are only applicable when the
appropriate type of weapon is used and this special called shot
counts as two melee attacks/actions. Aimed shots only.
Quick Draw: +1 to initiative with a P.P. 18 and every
additional four (4) P.P. points above 18, but the bonuses are only
applicable when the appropriate type of weapon is used.
The Bonus Attack: +1 additional shooting melee attack when
using that specific weapon for the entire melee round.
The Trick Shot: Most Men at Arms can pick one of the following
tricks (or roll 1D6 for random determination), but the
Gunfighter, Sheriff and Gunslinger O.C.C.s get
ALL six!
W.P. Study: Although this weapon proficiency list is fairly extensive, some weapons may be left out. Any player who wants a W.P. in a weapon not represented in this list, should select this skill. Subject to GM approval. When selected, the player uses the bonuses of the closest weapon on the list. For example: Steve wants his druid to use a scythe. Since W.P. Scythe is not listed, and the GM approves of Steve using the W.P. Study skill. Steve, and the GM then decide that the W.P. Pole Arm skill is the closest equivalent, but the GM allows a bonus of +1 to parry at level 1.
"Ello. My name is Inigo Montoya. You killed my father. Prepare to die."-Spanish Weapon Master
Some people, such as Lawmen and Gunfighters, learn to do amazing things with guns. Some Indian warriors do similiar things with bows and slings, making the New West of Rifts Earth a deadly place... at a distance. Some places, some worlds, however, have either built a culture around hand to hand combat or have never advanced technologically to the point where distance combat is feasible. The same kinds of people live everywhere, however. Just as some in North America have devoted themselves to their guns, some people in these societies have devoted themselves to their weapons, be they high-tech blades scientifically balanced to their weilder's style, magical flails, or a hunk of wood that "just feels right", they have expanded their knowledge beyond mere proficiency: Thay are Weapon Masters.
Restrictions and Conditions
This skill is applicable only to weapons that rely on the strength of their weilder to cause damage, or their modern, magical and psionics equivalents. Thus vibro-blades, flaming swords and psi-swords can all benefit from this skill, while bows, slings and pistols cannot. Spears, knives, and other throwing weapons can be used with this skill, but all bonuses (save those to initiative) are halved, and the Riposte ability cannot be used.
To accquire this skill a character must sacrifice two OCC related skills or two OCC WP's. Secondary skills cannot be used to accquire this skill. A character must be proficient in the weapon to be mastered, and must purchase mastery separately for each WP.
Bonuses of Weapon Mastery
All bonuses are in addition to attribute and WP bonuses.
Weapon Proficiencies provide the
following bonuses:
Aimed: +3 to strike. Note: +4 with a
revolver
Burst: +1 to strike.
Wild: No bonus or penalty.
Training also enable the character to easily reload,
disassemble, unjam, clean and other wise maintain the weapon.
Recognizes weapon quality: 30% + 6% per level of experience.
Add a bonus of +1 to strike for every THREE levels of experience
beyond level one.
Next section Wilderness Skills.
WP.html -- Revised: 990108
maddog1@alaska.net