Difference between revisions of "Combat Skills"
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'''Combat Skills''' determine how good a character is at combat. There are six different types of combat skills: | '''Combat Skills''' determine how good a character is at combat. There are six different types of combat skills: | ||
| − | *[[Unarmed Combat]] - using no weapons. Uses [[Aptitude]] as the base trait. | + | *[[Unarmed Combat]] - using no weapons. Uses [[Aptitude]] as the base trait (except when using the [[Brawling]] [[skill]]. [[Medics]] gain a +1 bonus to this. |
| − | *[[Melee Weapons]] - using object to bludgeon. Uses [[Charisma]] as the base trait. | + | *[[Melee Weapons]] - using object to bludgeon. Uses [[Charisma]] as the base trait. [[Charmers]] gain a +1 bonus to this. |
| − | *[[Edged Weapons]] - knives, axes, and other sharpened objects. Uses [[Dexterity]] as the base trait. | + | *[[Edged Weapons]] - knives, axes, and other sharpened objects. Uses [[Dexterity]] as the base trait. [[Outlaws]] gain a +1 bonus to this. |
| − | *[[Ranged Weapons]] - guns, bows and arrows, slingshots, etc. Uses [[Perception]] as the base trait. | + | *[[Ranged Weapons]] - guns, bows and arrows, slingshots, etc. Uses [[Perception]] as the base trait. [[Hunters]] gain a +1 bonus to this. |
| − | *[[Explosive Weapons]] - bombs, mines, and other explosives. Uses [[Fortitude]] as the base trait. | + | *[[Explosive Weapons]] - bombs, mines, and other explosives. Uses [[Fortitude]] as the base trait. [[Fixers]] gain a +1 bonus to this. |
| − | *[[Thrown Weapons]] - grenades, spears, baseballs, etc. Uses [[Strength]] as the base trait. | + | *[[Thrown Weapons]] - grenades, spears, baseballs, etc. Uses [[Strength]] as the base trait. [[Mercs]] gain a +1 bonus to this plus one other combat skill. |
==Upgrading Combat Skills== | ==Upgrading Combat Skills== | ||
Revision as of 01:48, 10 April 2020
Combat Skills determine how good a character is at combat. There are six different types of combat skills:
- Unarmed Combat - using no weapons. Uses Aptitude as the base trait (except when using the Brawling skill. Medics gain a +1 bonus to this.
- Melee Weapons - using object to bludgeon. Uses Charisma as the base trait. Charmers gain a +1 bonus to this.
- Edged Weapons - knives, axes, and other sharpened objects. Uses Dexterity as the base trait. Outlaws gain a +1 bonus to this.
- Ranged Weapons - guns, bows and arrows, slingshots, etc. Uses Perception as the base trait. Hunters gain a +1 bonus to this.
- Explosive Weapons - bombs, mines, and other explosives. Uses Fortitude as the base trait. Fixers gain a +1 bonus to this.
- Thrown Weapons - grenades, spears, baseballs, etc. Uses Strength as the base trait. Mercs gain a +1 bonus to this plus one other combat skill.
Upgrading Combat Skills
Players may upgrade Combat Skills by purchasing them with Experience Points. Characters of the Merc Archetype have an advantage:
- cost for the Merc Archetype: 1000 XP for 1 combat skill point
- cost for all other Archetypes: 1500 XP for 1 combat skill point