Back
Dashboard
Attributes
Edit Weapon
Edit Weapon
Name
Cost String
Cost per level
Relevant stat
Description
Many anime characters wield powerful offensive energies, such as electric zaps, magical fireballs, ki-powered martial arts strikes, or energy swords. Additionally, some characters, such as cyborgs or robots, may have guns, missiles, or beam weapons built into their bodies. This Attribute can also be contained within the Item Attribute (page 101) in order to create hand-held weaponry like swords, magic wands, guns, or even armed vehicles and suits. Weapons can be used on a single target each round with melee range (i.e. the target must be in very close proximity to the character) unless further modified by the Range Enhancement (page 147). A character can only make one Weapon attack per action. A battery or barrage of several weapons that can be discharged simultaneously is normally created as a single powerful weapon (often paired with several Enhancements such as Area, Autofire, or Spreading; see page 135-141). The Weapon Attribute may be assigned more than once to give a character (or Item) a variety of different attacks. ATTRIBUTES When designing a Weapon, the player (with GM input) should determine exactly how the Weapon works. Is it an eyebeam? Retractable claws? A fireball? A psychic attack? A special rapid-strike martial arts finishing manoeuvre? The nature of the Weapons will give the attack role-playing flavour, will provide insight into how the character uses it, and will help determine what Enhancements and Limiters are appropriate. Unlike most Attributes, the Weapon Attribute is often assigned at Ranks exceeding Level 6 to represent the wide range of powerful Items and special attacks common to anime. Discuss your Weapon Attribute limits with the GM. **WEAPON** DAMAGE A successful attack with the Weapon Attribute inflicts an amount of damage equal to the Weapon Level multiplied by the character’s Damage Multiplier (called the “Base Damage”). Most characters have a Damage Multiplier of 5. Then add the attacker’s Attack Combat Value to the Base Damage, as well as the effects of any other Attributes that may apply, to determine the final attack damage. See page 193 for additional combat damage details. **Example** : Samurai Kenjiro slashes a monstrous ogre using his katana sword. He has an Attack Combat Value of 7 and a Damage Multiplier of 5. The katana is an Item (Weapon Level 3). Upon a successful attack, the sword inflicts 22 damage (Weapon Level 3 x Damage Multiplier 5 = 15 Base Damage + 7 Attack Combat Value = 22 damage). **CUSTOMISING WEAPONS** More than any other Attribute, Weapon benefits greatly from game customisations beyond the basic description and parameters. The many Weapon Enhancements and Limiters provided herein – plus the Area, Range, Duration, and Potent Enhancements described in Chapter 6: Customisation (page 144) – help make each Weapon Attribute unique to your character. Many of these customisations can be assigned more than once as noted, with each assignment decreasing (for Enhancements) or increasing (for Limiters) the effective Level of the Weapon. **05: ATTRIBUTES05: ATTRIBUTES** UNARMED: **THE FREE WEAPON** An unarmed person can strike an opponent using fists, feet, head, etc. This is a free Weapon Attribute that all characters automatically have and it does not need to be recorded on character sheets. Such attacks are considered a Level 0 Weapon with the Stun Enhancement and Non-Penetrating Limiter. Consequently, the damage inflicted upon a successful unarmed attack is simply equal to the character’s Attack Combat Value (page 169). An exception to this guideline applies to characters with the Superstrength Attribute (page 124), since such powerful characters also gain +5 damage to their unarmed attacks for each Level of Superstrength. **LEVEL 0 AND -1** Weapon is unique among Attributes in that its effective Level can drop to 0 or -1 through the assignment of one or more Enhancements, though the minimum Level that you can assign to your character remains at Level 1 (costing 2 Character Points). The damage delivered by effectively Level 0 Weapons only considers the character’s Attack Combat Value, since the Weapon’s Base Damage is 0. For Weapons with an effective Level of -1, no actual damage at all is delivered and consequently such Weapons only have utility if they have been assigned one or more of the following Enhancements: Drain, Flare, Incapacitating, Irritant, Quake, or Tangle. Assigning multiple Enhancements that drop the effective Level of the Weapon Attribute below -1 is forbidden; in these instances, simply assign additional Levels to the Weapon (costing 2 Character Points/Level) until its effective Level increases to at least -1. Level -1 The attack doesn’t inflict regular damage
Cancel