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Chapter 6: Skills


[ | Rolling Skills | Expert Skills | How Weapon Skills Work | Choosing Skills | Creative | Engineering | Espionage | Mystical | Physical | Pilotry | Science | Technical | Technology | Weapons (Melee) | Weapons (Ranged) | Wilderness | ]

Weapon Skills

Weapon skills have a much more complicated use. Sure, you can use your weapons skills to determine your character's knowledge of a certain weapon, if they can reload it without a jam, if they can clean them, etc. But the nice thing about weapon skills is that they also give you combat bonuses without needing to roll (unlike some other skills which depend absolutely on your Expert Performance).

That means that when you use a weapon that falls underneath your weapon skill, you get to add the combat bonuses listed for that weapon skill.

These are the combat bonuses you should list beneath your weapon skill:
  • Level 1: +1 Strike (+1 Aim if a long-range weapon).
  • Level 2: +1 Parry (+2 Initiative if a long-range weapon).
  • Level 3: +1 Parlay (+3m Effective Range if a long-range weapon).
  • Level 4: +1 Penetration.
From levels 5-7, just repeat the bonuses above a second time. For level 8, you instead get +1 damage.

For levels 9 and 10, you may choose from the following chart at each level. You may not take the same listed bonus twice for a weapons skill or a related sub-weapon skill:
  • Lower critical by 1 with this weapon.
  • Non-offensive Actions take 1 less tick with this weapon (parrying, reloading, recoil, drawing).
  • You have +2 Actions with this weapon.
  • +1 Penetration or +1 Damage.
  • You have +2 to a combat bonus of your choice. This may be taken again, but for a different bonus.
  • The effective range is increased again by 5m (long-range weapons only).
  • The character has +1 damage if using it in his offhand (melee weapons only).
Any time you use a weapon that falls underneath a category that you own, you'll get a bonus with it according to your level. Write down the bonuses your character would have with that category under his skill.

Skill talents do not exist for weapons. Instead, you purchase a specific sub-weapon as a separate skill. So you can have 2-Hand Striking at 5, Katana (a particular type of 2-handed sword) at 3, and Broadsword at 2. If your sub-weapon skills get high enough, you may choose bonuses for them (which only apply to the sub-weapon skill). When you use a sub-weapon in combat, you get to add both the bonuses from your sub-skill and your weapon category skill together.

Talents and bonuses do not exist for weapons skills.

Your sub-weapon may be a higher level than the general category. If you wield a katana, but with one-hand, you get your bonus from Katana but you add your bonus from one-handed strikes instead. If you wield a staff or a pole-arm with one hand, that is simply Awkward and does not fall under another category. GMs, be sure you know what category the player's fighting style falls under for each combat; if they use a two-hander as a one-hander, it will likely just be Awkward unless the player character is large and strong enough.


Another thing is that when you are asked to make a non-combat roll that falls under a sub-weapon skill, it's handled thusly: Add them together, obeying the skill limit (10 if unbroken, 15 otherwise) for your sub-weapon skill.

Your skill in a weapon category must be 6 or higher to dual-wield it.
Copyright (©) 2006 by Charles Roy and Michael Vendittelli. Chaos Fantasy System created by Charles Roy and Michael Vendittelli.