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JAEVA: Giant Robot RPG system
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=== Weapon Types === These are the basic types of weapons that jaegers, EVAs, and Kaiju can use. A weapon cannot be more than one of these types. all weapons can be thrown and must be retrieved unless "built-in", and thus cannot be thrown. for price adjustments, -1 Req. for each size lower than 5 the bot it is being added to is. alternatively, +1 Req. to the price for each size above 5 the user (bot/kaiju) is. (making or grafting on huge weapons for can cost quite a bit, this reflects that). ==== Basic melee ==== Fisticuffs, hand to hand, weapon-free close quarters combat tools. all of these automatically have the "built-in" descriptor and take one slot from your arm/leg's built in weapons. basic melee weapons are rolled by using your Strength+Brawl stats *Claw/Fang Price: 9 Req. Damage Bonus: +2 Range: short Exceptional Success: Auto-grapple the target from the affected hit location, no opposed roll. Additional info: Automatically "built-in", slashing damage. *Fist Price: 8 Damage Bonus: +1 Range: short Exceptional success: target is stunned, and must spend one action to recover before doing anything else Additional info: Automatically "built-in", blunt damage ==== Melee weapons ==== Close range weapons, handheld or built-in use Strength+Weaponry. throwing any of these uses Dexterity+Weaponry. *Blade: price: 10 req. Damage Bonus: +3 Range: short Exceptional success: do half the damage of the limb's total damage track, rounded down (if the limb had a total of 20 on it's damage track, it takes 10 damage) Additional info: slashing damage *Club: price: 10 req. damage bonus: +3 Range: short Exceptional success: target is stunned, and must spend one action to recover before doing anything else. Additional info: -1 when thrown, blunt damage *Shield price: 9 req. Damage bonus: +1 Range: short Exceptional success: target is automatically shoved to medium range or stunned (see above). Additional info: target adds a +2 to difficulty when attempting to be hit, blunt damage *Spear price: 10 req. Damage bonus: +2 Range: short Exceptional success: ignores armor of target when calculating damage. Additional info: +1 when thrown, piercing damage ==== Ranged weapons ==== *Cannon price 9 req. Damage Bonus: +2 Range: medium Exceptional success: either double the damage to the targeted area, or extend the same amount of damage to an adjacent hit location (e.g., aiming for torso can do damage to any other hit location, while doing damage to any other hit location may only extend damage to the torso) Additional info: -1 to being thrown, base ammo capacity 6, ballistic damage *Launcher price 9 req. Damage bonus: +2 Range: medium Exceptional success: automatically hit everything in the area of effect. Additional info: launchers are used to hurl explosives and chemicals at enemies, inflicting the damage to all within a short range of the target if they hit, requires descriptor. base ammo cap: 6 damage type: descriptor.
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