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A Certain Role-playing Game
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==Weapons== ;Guns, Germs and Steel :Sometimes esper powers aren’t the best tool for the job when it comes to combat. An esper could be gifted with an ability such as psychometry that leaves very little room for combat applications. The Level 0 in the party also needs a way to defend themselves. That’s where weapons come into play. They are tools to help you convince other people to do what you want, especially if what you want is for them to be unconscious or bleeding. :As the party will likely be playing students given the setting, most of these weapons will be of the improvised variety or weapons that are easy for teenagers to acquire. Firearms and more lethal weapons will still be available but will probably require association with the proper organizations (legal or criminal) to be obtained. ;Weapon Descriptions: :Each weapon has three traits: stat, accuracy and damage. :*'''Stat''' is the base character stat that governs its use. Most bashing weapons such as batons, bats and clubs use the Physical stat, as do large swords, axes, etc. Some melee weapons, such as rapiers and daggers, rely more on finesse than brute strength and thus are based on the Coordination stat. Most ranged weapons like bows and firearms need a steady hand to be used effectively and are also based on Coordination. :*'''Accuracy''' is added or subtracted from the target number when making a skill check to use the weapon. :*'''Damage''' is one or more dice. On a successful hit with the weapon, roll the damage dice, add a combat modifier, and deal that much damage to the target. ;Weapon Types: :''(These are more guidelines than they are hard and fast rules.)'' :*Simple Clubs: These weapons could include a broken off chair leg, a police baton, a particularly thick tree branch, or a cane. No matter what the player has chosen to name their skill, they can wield similar weapons that fit this list. ::Stat: Physical ::Accuracy: +1 ::Damage Dice: 1d10 :*Big Stick: Baseball bats, long wooden staffs, etc - these larger blunt weapons can really hurt if they connect, even breaking bones or causing serious internal injuries. ::Stat: Physical ::Accuracy: +0 ::Damage Dice: 1d10 + 4 :*Small Blades: Pocket-knives, daggers, anything that makes your hand into something sharp or pointy and dangerous. ::Stat: Coordination ::Accuracy: +2 ::Damage Dice: 2d10 -4 :*Big Blades: Axes, swords, anything that makes your arm into something longer than a normal arm, sharp or pointy, and deadly. ::Stat: Physical ::Accuracy: -1 ::Damage Dice 2d10. :*Small Guns: Revolvers, pistols, handguns, SMG's, anything you could fire with one hand. ::Stat: Coordination ::Accuracy: +1 ::Damage Dice 2d10 -1 :*Explosives: Grenades, dynamite, molotov cocktail, weapons that do AOE damage. ::Stat: Coordination ::Accuracy: -1 ::Damage Dice 1d10 :*Big Guns: Chain gun, Minigun, RPG's, anything that would serious damage. ::Stat: Coordination ::Accuracy: -1 ::Damage Dice 2d10 +4 ''Could use more stuff here.''
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