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Welcome to GoLive CyberStudio 3
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- Weapon Use (Physical special)It's fairly obvious that there is a huge difference
in the attack potential of an unskilled novice and a trained swordsman.
The level of skill with which a character fights is divided into
eight categories: nonproficiency, familiarity, proficiency, expertise, specialization, mastery, high mastery and grand mastery.
- Physical skill points are used to acquire each level of mastery.
Nonproficiency and familiarity cost no skill points, normal proficiency
costs 50 physical skill points, expertise and specialization cost
a total of 100 skill points, and mastery costs 150 skill points
or more.
- Nonproficiency: If a character has never had any training or practice with a
weapon, he is nonproficient. He can only guess at the proper way
to hold the weapon or attack his opponent. Anything fancier than
a simple hack, slash, or bash is beyond his abilities the character
cannot attempt any attack options such as disarming, blocking,
or sapping.
- In addition to his inability to make special attacks, the character
also suffers an attack roll penalty based on his character class
(see Table 5.9.4). Warriors tend to figure out weapons of any kind relatively
quickly and have a small penalty for attacking with weapons they're
not familiar with. Other characters don't have the warrior's affinity
for weapons and are more severely penalized.
- Any weapon wielded by a nonproficient character is considered
one initiative phase slower than it really is, and missile weapons
have their rate of fire halved. An untrained character wielding
a long sword has an initiative phase of slow, not average, and
an unskilled character wielding a long bow would only fire once
per round instead of twice.
- Familiarity: All characters are automatically familiar with any weapon that is related to a weapon they are proficient
with. Weapons are considered to be related if they are part of
the same tight group. For example, a character who is proficient
in the use of the light crossbow is automatically familiar with
all other types of crossbows because they're part of the same
tight weapon group.
- Familiarity is not as good as proficiency, but it beats not knowing
anything about a weapon at all. Characters only suffer one-half
the normal nonproficiency penalty when attacking with weapons
they are familiar with (see Table 5.9.4). They may attempt any normal attack maneuvers possible (the
familiarity penalty still applies, of course), and suffer no initiative
or rate of fire penalties.
- Familiarity does not allow the user to make use of any special weapon attack modes
that require proficiency in the weapon.
Table 5.9.4: Nonproficiency and Familiarity penalties
| Class |
Nonprof. |
Familiarity |
| Warrior |
-2 |
-1 |
| Wizard |
-5 |
-3 |
| Priest |
-3 |
-2 |
| Rogue |
-3 |
-2 |
| Psionicist |
-4 |
-2 |
| Nonclassed NPCs |
-4 |
-2 |
- Proficiency: This is the basic level of competence most characters achieve
with their weapons training. Proficiency allows the character
to use a weapon with no penalties and employ all attack options
and special weapon properties to their fullest extent. Any character
can spend 100 physical skill points to become proficient in a
tight weapon group or 150 physical skill points to become proficient
in a broad group. Otherwise, characters have to spend 50 physical
skill points per weapon they wish to be proficient with.
Weapon Groups
- As noted above, weapons can be classified into tight and broad groups. All weapons in a tight group are considered to be related
to one another; a character proficient in one automatically has
familiarity with the rest. Note, a weapon proficiency includes
stone or bone versions of the same weapon.
- In the listing below unrelated weapons which are part of a broad
group are listed in their own category. Unrelated weapons must
be learned individually, they are not tight groups. If a weapon
does not appear in the following listings, it belongs to no weapon
group. For example, weapons such as the boomerang or the mancatcher
are so unique in their employment that nothing even comes close
to being similar.
Table 5.9.5: Weapon groups
Axes, Picks, and Hammers Broad Group
This group includes the axes, picks and hammers tight groups.
- Axes tight group: battle axe, hand/throwing axe, hatchet, two-handed axe, sword-axe,
mace-axe
- Picks tight group: horseman's pick, footman's pick, pick
- Hammers tight group. warhammer, maul, sledge
- Unrelated: adze
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Blown weapons tight group: blowgun, fukimi-bari, metsubishi, needle
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Bows tight group: short bow, composite short bow, long bow, composite long bow,
daikyu, hankyu
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Clubs, Maces, and Flails Broad Group
This group includes the clubs, maces, flails and chain & rope
weapons tight groups
- Maces tight group: footman's mace, horseman's mace, mace-axe
- Clubs tight group: club, great club, war club, ankus, morning star
- Flails tight group: horseman's flail, footman's flail
- Chain & Rope Weapons tight group: chain, kau sin ke, kusari-gama, kawanaga, chijikiri
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Crossbows tight group: hand crossbow, light crossbow, heavy crossbow, pellet bow, cho-ku-no
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Daggers & Knives tight group: dagger, stiletto, jambiya, main-gauche, parrying dagger, knife,
katar
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Lances tight group: light, medium, heavy, jousting
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Martial Arts Weapons tight group: sai, jitte, nunchaku, sang kauw, three-piece rod, bo stick, quarterstaff,
tonfa, kama
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Polearms Broad Group
This group includes the spear-like polearms, poleaxes, bills,
glaives, beaked and staves tight groups.
- Spear-like polearms tight group: awl pike, partisan, ranseur, spetum
- Poleaxes tight group: bardiche, halberd, voulge
- Bills tight group: bill, bill-guisarme, glaive-guisarme, guisarme-voulge, hook fauchard
- Glaives tight group: glaive, fauchard, naginata, nagimaki, fauchard-fork
- Beaked tight group. bec de corbin, lucern hammer
- Staves tight group: quarterstaff, bo stick, clawstaff, kumade, lajatang, tetsu-bo
- Unrelated polearms: military fork, tetsubo, lajatang
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Sickles tight group: kama, scythe, sickle
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Small Throwing Weapons Broad Group
This group includes the bladed throwing weapons, grenades, shuriken,
slings, unrelated thrown weapons tight groups.
- Bladed throwing weapons tight group: dagger, knife, stilletto
- Grenades tight group: eggshell grenades, nage teppo, greek fire, holy water
- Shuriken tight group: bo shuriken, small shuriken, large star shuriken
- Slings tight group: bolas, sling, staff sling
- Unrelated thrown weapons: dart, tetsu-bishi
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Spears & Javelins Broad Group
This group includes the spears and javelins tight groups.
- Spears tight group: spear, long-spear, awl pike
- Javelins tight group: javelin, pilum, dart
- Unrelated spear-like weapons: harpoon, trident, brandistock
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Swords Broad Group
This group includes the ancient swords, Roman swords, Middle-eastern
swords, Oriental swords, short swords, medium swords, large swords
and fencing weapons tight groups.
- Ancient swords tight group: broadsword, sapara, khopesh, sword-axe, short sword
- Roman swords tight group: broadsword, drusus, gladius, spatha
- Middle Eastern swords tight group: short sword, scimitar, great scimitar, tulwar
- Oriental swords tight group: cutlass, bokken, katana, wakizashi, no-dachi, ninja-to, tetsu-to,
tanto, yoroi-toshi
- Short swords tight group: short sword, gladius, drusus, sapara, dagger, tulwar
- Medium swords tight group: broadsword, long sword, cutlass, katana, bokken, sabre, falchion,
estoc
- Large swords tight group: bastard sword, claymore, two-handed sword, great scimitar, no-dachi,
tetsu-to
- Fencing weapons tight group: rapier, sabre, main-gauche, parrying dagger
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Whips tight group: cat-o-nine-tails, scourge, whip
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- Expertise: Weapon expertise is a form of specialization that is available
to nonfighters. Regular weapon specialization (described below)
is only available to single-classed fighters and gladiators, but
weapon expertise can be learned by paladins, rangers, crusaders,
assassins and multi-classed fighters and gladiators. There's no
reason a single-classed fighter couldn't learn expertise instead
of specialization, but expertise is just as expensive as specialization
and isn't as good.
- Weapon expertise allows a character to gain extra attacks as if
he or she were a weapon specialist. At first level, an expert
with the long sword gets to attack three times per two rounds.
Weapon expertise also allows the use of any unusual weapon properties
reserved for specialist use. Weapon expertise does not grant the character extra attack or damage bonuses, as weapon
specialization does.
- Weapon expertise may only be learned for a weapon that a character
is already proficient with and costs 50 physical skill points
to attain.
- Expertise for Assassins and Crusaders: In Fälgorna, assassins have a rate of attack equal to a fighter
of the same level. Crusaders have a rate of attack equal to a
fighter three levels below their own as shown on the following
table. To reflect the extra time spent studying priestly magic,
the crusader may not acquire expertise with a weapon until he
reaches third level.
Table 5.9.6: Crusader attacks per round
| Crusader Level |
Attacks/Round |
| 1-9 |
1/round |
| 10-15 |
3/2 round |
| 16 & up |
2/1 round |
- Specialization: By spending an extra 50 physical skill points on a weapon, a
single-class fighter or gladiator can become a specialist. Fighters and gladiators may specialize in as many weapons as they
wish, provided they have sufficient skill points.
- The exact benefits of weapon specialization vary with the particular
weapon involved. Generally, the types of benefits fall into one
of four categories: melee weapons, missile weapons, bows and crossbows.
- Melee Weapons: Specializing in a melee weapon provides a character with two main
benefits: first of all, he gains a +1 bonus to attack rolls and
a +2 bonus to damage rolls with that weapon; secondly, he gains
an extra attack once per two rounds. A 1st-level fighter normally
attacks once per round, but a 1st-level long sword specialist
attacks three times per two rounds.
- Missile Weapons: This category includes slings and thrown weapons. Generally, specialists
gain an increased rate of fire with these weapons and a +1 bonus
to attack rolls. If a character specializes in a weapon that can
be used either for melee or as a missile weapon (spears, daggers,
hand axes, etc.), he gains the melee benefit described above when
using the weapon for hand-to-hand combat and the increased rate
of fire for using the weapon for ranged attacks.
- Refer to the table below for the exact number of attacks available
to the specialist for the various types of missile weapons.
- Bows Characters who specialize in the bow gain a +1 bonus to hit at
any range (normal range penalties still apply, of course), an
increased rate of fire, and a new range category: point-blank.
Point-blank is any shot of 30 feet or less. At point-blank range,
the character gains a +2 to damage. In addition, bow specialists
can automatically fire first as a very fast action if they have
their target covered.
- Crossbows Specialists with crossbows gain a +1 bonus to hit at any range,
an increased rate of fire, and a point-blank range category, just
like archers. For crossbows, point-blank range extends out to
60 feet. Crossbow specialists have a +2 bonus to damage rolls
against any target at pointblank range. In addition, they share
the archer's quickshot benefit when covering an enemy.
Table 5.9.7: Specialist attacks per round
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Level of Specialist |
| Weapon |
1-6 |
7-12 |
13+ |
| Melee Weapons |
3/2 |
2/1 |
5/2 |
| Blowgun |
2/1 |
5/2 |
3/1 |
| Bolas |
1/1 |
3/2 |
2/1 |
| Bows |
2/1 |
3/1 |
4/1 |
| Hand & Light Crossbow |
1/1 |
3/2 |
2/1 |
| Heavy Crossbow |
1/2 |
1/1 |
3/2 |
| Stonebow |
1/1 |
3/2 |
2/1 |
| Repeating Crossbow |
2/1 |
5/2 |
3/1 |
| Thrown Dagger/Knife |
3/1 |
4/1 |
5/1 |
| Thrown Dart |
4/1 |
5/1 |
6/1 |
| Javelin |
3/2 |
2/1 |
5/2 |
| Sling |
3/2 |
2/1 |
5/2 |
| Staff Sling |
1/1 |
3/2 |
2/1 |
| Shuriken |
3/1 |
4/1 |
5/1 |
| OtherThrown Weapons |
1/1 |
3/2 |
2/1 |
- Weapon Mastery: There are swordsmen, and then there are swordsmen. A warrior who devotes his life to the study of martial combat
and the characteristics of a single type of weapon can become
a weapon master a fighter whose precision, quickness, and skill
are virtually unequaled.
- Weapon masters are rare characters. Only single-classed fighters
and gladiators can ever achieve weapon mastery, and even then
they do so with time, study, and sacrifice. To achieve mastery
in a weapon, a character must first specialize in the use of that
weapon. Then, at any time after he reaches 5th level for a fighter
or 4th level for a gladiator, he can spend another 50 physical
skill points to become a weapon master.
- Generally, only weapons that require some skill to handle or that
have a history of cultural identification are chosen by weapon
masters. Swords of any kind are the most common weapons mastered,
followed by bows and then axes or spears. Polearms, crossbows,
and firearms are the subject of weapon mastery only in rare cases.
The DM can decide that a weapon isn't appropriate for mastery
at his discretion, but he should do so before a character chooses
to specialize in it.
- Effects of Mastery: A character who becomes a weapon masters attack and damage bonuses
increase to +3 and +3, respectively. For bows and crossbows, his
point-blank bonuses increase to +3/+3 as with melee weapons, and
he gains an additional +1 to hit at all other range categories,
for a total of +2. (Remember, this bonus doesn't take range modifiers
into account, so the archer has a total of +2 at short, +0 at
medium, and -3 at long range, if the penalties are factored in.)
- High Mastery: A fighter of at least 6th-level or a gladiator of at least 5th
level may spend an additional 50 physical skill points on mastery
to become a high master. By this time, the character has spent a total of 200 physical
skill points. High masters increase the speed factor of their
chosen weapon by one category; for example, a slow weapon in the
hands of a high master is automatically considered to be of average
speed.
- High masters also have a chance based on their critical hit percentage
score to score a critical hit on to hit roll of a natrual 19 or
20. The chance to score a critical hit on either roll is equal.
For example, a fighter with a critical hit percentage score of
50% would have a 50% chance to score a critical hit on a roll
of 19 and a 50% chance to score a critical hit on a roll of 20.
If the character had a 75% critical hit percentage score, he would
have a 75% chance to hit critically on either roll.
- High masters who specialize in missile weapon of any kind gain
a new range category: extreme range. For all weapons, extreme
range is one-third farther than long range. For example, if a
weapon has a normal maximum range of 18 squares, in the hands
of a master it has a range of 24 (18/3=6, 18+6=24) squares. Extreme
range shots have a -10 penalty to hit before adjustments are made
for the effects of mastery.
- Grand Mastery: High master fighters of at least 9th level or high master gladiators
of at least 8th level who spend an additional 50 physical skill
points on studying the are of wielding a weapon of high mastery
can become grand masters. Grand masters are capable of feats of weaponplay that border on
the fantastic. Grand masters gain one additional attack per round
above and beyond a specialist's rate of attacks for their level,
so a 12th-level melee weapon grand master would attack three times
per round with his weapon of choice.
- Grand masters also increase the amount of damage and the chance
of a knockdown when they employ their chosen weapon. The weapon's
base damage die and knockdown die are increased to the next greater
die size against all opponents. A long sword thus inflicts 1d10/1d20
points of damage in the hands of a grand master, and its knockdown
die is increased to a d10. If the weapon causes multiple dice
of damage, all of them are increased. Thus, a two-handed sword
in the hands of a grand master inflicts 3d8 points of damage on
large targets. Needless to say, grand masters are extremely dangerous
opponents.
- Special DM Note: Weapon mastery is hard to come by, and even harder to perfect.
It's not very rare for a character to become a master, but the
quest to become a high master or grand master could take years.
Unlike the previous levels of specialization, which can simply
be selected as an advancement choice, high mastery and grand mastery
require a great deal of time and personal sacrifice on the part
of the character. A character who wishes to become a high master
or grand master must locate someone who can teach him and spend
several months or more of campaign time in training possibly
sitting out an adventure or two while he hones his skills.
 
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