Melee Weapons Equipment Perks Equipment Heroics

Light Melee Training

LMWB.jpg

One(1) Handed

Base Scale: 0 Weapon Damage: 1D4

Damage Type: Pierce/Slash

A light melee weapon is a slight, concealable edge or slashing implement such as a Knife or Claw. Delinquents typically utilize Light Melee Weapons to inflict Sneak Attacks. Still, they can also offer a lot of utility to anyone looking for an easy-to-hide tool of offense. Investing in Light Melee Training will enhance a Character’s Initiative and Stealth Ability Statistics every Odd Rank and their Attack and Damage Rolls with Melee Weapons, and their Critical Damage dealt with any Weapon on Even Ranks. At Rank Five(5) and Ten(10), the Character’s Base Scale with any Weapon increases by plus One(+1), permanently increasing their Weapon Damage with any Weapon. In addition, a new Equipment Modification Slot becomes available at the First(1st) Equipment Rank and every Three(3) Equipment Ranks after that.

Light Melee Heroics

Shiv

Prerequisite: Light Melee(Rank 1) 

AP Cost: 5

Action Type: Move Action

Range: Adjacent

As a Move Action, you snatch an Adjacent Object and destroy it to create an Improvised Light Melee Weapon that deals Pierce Damage. You can attempt a number of Melee Attacks equal to Half(½) of your Skill Attribute before your Shiv breaks. Your Attack and Damage Rolls made with an Improvised Melee Weapon suffer a Minus Five(-5) penalty.

Surface Cuts

Prerequisite: Light Melee(Rank 1) 

AP Cost: 5

Action Type: Standard Action

Range: Adjacent

As a Standard Action, inflict a series of light slashes to an Adjacent Target to inflict Stacks of the Bleed Injury equal to Half(½) of your Skill Attribute. The Target can attempt a Physical Save against your Physical Impact to Negate the Injury. 

Stinger

Prerequisite: Light Melee(Rank 2) 

AP Cost: 10

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target with the tip of your weapon coated in lethal poison. If successful, in addition to normal Weapon Damage, your Target suffers Stacks of the Poison Injury equal to Half(½) of your Skill Attribute for the Effect Duration. The Target can attempt a Physical Save against your Attack Roll to Negate the Injury.

Boomerang

Prerequisite: Light Melee(Rank 2) & Thrown (Any Rank)

AP Cost: 10

Action Type: Ranged Weapon Attack

Range: Thrown Weapon Range

As a Standard Action, you can attempt a Thrown Ranged Weapon Attack using your equipped Light Melee Weapon as the projectile. Your projectile will keep a steep curve in its trajectory on the way to your Target, allowing you to ignore Line of Sight requirements for the Attack Roll. If your Attack fails to hit your Target, the projectile will continue along its path of travel until it returns to your position, where you can catch it as a Rapid Action.

Cloak & Dagger

Prerequisite: Light Melee(Rank 3) 

AP Cost: 15

Action Type: Reaction

Range: Adjacent

As a Reaction to being the Target of a Melee Weapon Attack, you can attempt to Parry the incoming Attack. If successful, your Attacker is Disarmed of their Weapon and suffers your normal Weapon Damage, and your Target is considered vulnerable to Sneak Attacks until their next Turn. 

Stiletto Plunge

Prerequisite: Light Melee(Rank 3) 

AP Cost: 15

Action Type: Free Action

Range: Adjacent

As a Free Action, if the Target of your Light Melee Weapon Attack is Grappled, Entangled, or otherwise fighting a restraint, a single Source of Weapon Damage is Rolled at Maximum Damage. 

Needle Spray

Prerequisite: Light Melee(Rank 4) 

AP Cost: 20

Action Type: Free Action

Range: Half(½) Skill Attribute(Cone)

As a Standard Action, with a flick of the wrist, you spray any Target within a Cone up to Half(½ of your Skill Attribute in Range with a burst of sharpened needles, inflicting Stacks of the Bleed Injury equal to Half(½) of your Skill Attribute. Additionally, affected Targets can attempt a Physical Save against your Physical Impact to Negate the Injury. 

Pirouette

Prerequisite: Light Melee(Rank 4) 

AP Cost: 20

Action Type: Melee Weapon Attack

Range: Adjacent

As a Full Action, you can attempt a Main-hand and Off-hand Melee Weapon Attack that applies to all Adjacent Targets as you rapidly spin, unleashing a whirl of slashing attacks. You perform a single Damage Roll for each Weapon Attack that applies to any struck Targets. 

Heel Sever

Prerequisite: Light Melee(Rank 5) 

AP Cost: 25

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Until Treated

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target by sweeping incredibly low and slashing at your Target’s feet or ankles. If successful, in addition to normal Weapon Damage, your Target is inflicted with the Hobbled Injury, cutting their Speed in Half(½). The Target can attempt a Physical Save against your Physical Impact to Negate the Injury. 

Throat Slash

Prerequisite: Light Melee(Rank 5) 

AP Cost: 25

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Until Treated

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target by slashing directly at their throat or vocal cords. If successful, in addition to normal Weapon Damage, your Target is inflicted with the Silenced Injury. The Target can attempt a Physical Save against your Physical Impact to Negate the Injury.

Knifeboot

Prerequisite: Light Melee(Rank 6) 

AP Cost: 30

Action Type: Reaction

As a Reaction to being Grappled or suffering the Entangled Condition, you can release a hidden blade built into your shoe. If you deal Melee Weapon Damage to your Target as a part of maintaining a Grapple, your Target will suffer an additional 1D8 Slash Damage for every Two(2) Points of your Skill Attribute. Alternatively, you can use Knife Boot to attempt to break the Entangled Condition with a Melee Attack Roll in place of an Athletics or Engineering Ability Check. 

Sleeve Ace

Prerequisite: Light Melee(Rank 7) 

AP Cost: 35

Action Type: Ritual(One Hour)

As a Ritual at a Creative Space during a Rest Period, you carefully hem the sleeves of your armor to conceal your Equipped Light Melee Weapon at all times. Additionally, you can hide your Light Weapon as a Stealth Ability Check to remain armed without raising awareness.

Whirling Fan

Prerequisite: Light Melee(Rank 8) 

AP Cost: 40

Action Type: Full Action

Range: Half(½) Skill Attribute(Radius)

As a Full Action, you quickly spin a steel fan that slices through all Targets within a Radius equal to Half(½) of your Skill Attribute for 1D8 Slash Damage for every Point of your Skill Attribute. Affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½).

Severance Package

Prerequisite: Light Melee(Rank 9) 

AP Cost: 45

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Until Treated

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target aimed explicitly at their joints, tendons, or motor controls. If successful, in addition to normal Weapon Damage, your Target suffers 1D10 Slash Damage for every Two(2) Points of your Skill Attribute and is inflicted with the Crippled Injury, setting its Speed to Zero(0). The Target can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) Negate the Injury.  

Prince’s Rest

Prerequisite: Light Melee(Rank 10) 

AP Cost: 50

Action Type: Maneuver

As a part of controlling a Grapple, you can instantly kill your Grappled Target by slowly sinking a knife in their heart. Then, the Target can attempt a Physical Save against your Physical Impact to Negate the attempt.