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104. WEAPON MASTER

The weapon master is the warrior who dedicates his life to mastering techniques for fighting. Vast amounts of time and effort are required for developing the physical and mental discipline necessary. But because of this dedication and persistence in training, the weapon master is better able to handle him/herself in any combat situation.

[104.1] A weapon master must have a weapon of at least one rank higher than Weapon Master in order to increase rank in this skill.

This condition is considered satisfied if four weapon skills are at maximum rank or he is specializing and the specialized weapon is maxed out.

[104.2] A weapon master has an intuitive understanding of the function of weapons.

A character with this skill will be able to utilize any simple weapon (i.e. one not requiring mechanical knowledge such as a catapult) at rank 0 if unranked in that weapon. If the character wishes to take up

rank in such a weapon, he is considered to already have rank 0 with it, and so must only start paying for rank 1 and above.

[104.3] A weapon master is, through harsh conditioning of the reflexes, trained to fight more efficiently and instinctively.

Due to this training, the weapon master adds his rank with this skill to his Initiative when engaged in combat. Furthermore, this rank is added to both the character's Base Defense and Strike Chance. The modifier to Defense does apply toward rear and flank attacks.

[104.4] Weapon masters can size up their opponents.

Due to their training in combat, the weapon master is capable of judging another warrior’s fighting ability. They have a chance of ([3 x Perception] + [4 x Rank] - [2 x target’s Weapon Master rank])% to use this ability, but must spend at least one turn watching the target fight (either taking a Pass action or by being engaged in melee combat with the target). If successful, the player can ask the GM one question regarding the target’s rank with the weapon in use, Weapon Master skill, remaining Fatigue, Endurance, Strength, Agility or Manual Dexterity. Only one use of this ability is permitted per turn.

[104.5] Beginning at rank 2, the weapon master can decide to specialize in one specific weapon skill or weapon type.

The character must already have rank with the weapon at least equal to the Weapon Master skill before he can specialize in it. This weapon skill is the only one that counts toward satisfying 104.1. For specializing in a weapon type, the character takes up the most expensive weapon skill of that type, and that skill must satisfy this condition.

[104.6] If a specific weapon is chosen for specialization, the weapon master will have bonuses and abilities when using that weapon.

If a specific weapon skill is chosen, then an additional amount equal to the character’s Weapon Master skill is added to the Strike Chance and Weapon Defense (SC only for ranged weapons) when using that weapon (in addition to the bonus described in 104.3). The chance of causing Grievous Injury or Endurance damage with that weapon is increased by 1% per rank, and when rolling on the Grievous Injury chart, up to an amount equal to the Weapon Master skill can be used to modify the die roll (player's choice after the roll).

This weapon becomes the "soul" of the character. The character will not use any other weapon if a weapon of this type can be used, and if the weapon is broken or dropped, the character becomes afflicted with a major curse resulting in a penalty of 10% on (a.) all chances if broken, or (b.) just combat rolls if dropped. This curse is lifted once the character inflicts a Grievous Injury with the weapon - thereby redeeming himself. Rank with the weapon must be at least as great as the Weapon Master skill. When training with weapons to increase rank, one of the weapons being trained with must be this one, unless rank with it is already maxed out.

[[104.7] If a class of weapons is chosen, then when the character uses any weapon of that class, he/she will receive special bonuses.

If the character chooses to specialize in a type of weapon, then the character must take up rank with the most expensive (highest total experience cost to reach maximum rank) weapon skill of that type, and rank with that weapon must be at least as great as the Weapon Master skill (until maximum rank of the weapon is reached). Rank with all weapons of that type will be treated as equal to the rank in this one weapon (and therefore don't need to be advanced in rank). Possible types of weapons to specialize in are (the highest cost weapon skill is underlined):

Knives: Knife, Shortsword, Parrying Weapon, Thrown Knife

Swords: Shortsword, Longsword, Fencing, Scimitar, Great Sword.

Hafted: Axe, Great Axe, Club, Great Club, Flail

Pole Weapons: Spear, Pike, Polearm, Staff, Catch Pole

Missile: Sling, Bow, Crossbow

Thrown: Throwing Knife, Throwing Axe, Javelin, Spear Thrower, Darts, Rock

An additional 1% per 2 ranks is added to the Strike Chance and Weapon Defense with these weapons (only Strike Chance for ranged weapons). The character will prefer to use one of these weapons if available.

[104.8] If the character decides not to specialize, then he gets no extra advantages with any weapon other than those described in 104.2, 104.3, 104.4, 104.9, and 104.10 (see below).

Abilities described in 104.10 (where applicable) apply when the character is using any weapon.

[104.9] If the character has chosen a specialty and later changes his/her mind, the specialty can be changed.

However, the Weapon Master skill is reduced to one-half its current rank (round down) and any extra abilities not supported by the new level are lost. Any special abilities that were applicable only to the previous specialization are lost.

[104.10] The weapon master's body is conditioned to withstand pain and discomfort.

Beginning at rank 2, the character can resist temperature as in the Mind Magics talent of the same name (T-1, 37.3.1). The character's rank with this Talent is 2 less than the rank with the Weapon Master skill.

At rank 3, the character can resist pain as in the Mind Magics talent of the same name (T-2, 37.3, see also 97.15). The character's rank with this Talent is 3 less than the rank with this skill.

[104.11] Upon attainment of ranks 2, and for each even rank thereafter, the weapon master acquires a new ability of his choice.

If the weapon master has chosen a specialization, then these abilities only apply toward use of that specialization.

Increased damage - The character does additional damage equal to [Rank/3]

Add [Rank]% to Strike Chance.

Add [Rank]% to Weapon Defense.

Speed Draw - The character can prepare and strike in one movement with no negative modifiers. This ability may require the character to use a special harness or sheath for the weapon.

Parry - If an attack on the weapon master misses by 50 or more, then he/she may attempt a parry as if Evading. If the character is Evading, then he may attempt a parry if his opponent misses by over 20%. If the weapon master is executing a Defensive Attack, then he may attempt a parry if his opponent misses by over 30%.

[104.12] Starting at rank 5, and for each subsequent odd rank, the weapon master acquires a new special ability of his choice.

If the weapon master has specialized, then these abilities (except for Draw on Inner Reserve) only apply to use of the specialization.

Critical Strike - Add [Rank/2]% to the chance of doing a Grievous Injury or Endurance damage. The die roll on the Grievous Injury chart may be modified by up to [rank with this skill].

Power Strike - At a cost of 4 Fatigue points, the character does an extra amount of damage equal to (PS + Rank)/5.

Whirlwind Attack - The character can attack every person in his melee zone or conduct two attacks on one opponent with no negative modifiers due to multi-strike. Use of this ability costs the character 1 Fatigue point per attack.

Draw on Inner Reserve - One physical attribute may be increased by 1 point per rank for as long as the character maintains concentration. To implement this ability, the character needs to meditate for [50 - (WP + 2 x rank)] seconds and it costs 2 Fatigue.

Secret Moves - The character has mastered a secret attack which ignores the opponent’s defense. This can only be used once on an individual, and only if they have not seen the character use it before. It costs 3 Fatigue points.

Disarm Foe - The weapon master can select to force his opponent to drop an item if he rolled less than 50% of his Strike Chance for an attack. The target takes 1 Endurance point of damage, and no other damage is inflicted. The weapon master must expend 2 Fatigue point to use this ability.

Combat Awareness - The weapon master may attack one opponent in a non-melee arc. There is a -30% modifier for attacks into the rear arc, and -15% for attacks into the flank arcs. The weapon master must be aware of the opponents. These attacks cost 2 Fatigue per attack. Furthermore, the character can add half of their Weapon Defensive Value to defense against attacks from the rear. The weapon master’s rear hexes are considered part of his melee zone for purposes of opponents moving through them .

Additional abilities may be chosen after rank 10 at a cost of 5000 EP.

[104.13] The weapon master will put more time, effort and money into the care and maintenance of his/her weapon(s). This will cost (150 + [50 x Rank]) silver pennies per year.

Failure to do so means that the weapon master will operate as if two Ranks less proficient. Any abilities not supported by the lower rank are lost until such a time as the weapon master pays the requirements.

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