Modern Melee Master
Modern Melee Master by Zenvis
(A new version of the Hardware: Weapons Expert)
The weapons character is an expert with virtually all aspects of weapons - their design, maintenance, repair, constructions, modification, and use. Not just familiarities with the firing of weapons, but sniper, quick draws and trick shooting. The main difference the Weapons Expert and the Modern Melee Master is that unlike the Weapons Expert, the Modern Melee Master works closely with advanced electronics for the better use of melee weapons. What that means is that the character uses his talent to make energy melee weapons, modern arrows, zip lines, trip lines and explosives. Essentially these characters are the twin brothers to the Hardware Expert.
Reputation and Horror Factor: Like the Hardware: Weapons Expert, the Modern Melee Master has a horror factor; a stigma or fear that radiates, particularly around the common citizens (+1 to horror factor). The M3 (as they are more commonly called among heroes and villains alike), have an aura that increases with reputation and experience (Horror Factor: 8 +1 at levels 3, 5, 7, 8, 9, 11, 13, 15).
Weapon Rated Skills and Bonuses: The following is in addition to Scholastic and Secondary Skills.
- Sniper
- W.P.Archery and Targeting
- W.P.Targeting
- W.P.Knife
- W.P.Spear
- W.P.Sword
- (Special) W.P. Energy Melee (Select two ancient weapons)
- Three Ancient W.P. of choice.
- One Modern W.P. of choice.
- Demolitions (+14%)
- Demolitions Disposal (+20%)
- Find Contraband (+20%)
- Electrical Engineer (+30%)
- hBasic Mechanics (+10%)
Weapons Mastery & Bonuses: This character can pick up, figure out and use most types of ancient weapons, as well as modern, projectile, heavy, explosive and energy weapons.
- +1 attack per melee round when using any type of modified melee weapon from energy cross bows to vibo-swords
- +3 to disarm on a "Called Shot" (The attempt to disarm must be announced)
- +1 to save vs. Horror Factor at 1, 3, 5, 7, 9, and 12
Make and Modify Weapons Skill: 84% +2% per level of experience
- Weapon Repairs: The character can take apart, clean and put together their favorite type of weapons blind folded. They can also clear jams, make repairs to weapons, modify a weapon to pack their own special ammunition. Make and modify special ammunition. Make and modify E-Clips. Modify any ancient weapon within their skill of proficiency (W.P.).
Unlike the Weapons Expert, The M3 are not eager to create bullets or special ammunition for guns or modern weapons but instead use their own ingenuity to create their own take on ancient weapons. This includes making the high frequency vibrating spearheads, explosive tip arrows, neutralizing bolas, etc.
Penalties for Creating or Modifying a Weapon: Unless your from a distant planet, this is a new and exciting science; one with stiff penalties (aliens receive a +10% to make and modify weapons). The following penalties are applied whenever any weapon is built or modified. After the weapon is contracted the player must roll to see if it works. At first level this is an 86%, but with practice and experience, the skill can go over a 100%. When a characters skill still exceeds more then 98%, reduce the characters skill to 98% (There is still room for a 2% marginal error).
Penalties are accumulative for each unique part and must be added together before being removed from the characters based skill.
Penalties for modification
- -0% if electronics are involved
- -5% to improve balance for throwing or parrying (+1 to parry)
- -5% for improving damage of a melee weapon (+2 to damage)
- -8% If explosives are involved
- -10% if miniaturization is involved
- -10% for experimental design (Characters own making)
- -15% for weapons that the character isn't familiar with
- -20% for energy weapons (i.e. laser, partial beam, plasma, electricity, etc)
- -25% for Rush job, takes half the time but may be flawed because of it
- -35% if alien weapon and/or technology
- -70% if alien weapon and technology is unlike anything the character has ever seen or encountered.
Note: Cannot build nor repair magic items and needs instruction on their use.
Penalties for Modern Weapons
- -10% to improve the balance of a modern weapon (+1 to strike)
- -10% to make and modify bullets
- -25% to improve the loading mechanism to take on larger bullets (more damage)
- -25% to forge a gun from scratch (+2 to strike)
- -45% to forge a gun from scratch (+3 to strike)
- -10% for own design
- -20% for rush job
Time Restrictions: The amount of time needed to work on a weapon varies with the complexity of the task. The player and Game Master will have to work out, together how much time will be needed to do the work properly. Also the hours of work may have to be spread out over a period of a few days or even weeks. Don't forget even heroes need to sleep and eat. This is precision work and requires a persons full attention.
A fare formula for determining time is one hour for every penalty point, two hours per each penalty point if it's the characters own design, and ten hours for miniaturization; quadruple the total time if working on an alien device. This is the time for the specific work. Additional time may be spent on research, travel, and getting money for parts and materials.
Recognize Weapon Quality: The character is so skilled and familiar with weapons that they can recognized the quality of a weapon by sight, observing it and ascertaining the value, condition, and quality as well as its authenticity and approximate age. Recognize quality by sight (not personally examined): 25% +5% per level of experience. Recognizing quality by personal examination: 75% +5% per level of experience.
W.P. Paired Melee: The M3 can draw and strike (or throw) with two ancient or modified ancient weapons simultaneously at the same target inflicting full damage from both weapons but counts as one attack.
In the alternative, the weapons drawn can be used simultaneously against two designated targets. Both targets must be visible to the attacker and within peripheral vision. The divided attack, again, costs only one attack per melee. The player will need to roll a strike for each target.
Note: Parrying is not possible when doing a paired strike but the character can dodge using one of their attacks and counter by throwing via quick draw.
W.P. Energy Melee (Special): This skill is exactly like its melee counter part so if I were to have sword talent it would be called W.P. Energy Melee (Sword), being specific to the sword. All the sword bonuses would apply at their appropriate level of experience, but only when using a "energy" sword (Energy refers to laser, electrical, high vibration, plasma, particle beam etc.).
Quick Draw Initiative: Energy Melee Weapons (only): This is really a special P.P. bonus exclusive to the M3: +1 to initiative for every two P.P. points above 16 (maximum P.P. +30; for a bonus of max +7). This means the M3 with a P.P. of 24 has a +4 on initiative (plus any other initiative bonuses from combat and physical skills.
W.P. Sharp Shooting (Special): This skill is limited to the following weapons:
- Throwing knives
- Shuriken
- Throwing Axes
- Bows and Crossbows
- Any energy version of the said weapons above
Sharp Shooting is a combination of the special expertise and trick shooting with a particular type of weapon. Historically revolvers and rifles were the weapon of choice, but this is a new age and almost any weapon can be used with sharp shooting. These special skills apply to the M3 because they practice all the time. Sharp shooting abilities and bonuses are as follows:
- 1. The character gets a bonus of +1 to attacks when using their "special weapon" of choice. I recommend that G.M.'s write it down or have it written on the character sheet.
- 2. Can throw several single-handed weapons (i.e. shuriken or throwing spikes) with one hand (one new object can be balanced in hand at 2, 3, 4, 6, 9, 12, and 15 level) doing full damage per item in hand.
- 3. Can do a lightning shot (does not count as an attack but must be done at the beginning of each melee), shooting a target that is behind them with a sudden twist of their body and shooting or in the form of a dodge/strike).
- 4. Accurately shoot an arrow or throw a throwing object while riding a horse or riding a moving vehicle (normally a wild shot), but all strike bonuses are halved and called shot is impossible.
- 5. Shoot accurately while hanging upside-down. All bonuses apply.
- 6. Dodge, roll, or somersault and come up shooting (normally a wild shot), no bonuses or penalties to strike; straight roll of the dice.
Determining Equipment: Roll on the following budget table to determine the amount of money available and then flip to the gimmick items and equipment section else where in HU2 to make your purchases; as much as 40% of the money can be saved for later purchases.
Budget
- 01-15 $15,000
- 16-29 $20,000
- 30-45 $30,000
- 46-60 $40,000
- 61-75 $50,000
- 76-89 $60,000
- 90-00 $70,000
Note: Presumably, the character has already spent 2D4X10, 000 in dollars on outfitting their workshop, equipping it with the necessary tools, and necessary equipment of the trade. This includes a high-end personal computer, one additional personal computer with full color monitor and laser printer. Other accessories can also be purchased. The weapons shop can be a basement, garage, or a hidden location.
Other Stuff
- Alignment: Any alignment can be chosen, but heroes should be generally good alignment.
- Other Skills: Only those from the Weapon area of Expertise and any learned though Scholastic education or picked up as Secondary skills. As a electronically inclined individual the character get a +10% bonus to any electrical skill, as well as espionage skills. For additional skills refer to page 122 and follow step one and two.
- Hand to Hand Combat: Hand to Hand basic; this skill can be upgraded to Hand to Hand: Expert at a cost of one skill or Martial Arts or Hand to Hand Assassin at a cost of two skills.
- Attacks per melee (Hand to Hand):As with all super beings and here’s the Hard ware character automatically gets two attacks per melee. Additional attacks must be developed though hand to hand combat and/or boxing skills.
- Weapons and Armor: Unless the character is extremely wealthy, only conventional weaponry and equipment can be available.
- Structural Damage Capacity (S.D.C.): All Modern Melee Master characters have a base of 35 S.D.C., plus any S.D.C. gained from physical training. Multiple hardware classification do not provide additional S.D.C.
- Other Options: The G.M. may allow players to use the gizmos, weapons and equipment found in other Palladium Books provided that they are appropriately converted to suit the G.M.'s world.