Aptitudes & Skills

Weapons

Post by Monkee, October 9, 2016.
Advantages Character Creation

A weapons aptitude represents a skill in... further description to come.

Below you will find an initial list of site-sanctioned Aptitudes and Skills for your character application.

Note - If you are logged in to Marvel RPG, each entry shown below may already be personalized to reflect your character"s codename and gender. If not, then they are shown in a generic format, but you can still set them to reflect your characters gender and codename by using the customizer located just above the catagory legend. Doing so will will instantly then format all the descriptions to your specifications to help you on your way to building an awesome addition to the Marvel RPG universe.



Ancient Weapons: (#157)
This skill gives the player the ability to use weaponry from a specific period and setting previous to the advent of gunpowder. Further, the Hero must pick the style and period of said weaponry, wheter it be Ancient egypt or Latter Rome.



Battlesuit Operation: (#158)
The Hero gains the ability to use a battlesuit without penality. This ability, while not conferring a +CS, eliminates the -CS for using unfamiliar technology, new weapons systems, or new versions of said suit.



Blunt Weapons: (#159)
+1CS with Clubs, bats, etc.



Bows: (#160)
With this talent gain a +1CS, and may fire and reload in a single round. They may fire multiple arrows on a successful Agility FEAT. Without this talent -1CS to Agility to hit when using bows



Energy Weapons: (#161)
The Hero gains a +1CS to using energy weapons, such as lasers, electrostun rifles, or plasma blasters, save for heavy weapons such as Laser Cannons and Vehicle Weapons.



Guns: (#162)
+1CS to all hand guns and Rifles.



Marksmen: (#163)
+1CS to hit with any distance weapon that requires line of sight to hit, and marksman takes no penalty for range.



Oriental Weapons: (#164)
This grants the character a +1CS to fighting or agility when using the following; Shurikens, crossbows, sais, and oriental swords and daggers.



Heavy Weapons: (#165)
Heavy Weapons allows the character +1CS for the operation of most heavy weapons, including vehicular mounted weapons and tripod mounted weapons.



Fencing: (#166)
The Fencing skill allows the hero +1CS for the use of fencing, and also allows for the skills of parrying, disarming, and quickstrikes with a successful Yellow Agility FEAT.



Paired Weapons: (#167)
 



Sharp Weapons: (#168)
+1CS to hit with swords, daggers and spears (unless thrown). Does not include Claws and other natural extensions



Thrown Weapons: (#169)
+1CS to Agility for Spears, disks, shurikens, snowballs, etc.



Weapons Master: (#170)
Character gains a +1CS to hit with any weapon that requires a Fighting FEAT to hit.



Weapons Specialist: (#171)
Character gains +2CS with a single weapon of choice. Character also recieves a +1 to initiative when using that weapon.