Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations
Moderators: Rev. Sylvanus, warman45
specialties-assasin aim, poison
assasin aim-(+2cp) the range of all thrown hand weapons is 6
poison-(+3cp)any enemys hit on this turn recieve 1d6 damage next turn
specialties-immortality, born leader, godly hero.
immortality(+2cp)all damge done is reduced by 2
Born leader(+1cp) same thing as the officers leadership
godly hero(+2cp) add 1 to your roll for stupendous feats.
specialties-never give up,critical shot
never give up(+3cp)if your attack misses attack one more time, you can only use this skill ounce per turn
critical shot(+1cp) Damage done by long ranged weapons is improved by 2
disk slinger (throws chakrams shurikans and boomerangs)
good arm(+2cp) Range of short ranged weapons is improved by 3
specialties-always prepared, super strong
always prepared(+3cp) able to fire a payload launcher 3 times without using ammo due to the fact that the cannoneer has extra ammo. it fires a structure levle 3 size 1 item
super strong(+3cp) able to lift 4x4x4 brick piles.
specialties-blacksmith skills. super strong
blacksmith skills(+4cp) able to turn any random item or bick into a heavy weapon or hand weapon.
super strong(+3cp) same as the cannoneers super strong
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- Joined: Fri Oct 15, 2010 7:00 am
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