Weapon Styles
Weapon styles are a sub-class: each one follows the rules of either the Flow or Moveset class. On top of that, the type of weapon gives a unique passive.
- Class
- Sub-class
- Weapon types
- 3
- Passive roll
- Every 11th attack
- Ultimate Mode
- Passives off
All three passives work the same way: after 10 regular attacks, roll on your 11th.
Blunt Weapons
Bats, hammers: anything without an edge. Their weight makes every swing hit harder. Roll 1d20:
| Roll | Result |
|---|---|
| 1 – 4 | Nothing |
| 5 – 10 | Minor TBI: opponent loses 5 Sub-Tiers of |
| 11 – 15 | Moderate Cranial Trauma: opponent can’t use abilities for 4 turns, and loses 5 Sub-Tiers of |
| 16 – 19 | You Good?: opponent is stunned 1 turn, giving a free Auto-Hit |
| 20 | K.O.: if they can’t dodge, your next hit is an Instant K.O. |
Sharp Weapons
Swords, knives: anything insanely sharp. Used in swordsmanship styles, and closely tied to the Outworld style system: Sword Styles. Their passive is Bleed. Roll 1d20:
| Roll | Result |
|---|---|
| 1 – 4 | Nothing |
| 5 – 10 | Minor Bleed: opponent loses 6 |
| 11 – 15 | Moderate Bleed: 12 |
| 16 – 19 | Heavy Bleed: 18 |
| 20 | Critical Bleed Strike: opponent has 3 turns before they’re knocked out |
Ranged Weapons
Guns, bows and other projectile launchers, for styles that keep their distance. Their passive is Ricochet: roll 1d10 to see how many projectiles bounce back and hit your opponent from behind:
| Roll | Result |
|---|---|
| 1 – 3 | No success |
| 4 – 6 | Minor: 1 projectile ricochets |
| 7 – 8 | Moderate: 2 projectiles ricochet |
| 9 | Major: 3 projectiles ricochet |
| 10 | Critical: all projectiles ricochet |