wbs playtest 1

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8/19/2019 WBS Playtest 1 http://slidepdf.com/reader/full/wbs-playtest-1 1/12  WELCOME WELCOME Hello and welcome to the very 1st playtest document for Weapons of Body and Soul. This is an RPG that has been in conceptual development for over months and ! finally "ot around to wor#in" out the blan#s enou"h to ma#e it playable.  MISSING SECTIONS This current version of the playtest is missin" $ Special Techni%ues $ &hi 'ttac# &omponents $ &omplete S#ill (ist $ )ther Races $ (evellin" $ Sta""er*+noc#bac# Rules $ ,arious )ther Thin"s CHANGELOG Playtest 1.1 $ 'dded e-amples $ Twea#ed rules and clarifications SETTING/GENRE The basics of the settin" and "enre is a artial 'rts/ Wu-ia/ Wire$0u settin". CORE MECHANIC The core mechanic of the "ame uses a pool of dice. The pool sie is based off of your ran#s in s#ills. 2ou roll your pool of dice and then add your attribute value to the total. This will then be compared to either a static number representin" the difficulty/ or a variable number. The variable number will be based off of what your opponent rolls. 0or each dice in the pool/ you can choose to ta#e a rolled result of instead. !f usin" a die that is a different sie than a 34/ you may ta#e a result e%ual to half the ma- result. 's of now/ the die sie is a 34. 0eel free to use a different sie of dice when testin"/ please inform me of the results of the dice chan"e in your feedbac#. CHARACTER CREATION To create your character you build up attributes and s#ills by spendin" character points. 'll attributes start at 1. To increase an attribute costs an amount of character points e%ual to &urrent ,alue56. Purchasin" S#ill Ran#s costs points e%ual to &urrent ,alue 56. 6 for 1 st  ran#/ for 6 nd / etc. The cost of increasin" Secondary 'ttributes is &urrent ,alue. These are purchased as bonus points that "o on top of the default value from attributes. !f you increase Primary 'ttributes/ you will need to spend more character points to increase a secondary attribute further.

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Page 1: WBS Playtest 1

8/19/2019 WBS Playtest 1

http://slidepdf.com/reader/full/wbs-playtest-1 1/12

 WELCOME WELCOMEHello and welcome to the very 1st playtest document for Weapons of Body and

Soul.

This is an RPG that has been in conceptual development for over months and !

finally "ot around to wor#in" out the blan#s enou"h to ma#e it playable.

 MISSING SECTIONSThis current version of the playtest is missin"

$ Special Techni%ues

$ &hi 'ttac# &omponents

$ &omplete S#ill (ist

$ )ther Races

$ (evellin"

$ Sta""er*+noc#bac# Rules

$ ,arious )ther Thin"s

CHANGELOGPlaytest 1.1

$ 'dded e-amples

$ Twea#ed rules and clarifications

SETTING/GENREThe basics of the settin" and "enre is a artial 'rts/ Wu-ia/ Wire$0u settin".

CORE MECHANICThe core mechanic of the "ame uses a pool of dice. The pool sie is based off

of your ran#s in s#ills. 2ou roll your pool of dice and then add your

attribute value to the total.

This will then be compared to either a static number representin" the

difficulty/ or a variable number. The variable number will be based off of

what your opponent rolls.

0or each dice in the pool/ you can choose to ta#e a rolled result of instead.

!f usin" a die that is a different sie than a 34/ you may ta#e a result e%ual

to half the ma- result.

's of now/ the die sie is a 34. 0eel free to use a different sie of dice

when testin"/ please inform me of the results of the dice chan"e in your

feedbac#.

CHARACTER CREATIONTo create your character you build up attributes and s#ills by spendin"

character points. 'll attributes start at 1. To increase an attribute costs an

amount of character points e%ual to &urrent ,alue56.

Purchasin" S#ill Ran#s costs points e%ual to &urrent ,alue 56. 6 for 1st ran#/

for 6nd/ etc.

The cost of increasin" Secondary 'ttributes is &urrent ,alue. These are

purchased as bonus points that "o on top of the default value from attributes.

!f you increase Primary 'ttributes/ you will need to spend more character

points to increase a secondary attribute further.

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EXAMPLE: Your Con is 3 and Willpower is 2. This makes your i!our e"ual #o $.

To in%rease i!our #o & would %os# & poin#s. '( you in%rease ei#her your Con

or Willpower )y *+ your i!our will remain &+ wi#h & poin#s spen#. ,ne more

 poin# is re"uired #o in%rease i# #o -.

0or the purpose of the playtest/ decide as a "roup how many character points

you wish to start with and see how that plays.

CHARACTER BASICS2our character has 7 attributes. 8 physical and 8 mental.

Physical9 Stren"th/ &onstitution/ 3e-terity/ '"ility.

ental9 !ntelli"ence/ Willpower/ Wisdom/ Perception.

2our character also has secondary attributes.

Health

,i"our

Physical :ner"y ;+i<

Spiritual :ner"y ;&hi<

ovement Rate

otion

2our character will also have access to a number of s#ills. These will be

listed further on.

 ATTRIBUTESThe human avera"e value for attributes is .

:ach attribute has a different basic function.

PH2S!&'(

Stren"th9 Brute force. (iftin". Pushin". The liftin" capacity of a character

is =>+G 5 6=+G per point in stren"th over 1.

&onstitution9 :ndurance. Resistance. 3ama"e Reduction. ,i"our.

3e-terity9 Slei"ht of hand. 0inesse. otion.

'"ility9 obility. 3od"in". otion.

:?T'(

!ntelli"ence9 +nowled"e. 'bility to memorise and learn over time ;!:. Boo#

learnin"<.

Willpower9 0orce of will. Resistance a"ainst manipulation. ,i"our.

Wisdom9 'pplication of #nowled"e. (earnin" on the fly. Wor#in" out wea#ness.

&ommon sense.

Perception9 'bility to sense.

S:&)?3'R2 'TTR!B@T:S

' secondary attributes value is based off addin" two attributes to"ether. They

can be increased further throu"h the e-penditure of character points. While

your base attributes can be increased after creation/ you are able to increase

your secondary attributes directly as well.

Health9 ' value representin" your characters ability to ta#e dama"e. :%ual to

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Stren"th 5 &on.

,i"our9 ' representation of your characters ability to stay awa#e and continue

under stress. ay also be spent in a way similar to action points ;:berron

style<. :%ual to &on 5 Willpower.

+i9 ' physical ener"y pool that is e-pended when usin" physical attributes and

special techni%ues. 'lso affects the ma-imum value for physical attributes.

:%ual to 6A;Stren"th 5 &on 5 '"i 5 3e-<56A;Ran#s in +i S#ills<.

&hi9 ' spiritual ener"y pool that is e-pended when usin" ma"ic and special

techni%ues. ay be manifested with trainin". :%ual to 1>A;Ran#s in &hi S#ills

5 Willpower<.

ovement9 How far your character can move on foot per 6 motion points. :%ual

to 1 meter ;1 yard< per 6 a"ility.

otion9 :ffectively your characters initiative. 2our motion determines who

acts ne-t as well as how often you can act in a round.

?'T@R'(*B))ST:3 'TTR!B@T:S2our physical attributes have both a ?atural ,alue ;?,< and Boosted ,alue

;B,<. The ?, is your attributes value written on your character sheet.

The B, is a chan"e to your stats based off your +i Pool. 2our B, is e%ual to

;&urrent +i )utput*8<.

SKILLSS#ills come in two sections/ &ore S#ill and Sub S#ills.

&)R: S+!((S

' core s#ill is a cate"ory of related s#ills. :ach core s#ill has a "roup of

sub s#ills under its headin".

&ore s#ills cannot be increased directly. 0or every = ran#s total you have in

the relevant sub s#ills combined/ the core s#ill "ains one ran#.' core s#ills ran# is added to the relevant sub s#ill ran# when determinin"

dicepool sie.

S@B S+!((S

' sub s#ill is a specific s#ill found amon"st a "roup of related s#ills.

Sub s#ills are increased throu"h character point e-penditure. 0or every =

ran#s you have in sub s#ills in a "roup/ the core s#ill "ets a ran#.

Ran#s in sub s#ills determine the sie of the dice pool.

:?:RG2 '?!P@('T!)? S+!((S

:ner"y manipulation s#ills are a special type of sub s#ill. When purchasin"

ran#s in : s#ills/ they do more than Cust increase a dice pool. 0or each ran#

you purchase in : s#ills/ they will also affect your options when usin" +i or

&hi.

S+!(( (!ST

The list of &ore S#ills and Sub S#ills is found in a separate document. 0or

the playtest ! will only be elaboratin" on certain s#ills. S#ills are split

into various sections separated li#e so. &ore s#ills are written in bold .

S+!(( @S'G:

When usin" s#ills/ you will "enerally choose one or two sub s#ills that fit

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A(#er a (i!h#+ you hae used *$ 0i. Your 0i Pool is %urren#ly si##in! a#

3$89emainin!;$/8Curren# ,u#pu#.

'( you %hoose #o re%oer+ #ha# %omes ou# o( your 4aily 9emainin! 0i.

,u# o( your *// daily+ you hae used a #o#al o( *$+ leain! 7$ (or #he day .

Een#ually+ your To#al 0i amoun# will drop #o mee# your Curren# ,u#pu#. When

#his happens+ your Curren# ,u#pu# drops wi#h i#+ as you hae no more #o

re%har!e.

!n a way/ it functions li#e a "enerator.

2ou have fuel as a power supply ;3aily :ner"y<

2ou have youre a ma-imum power output;a- )utput<

2ou can choose to use less than the ma-imum power output ;&urrent )utput<

When your fuel drops to low/ the ma-imum power output de"rades ;When daily

"ets lower than you &urrent )utput<

+!

2ou can accumulate directly into attributes rather than raisin" your &urrent

+i )utput. When usin" the &ontrol s#ill/ you can choose to accumulate directly

to an attribute. When you do/ you count as havin" raised your &urrent )utput

for that attribute only. This will allow you to ta#e your effective &urrent

)utput hi"her than your a- )utput limit for the attribute.

To maintain this increase over rounds/ you must perform a +i anipulation

s#ill chec# once per round. The difficulty of the chec# is e%ual to the

'ttributes &urrent )utput E 2our actual &urrent )utput. This s#ill chec#

ta#es 1 otion Point.

EXAMPLE: Your Curren# 0i ,u#pu# is 67. This !ies your 1oos#ed alue 81 as

*2. You de%ide you wan# #o raise your <#ren!#h #o *$. You hae a Con#rol

alue 89anks =* e"ual #o 6. To !e# #o *$ <#ren!#h re"uires a Curren# ,u#pu#

o( &/. '# #akes * mo#ion poin# #o a%%umula#e. Ea%h #ime you a%%umula#e in#o

<#ren!#h+ i#s Curren# ,u#pu# %oun#s as 6 hi!her 8Con#rol alue. This means 3Mo#ion Poin#s are re"uired #o a%%umula#e <#ren!#h #o *$.

,n%e you s#op a%%umula#in!+ you hae one round #o use #he a%%umula#ed s#a#.

A(#er #ha#+ you are re"uired #o main#ain i# a# #he s#ar# o( ea%h round. The

di((i%ul#y o( #his %he%k would )e 3 8Temporary <#ren!#h o( *$ > The a%#ual 1 

o( *2.

2our +i is consumed when usin" your physical stats. ' physical stat has a +i

cost based off its value.

!f you are usin" a value e%ual to its ?atural ,alue/ the +i cost is halved.

When usin" a Boosted ,alue/ the cost becomes the difference between the ?, and

the B, plus the cost of the ?, . 

!f you have a B, hi"her than your ?,/ the minimum value you can use is halfway

between your B, and ?,.

!f you have a B, lower than your ?,/ the ma-imum value you can use is your ?,.

&o#"ula: '($)i#$d Stat *alu$ + Natu#al Stat *alu$, - ./ 'Natu#al Stat *alu$,0

 NOTES: ' cost less than F ?atural Stat &ost is valid/ as is a cost of >. !f

the final cost is ne"ative/ this allows you to recover +i, without havin" to

spend motion points, at a value no hi"her than the ne"ative result.

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STR:?GTH E &onsumed each use of stren"th. This includes attac#s and feats of

stren"th.

3:T:R!T2 E &onsumed at the start of each round when determinin" motion.

&onsumed per use when usin" hei"htened de-terity ;feats of de-terity<.

'G!(!T2 E &onsumed at the start of each round. 3etermines value for the round.

'ffects motion/ dod"in"/ etc.

&)?ST!T@T!)? E &onsumed once per round/ when first hit when determinin" dama"e

reduction. Boosted stats do not affect health.

&H!

2our chi is consumed when usin" chi attac#s. The chi cost is determined by the

attributes "iven to the chi attac#.

When usin" a &hi attac#/ you are "iven an amount of points to spend on

attributes based off your &urrent &hi )utput ;&&)<.

The minimum of points to spend is e%ual to &&)*6>.

To be able to use a &hi attac#/ first you must accumulate enou"h &hi to cover

the minimum points for a &hi attac#. This may ta#e multiple turns.

2ou then wor# out what aspects you are spendin" the points on/ and must then

ma#e multiple &hi anipulation chec#s until you reach the difficulty chec#

re%uired for the attributes. These chec#s cost 6 motion points.

2ou can accumulate anywhere between your minimum points and your &&).

By default/ accumulation assumes raw accumulation. 2ou can choose to

accumulate directly into a techni%ue. To do so/ you first determine what your

points are "oin" to be spent on. 2ou then spend 6 motion points per

accumulation chec#/ but you may also do the &hi anipulation chec#s in the

same action.

 NOTES: The accumulation of chi costs 1 motion point per s#ill use. !f you are

struc# while accumulatin"/ you must ma#e a concentration chec# or lose some of

the accumulated &hi.

&)P)?:?TS T) ' &H! 'TT'&+

When usin" a &hi 'ttac#/ you spend points on the components to ma#e up the

attac#.

By default a &hi 'ttac# has a ran"e of melee/ is as wide as your hand and does

no dama"e. 's you purchase ran#s in the Shapin" and 3ama"e s#ills/ you have

options to spend your points on.

The point cost ;< and difficulty modifier ;2< will be lasted as ;*2<

?)T:9 ' chi attac# will be stopped by somethin" it hits/ unless the tar"et is

destroyed. Subtract the struc# tar"ets ;Health 5 Reduction< from the dama"e of

the blast. !f any dama"e remains/ continue the shot with that value.

SHA1ING9 :ach ran# in Shapin" allows you to choose one of the followin"

options.

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Ran"e E !ncrease the ran"e of your chi blast by ft. ;@sed 1*ran#<

;1*6<

:-plosion E 'dds e-plosion on hit with diameter of ft. ;@sed 1*ran#<

;6*6<

Width E !ncreases the diameter of your blast by 1 ft. ;@sed 1*ran#<

;6*<

(AMAGE: :ach ran# in 3ama"e allows you to choose one of the followin" options

of dama"e dice. ' &hi 'ttac# cannot have more dama"e dice than you have ran#s

in 3ama"e. 0or each additional ran# in a particular dice/ you can increase the

amount of dice per ran# by 1. 'dditional dice per ran# have an increased

;*2<.

38 E ;1*6< for 138/ each additional 38 increases by ;56*56<.

34 E ;6*6< for 134/ each additional 34 increases by ;5*56<.

37 $ ;*< for 137/ each additional 37 increases by ;58*5<.

31> E ;8*< for 131>/ each additional 31> increases by ;5=*5<.

316 $ ;8*8< for 1316/ each additional 316 increases by ;5=*58<.

EXAMPLE: You hae pur%hased 2 ranks in 4ama!e 846 and * rank in dama!e 847.

'n #o#al you %an apply 3 dama!e di%e #o your Chi A##a%k.

You %an apply

> 3 lo#s o( *46 a# a poin# %os# o( *;lo# and di((i%ul#y modi(ier o( 2;lo#.

> 3 lo#s o( 246 a# a poin# %os# o( 8*=2;lo# and di((i%ul#y modi(ier o(

82=2;lo#.

> 3 lo#s o( *47 a# a poin# %os# 3;lo# and di((i%ul#y modi(ier o( 3;lo#.

> Any mi o( up #o 3 lo#s.

COMBAT

S:I@:?&: )0 R)@?3

1< 3eclare 3e-*'"i used for round/ spend +i.

6< Roll for otion Points.

< 3etermine active character by hi"hest remainin" otion Points.

8< 'ctive character declares action/ spend otion Points.

=< 3etermine new active character by hi"hest remainin" otion Points.

=a< !f new active character has unresolved action/ action resolves. 3efender

declares defense action/ spend otion Points.

=b< !f new active character does not have an unresolved action/ repeat step 8.

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4< When all otion Points have been spent/ repeat from step 1.

ST'RT!?G TH: R)@?3

't the start of the round/ all characters determine the value they are usin"

for 3e-terity and '"ility. 2ou only need to pay the +i &ost once per round.

'fter determinin" otion ,alue for the round/ add 1d4. This is your otion

Points for the round.

R)@?3S '?3 )T!)? P)!?TS

' round of combat ta#e place over 1$6 seconds of real time. ' character can

act multiple times in a round dependin" on how many otion Points they have

remainin".

't the start of each round of combat/ each combatant rolls 1d4 and adds the

result to their otion value. This is their otion Points for the round.

!nitiative in combat is constantly in flu-. 's you spend motion points/ your

turn order chan"es.

The first person to act in a round is the one with the hi"hest current otion

Points.

!f it is tied/ characters act at the same time.

'fter decidin" your action/ you spend otion Points.

!f your remainin" otion is tied with or hi"her than another characters

otion/ then your action completes and you act a"ain.

!f another characters otion is hi"her than your remainin" otion/ then they

"et to act before your action completes.

2our action completes when you ne-t come up on initiative.

!f you have made an attac#/ the otion spent on your opponents defense is

ta#en into account when your action resolves.

&)B'T '&T!)?S

)n your turn in combat/ you have multiple choices for actions you can ta#e.

The most common actions are

1< ovement

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6< 'ttac#

< &ontrol S#ill &hec#

8< 3efense

),::?T

)n your turn/ you can choose to move as an action. 't the cost of 6 otion

Points/ you can move 1 meter per 6 '"ility you are usin" for the round. !f the

ne-t action you use after movin" is a dod"e maneuver/ you may add your

ovement Rate ;'"ility*6< to the total result of your dod"e chec#.

'TT'&+

)n your turn/ you can choose to attac# as an action. 'n attac# is a 6 part

s#ill chec#.

Part 1 is the JWeapon TypeK ;Hand types/ le" types/ weapon types<.Part 6 is the JStri#e TypeK ;Lab/ Strai"ht/ Heavy/ Hoo#<.

When your attac# is resolvin"/ you combine the ran#s of both parts to

determine the dice pool sie for the attac# roll.

2ou then roll the pool of dice and add your stren"th attribute. 'ny dice that

comes up as a 4 e-plodes.

When a dice e-plodes/ you may either reroll it/ addin" the rerolled value to

the initial 4/ or you may ta#e the 4/ and then add it as an e-tra die for your

dama"e roll.

'fter your attac# roll/ your opponent declares their defense. This uses otion

Points but is resolved immediately.

2ou spend +i on the attac# after resolution whether or not it actually hits

the tar"et. This +i cost is for the Stren"th attribute.

3''G:

!f your attac# hits successfully/ then you roll for dama"e. The dama"e dice is

determined by the type of attac# you used.

0irst loo# at the Stri#e Type used to determine the base dama"e dice. Then the

Weapon Type modifies the dice sie.

2ou then "ather a dice pool usin" the same ran#s as your attac# with sli"ht

differences.

1< 2ou start with 1 dice of dama"e.

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6< 2ou "ain 51 dice for every 8 ran#s instead of 1 for every .

< 2ou "ain 51 dice for every :-ploded 3ie on the attac# roll that wasnt

rolled in addition.

'fter "atherin" your pool of dice/ roll it and add your stren"th attribute tothe amount rolled. This is the dama"e you do before your opponents calculates

dama"e reduction.

3:0:?S:

!f you are tar"eted for an attac#/ you can choose a defensive maneuver. @sin"

a defensive maneuver happens immediately when the attac#ers attac# resolves.

2our options are 3od"e/ Bloc#/ and Parry.

3efensive dice that e-plode can only be used to add to the s#ill roll.

(od%$9 6 otion Points. ' s#ill chec# usin" the 3od"e s#ill ran#s. &ostin" 6

otion Points. Roll the dice and add a"ility to the total. This is then

compared to the attac#ers roll. !f hi"her/ the attac# misses. !f tied/ you

ta#e half dama"e ;Before reduction<.

2ou may also move up to half your movement value.

!f the last action you too# before a dod"e was a movement/ you may add your

movement value to the total roll.

1a##29 1 otion Point. ' 6 part s#ill chec# usin" the Parry s#ill and Weapon

Type of the last attac# used. Total your pool and roll the

chec#. 2ou then add '"ility to the total. 2ou then compare

the total to the attac#ers roll. !f the parry chec# is

hi"her/ the attac# misses. !f it ties/ you ta#e half dama"e

;Before reduction<.

Blo34: 1 otion Point. ' 6 part s#ill chec# usin" the Bloc# s#ill and Weapon

Type of the last attac# used. Total your pool and roll the

chec#. Rather than avoidin" the attac#/ this maneuver

increases your dama"e reduction a"ainst the attac#. !f you

do not use another physical action ;'ttac#*3efense< between

uses of Bloc#/ it does not cost any more otion Points to

use.

R:&:!,!?G 3''G:

!f you "et hit/ you then receive dama"e. :ach character has a dama"e reduction

value. By default this is e%ual to your constitution

attribute. The +i cost for usin" &onstitution in this way is

only paid once per round and only when you "et hit. 2our

dama"e reduction can be increased further by the bloc#

maneuver or the +i anipulation ;Barrier< s#ill.

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&)B'T S+!((S

 W$ao! T2$) 'A#",E O$! 1al"  E $1 dice sie. &ritical dama"e ran"e

increased by 1. !ncreased #noc#bac# distance. Bloc# dice

e-plode on =$4.

Clo)$d &i)t E 3efault dama"e. ay bloc# as normal.

S!a4$ &i)t E $1 dice sie. 'ttac# dice e-plode on =$4.

:-ploded dice used for dama"e "ain 51 sie. &ant bloc#. &ant #noc#bac#

opponent. !f opponent uses a bloc# maneuver/ opponents dice e-plode on =$4.

Elbo5) E Treat as closed fist

 W$ao! T2$) 'L$%, E &#o!t &oot E 51 dice sie. 51 motion point cost. &ant

dod"e.

  Shi! E 56 dice sie. $1*dice to hit. 51 motion point cost.

&ant bloc# or dod"e.

  H$$l E 56 dice sie. 56 motion point cost. &ant bloc#.

K!$$ E 's foot

St#i4$ T2$) E St#ai%ht E 34 dama"e dice. otion cost 6.

6ab E 38 dama"e dice. otion cost 1. 51*dice to hit. &ritical

dama"e ran"e decreased by 1 for sta""er. &ant #noc#bac#.

Hoo4 E 34 dama"e dice. otion cost 6. )pponent parry $1*dice.

&ant #noc#bac#. $1*dice to hit. &ritical dama"e ran"e increased

by 1 for sta""er.

St#o!% E 37 dama"e dice. otion cost . &ritical dama"e ran"e

increased by 1 for #noc#bac#.