In past articles we’ve looked at ways to recreate real world martial arts in Metahumans Rising, along with creating super powered versions of these styles. When it comes to weapons, the game assumes Fighting Styles and Gear can be used together, if it is thematically appropriate. Mechanically, this allows the character to add the values from both on a given attack. This works to keep with the comic book style of broad competencies. So, what about someone who is exceptional with only one weapon, or excels with specific types of weapons.
True Specialists
The simple answer here is to create a Fighting Style dedicated to what this character is good at, Archery for example. For our Steel Ace, Crossfire, this is exactly what we’ve done. The solution is simple, but some might see this as inequitable as they could have for the same number of points taken something more like HEMA (Historical European Martial Arts), which covers not only bows, but other weapons as well. This can be addressed with the application of the Limited Drawback.
Archery
Limited: Value only added to bow and arrow Attacks
By applying the Limited Drawback we make the Fighting Style more explicit, and give the character a bit of a discount which can be used elsewhere. A second Limited Drawback might also be applied:
Limited: Value only added to (pick one: compound/recurve/specialty) bows.
This limits the character even further, but might be too specialized for most games. In either case, the group should discuss whether these types of Drawbacks are fitting for the campaign. A lot of superhero games, either or both, may feel unnecessary because it rarely comes up, but there are games where this might be a larger issue, and therefore worth the cost reduction. While this shaves some points off in character creation, lets look at a different method.
Broad Training with Specialization
An alternative to the true specialist is someone with a broader knowledge who then chooses to specialize in specific types of weapons. A ninja, for example, may use any number of weapons from blow guns to shuriken to kunai, or ninjato, but may be more proficient with one over the other.
In our Togakure-ryū Ninjutsu article we gave the style specialties for Bypass Armor, Heavy Blow, Stagger, and Surprised Foes. Three of these are all designed to give the ninja a brutal attack from the shadows, assuming they take the time to observe their foes (Bypass Armor), aim for a vital area (Heavy Blow), and take them by surprise. Staggering Attacks then allow the ninja to escape should they be spotted, disabling foes instead of trying to fight, and pairs nicely with Heavy Blow as well. This is true if the character is unarmed or using a ninjutsu weapon.
Making them a weapon specialist is as simple as adding the speciality. For example the character may opt to specialize in the shuko, or cat’s claws. This would allow them to add their Ninjutsu Fighting Style + Speciality + Gear. Adding a weapon Specialty can be particularly advantageous, as it gives the character more added flexibility as the accuracy received from the Specility’s value can just as easily be used for a Combat Maneuver.
Now, since the core Metahumans Rising book does not have cat’s claws as an example, here’s an example that you might opt to adapt for your games.
Shuko (Cat’s Claws) 6
Parent Attribute: Dexterity
Primary Role: Support: Climbing
Secondary Role: Offense
Devastating
Secondary Role: Defense
Limited: Defense only for Active Defense
Limited: Defense only against Close Ranged melee or unarmed Attacks
(S) Counter Strikes 2
Cost: 8 + 6 + 6 + 6 – 3 – 3 + 4 = 24 / Gear (8) = MA3
Sliding below the palm, the shuko gives the character a set of hooks which can be used to assist in climbing. These claws can also be used as an offensive weapon allowing the wielder to make rake attacks. This is particularly effective when countering close range melee attacks, where the character can block the incoming strike then rake the foe’s exposed limbs or vital areas.
Of course, devoting 3 Major Gear Boons might feel like a heavy lift for something like cat’s claws. The character can approximate the bonuses from having actual shuko with the Tools Boon and the Actual Tools + Hidden Weapon options. Granted, this loses some of the nuance, and would only allow the character to trigger their Speciality once per session without spending Willpower.
Decisions, decisions…
Hope you enjoyed this look into creating a weapon specialist.