Character Name: Brandon Rodgers Alias: X-Treme Occupation: Extreme Athlete Parkour TikToker, Expanded Into MMA, Product Line Alignment: Scrupulous O.C.C.: Survivor XP Level: 5 XP Points: 14,101 Next Level @ XP: 21,101 Disposition: High ideals and feels he has something to prove. Tends to follow orders to the “T,” is very formal, follows procedures and is by the book. Always against breaking the rules, and hates bending the rules except under exceptional circumstances. Insanity: None
PHYSICAL DATA
P.P.E.: 7
H.P.: 47
S.D.C.: 107
Age: 22
Sex: Male
Height: 6’6"
Weight: 250
Description: He is 6'6" with a muscular Athletic Build. He has black hair and a matching VanDyke. He is tan from spending lots of time outdoors. He has multiple tattoos mainly of places he has been and some beloved symbols from pop culture icons he loves, ranging from comic books, tv, movies and even a quote from Friedrich Nietzsche on the bottom of his right forearm.
Common Skills
Mathematics: Basic 81% (+3%)
Language: Native Tongue 91% (+1%)
Literacy: Native Language 86% (+2%)
O.C.C./Occupational Skills (Level 4)
Acrobatics
—Sense of balance 95% (+5%)
—Walk tightrope or high wire 87% (+3%)
—Climb Rope 103% (+2%)
—Back Flip 95% (+5%)
—Basic Prowl ability 65%
Automobile 72% (+3%)
Bicycling 88% (+3%)
Gymnastics
—Work parallel bars & rings 87% (+3%)
Hand to Hand: Expert
Public Speaking 65% (+5%)
Land Navigation 62% (+4%)
Motorcycles & Snowmobiles 90% (+4%)
Climb 110%/100% (+5%)
Wrestling
Elective Skills (Fast Learner and Jack of Many Trades: +5 Elective skills without benefit of the usual bonuses for them.)
Athletics
Boxing
Kickboxing
Body Building
First Aid 55% (+5%)
Outdoorsmanship
Parkour 90% (5%)
1 melee attack = 2 non-combat melee actions whenever the Parkour skill is put into action for most of an entire melee round to chase/follow/pursue somebody or when the character is, himself, taking evasive action trying to escape or run away/flee. ALL except 2 melee attacks that round must be turned into noncombat melee actions, like running, leaping, diving for cover, climbing, and the moves listed above, for the entire melee round (15 seconds). Only TWO melee attacks are available for fighting that melee round. The two attacks can be used at any point, together or separately, or not at all, but cannot be converted into non-combat melee actions or vice versa. Note: Parkour can be combined with Zombie Survival Training and/or one Hand to Hand Combat skill with cumulative bonuses
or used as a stand-alone skill.
One or several flips backward in rapid succession to escape or go toward an opponent or structure. As many as one flip per each level of experience and counts as one melee action. (+1 to dodge when using this move.) (+1 to strike when the back flip is used as the means to rapidly approach an opponent and seamlessly launch into a body block attack; i.e. the back flip move is followed by an immediate body block attack. Counts as one melee action +1 attack, or 2 attacks. The intended victim may try to dodge this attack.)
One or several forward flips in rapid succession toward someone or a targeted structure. As many as one flip per level of experience. (+1 to dodge when using this move.) (+1 to strike when the forward flip is used as the means to rapidly approach an opponent and seamlessly launch into a body block attack; i.e. the forward flip move is followed by an immediate body block attack. Counts as one melee action +1 attack, or two attacks. The intended victim may try to dodge this attack.)
Stand on hands and the ability to walk on his hands. Can also stand on his head.
A leap 8 feet (2.4 m) across lengthwise horizontally with a running start and a rolling landing, +3 feet (0.9m) leaping distance to grab the edge of a roof or wall with the hands to pull himself up onto the roof or over a wall. (+1 to dodge.) Up to 15 feet (4.6 m) across when leaping down and across
to a lower elevation/wall/stairs/rooftop/landing platform or the ground. (+2 to dodge.)
Down as far as 20 feet and stick a rolling landing on the ground, get back on his feet, and resume running all in one melee action! (+1 to roll with impact.)
Leaps down from 12 feet or less are an automatic success without injury, but leaping from heights of 13-20 feet) has a 25% chance of the character landing hard and suffering 1D6 Hit Point damage and the effects of knockdown (loses initiative and one melee attack). Leaping from a greater height up to two stories/28 feet with a tumble and roll landing has a 50% chance of the character landing hard, suffering 2D6+2 damage direct to Hit Points and 1D6 to S.D.C., as well as suffering the effects of knockdown, AND has a 50% chance of spraining an ankle or pulling a muscle. When this happens, reduce speed and future leaping heights and landing distances by half until the character stays off his feet and recuperates for 1D6+5 days! Requires the ankle being wrapped and the use of crutches to walk. Damage from leaps or falls from a height greater than 28 feet is 2D6+5 damage direct to Hit Points and 2D6 to S.D.C. for EACH additional story. When Hit Points fall below zero (regardless of any remaining S.D.C.), the person is dead. Parkour does NOT turn you into Superman.
A running high jump over or onto a 4 foot wall/obstacle (+1 to dodge). Includes leaping up onto vehicles and sliding over or running across them.
The character can run 4 feet up the side of a wall and leap to the top of a wall or fence or higher elevation up to 8 feet tall. (+2 to dodge.) Increase to run 6 feet up the side of a wall and leap to the top of a wall or higher platform/elevation up to 12 feet high at fifth level.
The individual runs and launches into a cartwheel. Can do three cartwheels at level one and as many as +1 for every additional two levels of experience and uses up only one melee action or attack performing them in rapid succession. (+1 to dodge when using this move.)
One somersault at level one and as many as +1 for every additional two levels of
experience, and uses up only one melee action or attack performing them in rapid succession. (+1 to dodge.)
The Parkour skill makes it so ALL dodge rolls and evasive moves do NOT use up a melee attack. Normally, the act of dodging requires spending one melee attack, so it is a huge advantage to be able to dodge, leap, somersault, etc., without it using up a melee attack.
A deliberate tumbling landing or roll without injury or knockdown penalties. A tumbling landing and roll may be performed in reaction to a body block/knockdown attack (success means no penalty, roll percentile under base skill), leaping down or falling from a height as great as 12 feet. (+2 to roll with impact when using this move.)
Propel/vault over low walls, fences, barricades, vehicles, and obstacles up to 5 feet tall (+2 to dodge). Increase to 6 feet at fifth level.
Running
T.V./Video 50% (+5%)
+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
+1 to strike at levels 1, 3, 6, 9, 12, and 15.
+1 to parry at levels 2, 4, 7, 10, and 13
+1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
Level 1: Starts with four attacks/actions per melee; kick attack 1D8 damage, +2 to pull punch, and +2 to roll with punch,fall or impact.
Level 2: +3 to parry and dodge, and +1 to pull punch.
Level 3: +2 to strike, +2 to disarm, and can perform a Karate Punch.
Level 4: +1 additional attack/action per melee round.
Level 5: Can perform a Karate Kick, does 2D6 damage.
Level 6: Critical Strike on an unmodified roll of 18, 19 or 20.
Level 7: W.P. Paired Weapons and backhand strike (average, does 1D4 damage).
Level 8: Body flip/throw; does 1D6 damage, and victim loses initiative and one attack.
Level 9: +1 additional attack/action per melee and +1 to disarm.
Level 10: +3 to damage.
Level 11: Knockout/stun on an unmodified roll of 18, 19 or 20.
Level 12: +2 to parry and dodge.
Level 13: Critical Strike or knockout from behind (triple damage).
Level 14: +1 additional attack/action per melee round.
Level 15: Death Blow on a roll of Natural 20.
Number of Attacks: 6
Initiative Bonus: +0
Strike Bonus: +8
Parry Bonus: +12
Dodge Bonus: +12
Auto-Dodge: +12
HTH Damage Bonus: +8
Bonus to Roll w/Punch, Impact or Fall: +9
Bonus to Pull a Punch: +4
Bonus to Disarm: +2
Knockout Opponent on Natural 20 fo 1D6 Melees
Incapacitate an Opponent when Grappling on an 18,19, or 20 on the die
Other: Arm Strikes:
Punch (1d4)
Karate Punch (2d4)
Elbow (1d6)
Power Punch (Double Damage Dice, 2 Melee Attacks)
Pull Punch (11 or better on die, can do 1 point, quarter or half damage) Leg Strikes:
Karate Kick (2d6)
Kick (2d4)
Knee Strike (1D8)
Roundhouse Kick (3D6)
Leap Kick (3D8, 2 melee attacks)
Power Kick (Double Damage Dice, 2 melee attacks) Other Maneuvers:
Body Block/Tackle (1d4, Forces Sense of Balance Roll and they are knocked down on a failure)
Body Flip/Throw (1D6, loses initiative and one melee attack)
Crush/Squeeze (1d4, Each Squeeze a Melee Attack)
Disarm (Disarmed on highest roll)
Dodge (Dodge when roll equal or higher)
Entangle
Roll with Impact
Weapon Proficiencies Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
W.P. Handguns - +1 to Strike
W.P. Sword - +2 to strike, +1 to Parry
Vehicle:
Super - KTM 450 EXC - Dead Reign (DR) pg 124
Fine - KLR650 - DR pg 123
Crappy - DR 650 - DR pg 123
Primary Weapon:
Super - Katana - Dead Reign (DR) pg 116
Fine - Composite Baseball Bat - DR pg 114
Crappy - Machete - DR pg 116
Secondary Weapon:
Super - Colt 1911 .45 Caliber - Dead Reign (DR) pg 109 (Medium -Heavy Handguns)
Fine - Glock 23 9mm - DR pg 109
Crappy - .38 Special - .38 Caliber - DR pg 109
Armor:
Super - Reinforced Leather Riding Suit - Dead Reign (DR) pg 125
Fine - Studded Leather Riding Suit - DR pg 125
Crappy- Padded Leather Riding Suit - DR pg 125
Equipment
Vehicles/Mounts are listed first.
Carried/In Hand
Worn on Person
On Day 0 he is wearing Prototype Gear of his X-treme clothing brand. he has on his Xtreme Convertible Cargo Pants. The Cargo Pants. These are the only pants anyone needs. The top is basically cargo shorts that have a breathable stretchy, moisture wicking fabric than can be deployed from the short legs. By disengaging a velcro compartment to become pants. This makes them easy to adapt to a change in conditions like going from hot to cold or an urban to a prickly wood environment protecting the legs from injury. He is wearing the prototype long sleeve moisture wicking shirt that has everstretch elastic at the wrist that reliably can be pushed up to expose the lower arms and stays in place. His X-Treme hikers, are half ankle hiking boots made of Bullet Proof TM Nylon. ( It is not bullet proof just puncture resistance, with rubber soles laid over a titanium base plate with toe protections. They are super lightweight like Tennis Shoes. These were designed to combat the dangers to the feet of people who do parkour. They have great ankle support, shock absorption and traction with a no slip sole.
In his pocket he has a Ridge Wallet with his Cards. Surelock large Pocket Knife.
Utility Belt Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, water bottle, minor items, or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
X-Treme Backpack Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a paperback novel will require more than one space.
• Space: X-Treme Prototype 32 Ounce Aluminium Water Bottle with Ice Cold Alkaline Cucumber Water
• Space: X-Treme Prototype 32 Ounce Aluminium Water Bottle with Ice Cold Smart Water
• Space: X-Treme Prototype 32 Ounce Aluminium Water Bottle with Ice Cold Powerade
• Space:
• Space:
• Space: X-Treme First Aid Kit
• Space:
• Space:
• Space:
• Space:
Stored in Vehicle
Gear Stats
X-Treme Prototype Folding Mountain Bike
A.R.: 7
S.D.C.:
Tires (2) – 6 each
Main Body – 65
Last edited by Brandon Rodgers on Wed Sep 13, 2023 10:30 am, edited 1 time in total.
Background WIP
Saenger Hotel, New Orleans Louisiana
April 1st 7:00 AM "Brandon Rodgers AKA X-Treme is one of the worlds leading Parkour Athletes. Beginning when he was 18 with a Tik Tok Account where he would do insane Parkour Stunts in his Home Town of Seattle Washington, he developed a huge fan based and monetized his Social Media to become on of the biggest influencers in Social Media today. Recently after a year of design and planning he announced he would soon release a product line with Nike. It will be the world's first Parkour specific gear, and if sources are right it is unlike anything that has ever been produced before. Rodgers demanded the best materials and engineering, even taking a small 1% fee with the sell of every item rather than a balloon licensing payment to keep the cost of production and the price to the consumer down. The official announcement will happen at a major event in Seattle on April 8th. This highly anticipated announcement was announced with a teaser saying 'The World is about to get more X-treme April 8th'."
After reading the Press Release, he hits reply and writes, Amanda looks great. I know you are worried about this Wave thing delaying the event, but I think folks are overreacting. Besides the entire team got the Alucure so we will be fine. We can stream it whether we have a physical audience or not. I am about to do the preshoot course run for the video tomorrow. I think that an hour long one shot video of my run over the rooftops of the French Quarter will be a great addition to the program at the release announcement. It has never been done. I have plotted the course shared it with the drone operators. I have cleared running the rooftops with the police who have informed all property managers and owners. Looking at aerial photos the course itself is not that hard. Perfect for the one continuous shot run. I hope it turns out as amazing as it sounds. I can't wait to see it after it is done. See you Saturday. "The world is about to get more X-Treme" ;)
Sincerely,
Brandon
He closes his laptop, takes the last bite of egg and toast then downs his orange juice. He slides his wallet hotel key and his pocket knife in his pants pocket and zips it close. He puts his phone in another pocket and zips it closed, silenced because he can't be distracted. Decked out in prototypes of his new clothing line, he puts on his new prototype shoes and heads out the door and goes to the 5th Floor of the building, the Valet Parking Garage. He sets his watch mark 7:30 after walking out on a maintenance fire escape. He leaps to the next building and starts his course. He makes amazing progress and finishes the course in 45 minutes. No issues. I may have to add a couple of more spots to stretch it out. He gets in the elevator and is back to his room by 8:20. He walks in and collapses on his bed and drifts off to sleep. Forgetting to take his silenced phone out of his pocket he misses the numerous texts popping up on his silenced phone and misses the red light on the hotel phone telling him he has a message.
Character Name: Brandon Rodgers Alias: X-Treme Occupation: Extreme Athlete Parkour TikToker, Expanded Into MMA, Product Line Alignment: Scrupulous O.C.C. 1: Survivor XP Level: 5 XP Points: 21,101 Next Level @ XP: N/A O.C.C. 2: Shepherd of the Damned XP Level: 1 XP Points: 2,121 Disposition: High ideals and feels he has something to prove. Tends to follow orders to the “T,” is very formal, follows procedures and is by the book. Always against breaking the rules, and hates bending the rules except under exceptional circumstances. Insanity: None
PHYSICAL DATA
P.P.E.: 7
H.P.: 50
S.D.C.: 124
Age: 22
Sex: Male
Height: 6’6"
Weight: 250
Description: He is 6'6" with a muscular Athletic Build. He has black hair and a matching VanDyke. He is tan from spending lots of time outdoors. He has multiple tattoos mainly of places he has been and some beloved symbols from pop culture icons he loves, ranging from comic books, tv, movies and even a quote from Friedrich Nietzsche on the bottom of his right forearm.
Common Skills
Mathematics: Basic 81% (+3%)
Language: Native Tongue 91% (+1%)
Literacy: Native Language 86% (+2%)
O.C.C./Occupational Skills
Acrobatics (Frozen)
—Walk tightrope or high wire 87% (+3%) (Frozen)
Automobile 72% (+3%)
Barter 45% (+4%)
Bicycling 88% (+3%) (Frozen)
Climb 110%/100% (+5%)
Cook 45% (+5%)
Dowsing 30% (+5%)
Excavation & Rescue 35% (+5%)
First Aid 55% (+5%)
Hand to Hand: Expert
Identify Plants & Fruit 45% (+5%)
Land Navigation 62% (+4%)
Lore: Zombies 40% (+5%)
Motorcycles & Snowmobiles 90% (+4%) (Frozen)
Prowl 45% (+5%)
Public Speaking 65% (+5%) (Frozen)
Radio: Basic 45% (+5%)
Running
Swimming 60% (+5%)
Tracking: People 45% (+5%)
Wilderness Survival 55% (+5%)
Wrestling (Frozen)
+1 to strike and parry at levels 1, 3, 6, 9, and 12.
+1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
+1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
+1 to strike at levels 1, 3, 6, 9, 12, and 15.
+1 to parry at levels 2, 4, 7, 10, and 13
+1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
Elective Skills (Fast Learner and Jack of Many Trades: +5 Elective skills without benefit of the usual bonuses for them.)
Athletics (Frozen)
Boxing (Frozen)
Kickboxing
Body Building (Frozen)
Gymnastics
—Back Flip 95% (+5%)
—Sense of balance 95% (+5%)
—Work parallel bars & rings 87% (+3%)
Outdoorsmanship (Frozen)
Parkour 90% (5%)
1 melee attack = 2 non-combat melee actions whenever the Parkour skill is put into action for most of an entire melee round to chase/follow/pursue somebody or when the character is, himself, taking evasive action trying to escape or run away/flee. ALL except 2 melee attacks that round must be turned into noncombat melee actions, like running, leaping, diving for cover, climbing, and the moves listed above, for the entire melee round (15 seconds). Only TWO melee attacks are available for fighting that melee round. The two attacks can be used at any point, together or separately, or not at all, but cannot be converted into non-combat melee actions or vice versa. Note: Parkour can be combined with Zombie Survival Training and/or one Hand to Hand Combat skill with cumulative bonuses
or used as a stand-alone skill.
One or several flips backward in rapid succession to escape or go toward an opponent or structure. As many as one flip per each level of experience and counts as one melee action. (+1 to dodge when using this move.) (+1 to strike when the back flip is used as the means to rapidly approach an opponent and seamlessly launch into a body block attack; i.e. the back flip move is followed by an immediate body block attack. Counts as one melee action +1 attack, or 2 attacks. The intended victim may try to dodge this attack.)
One or several forward flips in rapid succession toward someone or a targeted structure. As many as one flip per level of experience. (+1 to dodge when using this move.) (+1 to strike when the forward flip is used as the means to rapidly approach an opponent and seamlessly launch into a body block attack; i.e. the forward flip move is followed by an immediate body block attack. Counts as one melee action +1 attack, or two attacks. The intended victim may try to dodge this attack.)
Stand on hands and the ability to walk on his hands. Can also stand on his head.
A leap 8 feet (2.4 m) across lengthwise horizontally with a running start and a rolling landing, +3 feet (0.9m) leaping distance to grab the edge of a roof or wall with the hands to pull himself up onto the roof or over a wall. (+1 to dodge.) Up to 15 feet (4.6 m) across when leaping down and across
to a lower elevation/wall/stairs/rooftop/landing platform or the ground. (+2 to dodge.)
Down as far as 20 feet and stick a rolling landing on the ground, get back on his feet, and resume running all in one melee action! (+1 to roll with impact.)
Leaps down from 12 feet or less are an automatic success without injury, but leaping from heights of 13-20 feet) has a 25% chance of the character landing hard and suffering 1D6 Hit Point damage and the effects of knockdown (loses initiative and one melee attack). Leaping from a greater height up to two stories/28 feet with a tumble and roll landing has a 50% chance of the character landing hard, suffering 2D6+2 damage direct to Hit Points and 1D6 to S.D.C., as well as suffering the effects of knockdown, AND has a 50% chance of spraining an ankle or pulling a muscle. When this happens, reduce speed and future leaping heights and landing distances by half until the character stays off his feet and recuperates for 1D6+5 days! Requires the ankle being wrapped and the use of crutches to walk. Damage from leaps or falls from a height greater than 28 feet is 2D6+5 damage direct to Hit Points and 2D6 to S.D.C. for EACH additional story. When Hit Points fall below zero (regardless of any remaining S.D.C.), the person is dead. Parkour does NOT turn you into Superman.
A running high jump over or onto a 4 foot wall/obstacle (+1 to dodge). Includes leaping up onto vehicles and sliding over or running across them.
The character can run 4 feet up the side of a wall and leap to the top of a wall or fence or higher elevation up to 8 feet tall. (+2 to dodge.) Increase to run 6 feet up the side of a wall and leap to the top of a wall or higher platform/elevation up to 12 feet high at fifth level.
The individual runs and launches into a cartwheel. Can do three cartwheels at level one and as many as +1 for every additional two levels of experience and uses up only one melee action or attack performing them in rapid succession. (+1 to dodge when using this move.)
One somersault at level one and as many as +1 for every additional two levels of
experience, and uses up only one melee action or attack performing them in rapid succession. (+1 to dodge.)
The Parkour skill makes it so ALL dodge rolls and evasive moves do NOT use up a melee attack. Normally, the act of dodging requires spending one melee attack, so it is a huge advantage to be able to dodge, leap, somersault, etc., without it using up a melee attack.
A deliberate tumbling landing or roll without injury or knockdown penalties. A tumbling landing and roll may be performed in reaction to a body block/knockdown attack (success means no penalty, roll percentile under base skill), leaping down or falling from a height as great as 12 feet. (+2 to roll with impact when using this move.)
Propel/vault over low walls, fences, barricades, vehicles, and obstacles up to 5 feet tall (+2 to dodge). Increase to 6 feet at fifth level.
Level 1: Starts with four attacks/actions per melee; kick attack 1D8 damage, +2 to pull punch, and +2 to roll with punch,fall or impact.
Level 2: +3 to parry and dodge, and +1 to pull punch.
Level 3: +2 to strike, +2 to disarm, and can perform a Karate Punch.
Level 4: +1 additional attack/action per melee round.
Level 5: Can perform a Karate Kick, does 2D6 damage.
Level 6: Critical Strike on an unmodified roll of 18, 19 or 20.
Level 7: W.P. Paired Weapons and backhand strike (average, does 1D4 damage).
Level 8: Body flip/throw; does 1D6 damage, and victim loses initiative and one attack.
Level 9: +1 additional attack/action per melee and +1 to disarm.
Level 10: +3 to damage.
Level 11: Knockout/stun on an unmodified roll of 18, 19 or 20.
Level 12: +2 to parry and dodge.
Level 13: Critical Strike or knockout from behind (triple damage).
Level 14: +1 additional attack/action per melee round.
Level 15: Death Blow on a roll of Natural 20.
Number of Attacks: 6
Initiative Bonus: +0
Strike Bonus: +8
Parry Bonus: +12
Dodge Bonus: +13
Auto-Dodge: +12
HTH Damage Bonus: +8
Bonus to Roll w/Punch, Impact or Fall: +10
Bonus to Pull a Punch: +6
Bonus to Disarm: +3
Knockout Opponent on Natural 20 fo 1D6 Melees
Incapacitate an Opponent when Grappling on an 18,19, or 20 on the die
Other: Arm Strikes:
Punch (1d4)
Karate Punch (2d4)
Elbow (1d6)
Power Punch (Double Damage Dice, 2 Melee Attacks)
Pull Punch (11 or better on die, can do 1 point, quarter or half damage) Leg Strikes:
Karate Kick (2d6)
Kick (2d4)
Knee Strike (1D8)
Roundhouse Kick (3D6)
Leap Kick (3D8, 2 melee attacks)
Power Kick (Double Damage Dice, 2 melee attacks) Other Maneuvers:
Body Block/Tackle (1d4, Forces Sense of Balance Roll and they are knocked down on a failure)
Body Flip/Throw (1D6, loses initiative and one melee attack)
Crush/Squeeze (1d4, Each Squeeze a Melee Attack)
Disarm (Disarmed on highest roll)
Dodge (Dodge when roll equal or higher)
Entangle
Roll with Impact
Weapon Proficiencies Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
W.P. Rifle - +1 to Strike
W.P. Handguns - +1 to Strike
W.P. Blunt - +1 to Strike, +1 to Parry
W.P. Sword - +2 to strike, +1 to Parry