Tri-Stat dX Weapon Focus optional rules By Zegon Destructacon, special thanks to Ardweden and Brett This is a revision for the standard Combat Skills section. In this variant ruleset, specializations are much more specific and weapon skills are, likewise, very specific. To apply the Weapon Focus skillset revision to your game, it is important to split the weapons into their respective categories. Listed below are the categories for weapons given in the base Tri-Stat dX book, and where the weapons fit. A weapon specialization is a specific type of weapon, while the category is a slightly broader range of that weapon. Skill: Specializations/weapons Archery: Longbow, Crossbow Pistols: Light/Medium Pistol, Heavy Pistol, Magnum Revolver/Revolver, Machine Pistol, Taser, Blaster Pistol Rifles: Heavy/Assault Rifle, Heavy Shotgun/Shotgun, Sniper Rifle, Huynting/Light Rifle, Blaster Rifle Auto-Fire Heavy Arms: Light/Heavy Minigun, Submachine Gun, Machine Gun Artillery: By weapon, Tomahawk Missile Gunnery: By weapon Launchers: LAW, Gernade Launcher, 120mm Heat/120mm Sabot, Stinger Missile Bladed: Axe, Broadsword/Longsword, Wakizashi/Shortsword, Katana/Bastard Sword, Greatsword, Greataxe Pole-Arms: Naginata, Spear, Halberd, Ransuer Flexible: Chain, Flail, Whip, Nunchaku Blunt: Mace, Bo/Staff, Baseball Bat/Club Shields: Small, Large, Energy Thrown: Dagger, Lethal Gernades, Non-Lethal Gernades, Rocks Improvised Melee: Baseball Bat, Folding/Chair, Stop Sign, Fireplace Poker, People, Pepper Spray Improvised Thrown: Flask, Monitor, Rock, Lightbulbs, People Massive Melee: Park Bench, Dumpster, Steel Girder, Telephone Pole, Buses Massive Thrown: Manhole Cover, Cars Unarmed Attack: Holds, Strikes, Throws, Grappling Skill costs for each category should go down by one SP per level, but never below 4 SP/level. According to your game world, you may eliminate or add categories as you see fit. In general, each category should have at least three specializations in it. In the case of worlds where particular weapons are rare, (swords in a hard SF setting, for instance), skills may be merged together to make them more viable for purchase and use. Defense skills also undergo a slight change. Close-ranged combat is now one skill entirely, and your defense specialization bonus is determined by what weapon you're using. The specialization should be taken just like the above ones, with a very specific type of weapon. Ranged combat users may take their own specialization called 'Unarmed', as can unarmed characters.