December 01, 2005

Weapon Special Abilities

Knife (light): can be used in close combat without penalty (normal penalty is -4 for a light weapon and -8 for a medium or heavy weapon).

Mace/club (medium or heavy): can inflict stunning blows (3/4 of damage is stun) at its normal damage roll (normally a subdual attack with a lethal weapon does 1/2 damage). A club is just an inferior mace.

Axe (medium or heavy): when used to perform a Full Attack (a full action), you are +4 to damage (normal is +2 to damage).

Spear (medium): when used to fend, you don't have any penalty to hit if the foe doesn't advance (normally you're -2 to hit if they don't advance, +2 to hit if they do).

Sword (light, medium or heavy): if you score a critical success on a parry, you can apply roll-over dice from it to your next attack upon that person.

Flail (heavy): if your attack is successfully parried by less than 5 points, you still score a partial success and strike them for half damage. If you try to use a flail to parry, the same applies to you.

Staff (medium): reduced damage, but gets an extra free parry per turn.

Beat/Feint (secondary action): make an attack that tries to throw your opponent off-balance. If you win, it does no damage, but you get to roll-over your Success Levels as Bonus Dice to your next attack (which must be in the same or next round).

Minor Attack (secondary action): make an attack which inflicts 1/2 normal damage if it hits. Eh, probably a bad idea.

Posted by Kiz at December 1, 2005 07:46 AM
Comments
Post a comment









Remember personal info?