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- MOVE: 1 AP per meter
- ATTACK: A basic attack does normal damage and costs the listed amount of AP.
- - Aggressive: An aggressive attack costs 1 more point of AP and increases your min and max damage by 1, but reduces your to-hit-chance by 10% and makes you 15% easier to hit next round.
- - Restrained: A restrained attack costs 1 more point of AP and decreases your min and max damage by 1, but increases your to-hit-chance by 20% and makes you 10% harder to hit next round.
- - Targeted: A targeted attack costs 2 more points of AP, but targets a specific body part instead of landing wherever it may. The result of this is targeted wounds: Any point of damage done will have an additional, usually serious effect. These can also occur randomly, but a targeted attack guarantees it. This reduces your to-hit-chance by 25% for a limb and 40% for the head or a specific, small part of the body.
- - Charge: A charge attack moves you 3 meters and launches an aggressive attack at 2 AP + the cost for a normal attack from your weapon. Normal charges make you 10% easier to hit next round on top of the aggressive penalties.
- DISENGAGE: Being within 1 meter of an opponent (or 2 meters with a spear) and attempting to move allows an attack-of-oppurtunity from your opponent, unless you spend 2 AP for a disengage check, which pits your DEX against the opponent's PER at a 50% bonus to the one attempting to disengage. Upon a successful check, no attack is made.
- CHANGE EQUIPMENT: Sheathing or dropping a weapon costs 1 AP, picking up a weapon from the ground costs 2 AP, and unsheathing a weapon costs 1 AP.
- PUSH: You may spend 3 AP to push or kick your opponent, which counts as an aggressive unarmed attack and, on a success, pushes them back 1 tile per point of damage above their defense, but does no damage. In a push, the armor value of an opponent REDUCES their defense.
- GRAPPLE: To attempt to grapple, you must have both hands free, be one meter away, and succeed on a normal attack check against your opponent to initiate the grapple. An opposed STR check is then made; when the attacker succeeds, the defender is put into a grapple, and if the defender succeeds, the grapple is broken. From a grapple, you may attempt to break a bone, attempt to choke, or attempt some other maneuver, such as gouging eyes. A STR check is made every round in a grapple, and if the defender wins, they break free.
- WEAPON SPECIAL QUALITIES:
- Dagger - Daggers can expose chinks in an enemy's armor for 4 AP, counting as a normal action that launches a normal attack. On a success, the chink can be targeted as with any other body part, and doing so reducing armor value by 1.
- Sword - Swords are viewed as the weapons of nobility. They do the best, most well-rounded damage, and are seen as honorable by the crowd, but have no special features.
- Axe - Axes are terrible at armor penetrating, and attacks from an axe double armor value, but axes have a high damage potential and do 1.5* damage in targeted attacks - usually enough to completely sever a limb. The bane of the unarmored.
- Hammer - Hammers have a high damage potential and completely ignore 25% of CON (including armor), making them devastating weapons. However, they are rare, almost always two-handed, and extremely clunky and slow to swing, suffering from high AP costs alongside to-hit-chance penalties.
- Spear - Spears do a lower damage output than most weapons, but can hit from 2 meters away, meaning a free attack of opportunity is usually provoked. This is enormously useful when exploited.
- Bow - Bows do only mediocre damage and must be notched, not to mention having limited ammo - but can be fired from extremely far away, making them invaluable in a team or when used properly.
- Throwing - Throwing weapons should not be used as a primary resort. Seriously. Javelins and throwing axes can be found commonly and do more damage than their swung counterparts, but can only be used once. Very useful if you can afford to buy them, for throwing before you close distance.
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