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Jul 23rd, 2017
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  1. Melee atributes all come in tiers of six, after an attack roll, you will then roll a 1d6, and add that to whatever tier that weapon may have.
  2.  
  3. Armour piercing
  4.  
  5. Stunning
  6.  
  7. Bleeding
  8.  
  9. Crippling
  10.  
  11. Block
  12.  
  13. Grapple
  14.  
  15. Ranged Attributes,
  16.  
  17. Magic attributes
  18.  
  19. Burning
  20.  
  21. Shocking
  22.  
  23. Freezing
  24.  
  25. Armour atrributes, like weapon attributes come in tiers up to 6, after an opponents attack roll, you roll a 1d6, and add the number to your armour attribute tier, and if you score higher than their weapon attribute roll you negate their weapon attribute.
  26.  
  27. Negate stun
  28.  
  29. Negate concussion
  30.  
  31. Negate Bleeding
  32.  
  33. Negate crippling
  34.  
  35. Negate burning
  36.  
  37. Negate shocking
  38.  
  39. Negate freezing
  40.  
  41. Grapple
  42.  
  43. Stealth
  44.  
  45. Grappling is risky business. To anitiate a grapple, you must be standing within arms reach of your opponent, [PLACEHOLDER] While in a grapple, you, and your opponent are unable to move. During the exchange, you, and your opponent will have to add together the total of your strength stat, and grapple attribute, and then roll a 1d100, whomever adds up to the highest value can choose to either push your opponent away, off ledges, into walls, etc. Or, you may wrestle them onto the ground and have them PINNED. While on the ground, the PINNED opponent must roll a 1d10 bellow their strength to successful get whoever it is that has them pinned off, for each round they stay pinned, the opponent who is pinning them may get free attacks. Should you fail to initiate a grapple attampt, your opponent will be granted a free attack.
  46.  
  47. Weapon tachniques
  48.  
  49. Skills
  50.  
  51. Acrobatics
  52.  
  53. Athletics
  54.  
  55. Lockpicking
  56.  
  57. Security
  58.  
  59. Sneak
  60.  
  61. Senses
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