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- 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.
- Armour piercing
- Stunning
- Bleeding
- Crippling
- Block
- Grapple
- Ranged Attributes,
- Magic attributes
- Burning
- Shocking
- Freezing
- 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.
- Negate stun
- Negate concussion
- Negate Bleeding
- Negate crippling
- Negate burning
- Negate shocking
- Negate freezing
- Grapple
- Stealth
- 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.
- Weapon tachniques
- Skills
- Acrobatics
- Athletics
- Lockpicking
- Security
- Sneak
- Senses
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