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ment) were utilized against a target 80’ away, it would<br />

incur only a penalty of - 3.<br />

Damage is the numerical value determined<br />

by dice that the foe suffers, should the wielder connect<br />

successfully with their foe. Once rolled, damage<br />

must be modified by the point chosen as fulcrum,<br />

if applicable (see Fulcrum Range). To modify<br />

damage by fulcrum, subtract the chosen point from<br />

100, and divide the result by 100. Multiply damage<br />

by this result. Finally, damage may be modified by<br />

Strength, if caused with an ‘S’ or ‘SA’ weapon (see<br />

Type for A, SA, or S weapons). After damage is<br />

modified, if applicable, it is subtracted from the IP<br />

of the foe’s armor if the armor but not the foe was<br />

struck, or additionally, the BPP and LP of the damaged<br />

foe if struck. Edged weapons listed are considered<br />

to be sharp. If an edged weapon is dull, it<br />

does only 50% of the damage listed.<br />

Delivery Penalty is a number that is to be<br />

subtracted from the initiative roll (see Chap. 10: Combat)<br />

each round, which serves to make combatants<br />

with weapons likely to be slower while attacking than<br />

combatants using only natural weapons, such as<br />

brawlers, animals, or many beasts. Delivery Penalty<br />

(DP) is listed directly for Missile Weapons. Players<br />

must calculate DP for all other weapons. For hacking<br />

or pounding weapons, consult the first method<br />

below:<br />

431<br />

First, multiply Weapon Size in inches by<br />

Weapon Weight in pounds. Multiply the result by<br />

the Weight Distribution. Consider this result A.<br />

Next, select a point in the Fulcrum Range,<br />

if a range is offered. Then, subtract the chosen<br />

point from 100, and divide this result by 100. Consider<br />

this result B.<br />

Multiply result A by B. Divide this result by<br />

2. The Strength of the character must equal or exceed<br />

this result to be physically capable of wielding<br />

the weapon.<br />

If the character is capable, then apply the<br />

opposite of the skill modifiers for Strength, Agility,<br />

or the average of Strength and Agility, depending<br />

on its type: A, SA, or S. The result is the DP.<br />

For stabbing weapons, multiply the Weapon<br />

Weight by 10, and apply the opposite of the Agility<br />

skill modifier. This is the DP. The Strength of the<br />

character must exceed thrice the DP with a stabbing<br />

weapon, only for Agility-based weapons, to<br />

wield the weapon. Stabbing weapons weighing less<br />

than 1% of a character’s Strength have DP 0.<br />

Penetration is a listing of modifiers against<br />

penetrating Light/Medium/Heavy armors for that<br />

specific weapon. Light armors are nakedness, clothing,<br />

gambeson, studded leather, and leather. Medium<br />

armors include brigandine, scalemail, chainmail,<br />

and banded mail. Heavy armors include chainmail<br />

with breastplate, platemail, and ceremonial platemail.<br />

Chapter 9: Equipment

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