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Chapter 10: Combat<br />

Unconsciousness<br />

When reduced to 20% of their LP, a character<br />

falls unconscious. Each time BPP reaches 0, there<br />

is a percentile chance equal to (100 x Proportion)<br />

on the Body Part Proportion table (in Chap. 2: Body)<br />

that the character will fall unconscious in 1d10<br />

rounds. Upon falling unconscious, the character<br />

must roll 3d10, rolling TH 14 or higher, though the<br />

Skill Modifier for Health applies to the roll. If the<br />

player’s roll exceeds the TH, then they stabilize and<br />

remain at their current LP, deteriorating no further.<br />

If the roll fails, however, then the character continues<br />

to lose 1 LP every 1d10 minutes, usually from<br />

blood loss or internal bleeding. Finally, if a 3 was<br />

rolled, then the character falls into a coma, and the<br />

Aedile must secretly determine the duration by rolling<br />

1d10: (1-2) days, (3-4) weeks, (5-6) months, (7-8)<br />

years, (9-10) decades. Finally, roll 1d10 for duration.<br />

To avoid death, a player may continue to roll every<br />

round against TH 25 to see if they stabilize. Bandaging<br />

a fallen character will stabilize them.<br />

Infection<br />

Any character who is bitten or struck by a<br />

hacking or stabbing weapon is susceptible to infection.<br />

If it is unknown whether or not an animal has<br />

rabies, and a character has been bitten, then there is<br />

a 1% chance that the bitten character will become<br />

rabid. For more information, see Rabies in Chapter<br />

2: Body. If a character is struck by a hacking or stabbing<br />

weapon, then there is a percentile chance equal<br />

to the percent of damage in BPP done to to a bodypart<br />

when compared to its BPP potential when unharmed<br />

that they will acquire gangrene. For more<br />

information, see Gangrene in Chapter 2: Body.<br />

468<br />

Current Armor<br />

Different characters and creatures have differing<br />

degrees of protection, and current armor may<br />

be different for each body part. Current Armor<br />

(CA) represents protection with a number ranging<br />

from 1 to infinity -- the higher the number, the more<br />

protection. No creature may ever have a CA less<br />

than 1. Therefore, even if the target creature is<br />

asleep, the attacking creature must make an attack<br />

skill check. Although CA may exceed 30, an unmodified<br />

attack roll of 30 always hits a foe with the<br />

Aedile’s approval.<br />

Base CA is listed for each body part according<br />

to race in Chapter 1: Race and Gender, as well as the<br />

table below. Many modifiers may apply to this base,<br />

such as wearing armor, the Agility sub-ability, some<br />

spell effects, and some magical items. Modifiers may<br />

indirectly affect CA, such as sobriety.<br />

Base<br />

Curre<br />

nt<br />

Armor<br />

Race Base<br />

CA<br />

Anakim11 Bugbear12 Dwarf10 Elf10 Human10 Kobold10 Ogre13 Troll14 Each body part on the image in the character<br />

sheet also has 4 types of CA listed: Current Armor<br />

against Brawling (CAB), Current Armor against<br />

Hacking (CAH), Current Armor against Pounding<br />

(CAP), and Current Armor against Stabbing (CAS).<br />

More information concerning CA and armor is available<br />

in Chapter 9: Equipment.

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