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Attacking Foes<br />

To attack a foe physically, a character must<br />

roll on the Body Part Proportion table (see Chap. 2:<br />

Body) to determine which body part will be struck if<br />

the attack is successful; otherwise a player may specify<br />

a body part (see Called Shots). Next, the player<br />

must attempt a skill check with the appropriate skill:<br />

Aim, Brawling, Hurl, Weapon (General), Weapon<br />

(Specific), or Wrestling. Additional skills may become<br />

included, such as Ambidexterity, Balance,<br />

Blindfighting, Disarm, Dismemberment, Impaling,<br />

Mangling, Parry, Tumbling, and Weapon Trick,<br />

among others.<br />

The skill check(s) must exceed a TH for the<br />

skill, or attack, to be successful. The TH is based<br />

on the CA of the foe and other modifiers, such as<br />

size and distance. The most appropriate CA type<br />

must be selected (CAB, CAH, CAP, or CAS). For<br />

more detail, see Current Armor in this chapter and<br />

each skill individually in Chapter 8: Skills.<br />

If an attack skill check result is less than the<br />

Base Current Armor of the race, after modifications<br />

such as Agility, then the attack missed entirely<br />

and damage was not done. If an attack skill check<br />

result meets or exceeds the Base Current Armor of<br />

the race, after modifications such as Agility, but was<br />

less than the Current Armor after adjusted for armor,<br />

then damage is subtracted in terms of IP from<br />

the armor of the foe, but the foe is not damaged in<br />

terms of LP or BPP; only their armor was struck.<br />

If an attack skill check result meets or exceeds the<br />

final Current Armor after adjusted for armor, then<br />

damage is subtracted from the foe’s LP according<br />

to the weapon used, and possibly the Strength of<br />

the attacker, and also from the BPP of the stricken<br />

body part. Consult the table entitled ‘Damage by<br />

Armor and Type of Attack’ to adjust the damage<br />

according to cumulative armor. If a 25 or higher is<br />

rolled on the skill check before any adjustments, then<br />

proceed to the Graphic Gore tables at the end of<br />

this chapter.<br />

469<br />

Defending Against Foes<br />

To defend against a foe’s attack, a character<br />

must announce their Current Armor (CA), which is<br />

a combination of many factors. First, the Base<br />

Current Armor of the race is considered. Second,<br />

Armor Bonus from the Armor table listed in Chapter<br />

9: Equipment is summed for all armor currently<br />

worn or carried. Third, the Armor modifier from<br />

the sub-ability of Agility is applied to the sum of<br />

Armor Bonuses. Fourth, miscellaneous factors could<br />

be included, from magical adjustments, to adjustments<br />

from spells, to whether or not the character<br />

is surprised, asleep, paralyzed, or drunk.<br />

If a defender is hit successfully by a foe, then<br />

before the damage is applied to the defender, it must<br />

be adjusted according to the following table entitled<br />

‘Damage by Armor and Type of Attack.’ However,<br />

damage may be absorbed only by the armor in terms<br />

of IP if the total modified CA was not met, but the<br />

adjusted Base Current Armor was met or exceeded.<br />

Damage may also be deducted from LP and BPP if<br />

a foe is struck successfully. While the goal of armor<br />

is both to prevent strikes from succeeding and minimize<br />

the damage inflicted, this varies depending on<br />

the armor worn or carried and the type of attack.<br />

Chapter 10: Combat

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