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Toni Sihvonen (order #92780) 62.142.248.1

Toni Sihvonen (order #92780) 62.142.248.1

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<strong>Toni</strong> <strong>Sihvonen</strong> (<strong>order</strong> <strong>#92780</strong>) 6<br />

benefits (note that your Berserker Attack is still a net +5).<br />

If you Fumble, you go mad (Pendragon page 209) with<br />

horror at what you nearly became.<br />

Berserks with a Battle Rage passion of 16+ mu5t roll when<br />

combat is imminent or when under stress.<br />

Except in the respects noted here, and in that it gives you<br />

access to magic, True Berserk is the same as Battle Rage.<br />

After the Berserk Rage Passes: Once the Berserk state<br />

ends (whether gained from Battle Rage or True Berserk),<br />

you lose all its effects, including any bonus Berserk Hit<br />

Points that still remain. If damage has carried over to your<br />

normal Hit Points, you may be Major Wounded,<br />

Unconscious, or Dead by the normal rules. If you still live,<br />

you suffer -10 to all Skills and Energetic for ld20+6 hours<br />

as you enter a silent, irritated depression. However, if<br />

attacked or (gm’s judgment) pestered in this state, you<br />

can attempt to become True Berserk, restoring yourself to<br />

full berserk strength if you succeed.<br />

Berserks and Magic: Emotion magic can calm or incite<br />

a Berserk state. True Berserks can use a limited magic<br />

themselves. See page 131.<br />

Other Cultures: Religion (Odinic) can replace<br />

(Wotanic). Arguably, there are Celtic Berserks affiliated<br />

with gods like Crom. This kind of Celtic paganism was<br />

quashed in Roman Britain, but may survive in isolated<br />

communities far from Roman cities. In Ireland,<br />

Chuchulain’s warp-spasm is a similar effect, though<br />

achieved in different ways.<br />

Weapon Skills and Battle<br />

New Weapons<br />

Angon: A spear with a metal-reinforced shaft for half its<br />

length. Angons can be thrown, as javelins. In melee,<br />

angons only break when tied by swords. Angons are<br />

continental weapons, favored by Romans (who called it<br />

a spiculum) and their enemies. Angons have special<br />

shield-damaging properties, below. Skill: Spear, Javelin.<br />

Francisca: A Frankish single-bladed axe balanced for<br />

throwing as well as hand-to-hand combat. Like all axes, it<br />

does +ld6 damage against shields. Skill: Axe, Throwing<br />

Axe (below).<br />

Sling: Though favored by the Irish, this strap for hurling<br />

rocks is a universal weapon of poor skirmishing troops.<br />

Skill: Sling (below).<br />

New Weapon Skills<br />

Sling: Slings do 3d6 damage out to 20 yards, 2d6 damage<br />

from 21-40 yards, and ld6 damage from 41-60 yards.<br />

The victim of a sling-stone always suffers at least 1/3 of<br />

the sling’s damage from concussion, no matter how wellarmored<br />

he is. For example, a man in partial plate armor<br />

(14 pts.) who is hit by 9 points of sling damage will suffer<br />

3 points, despite his armor.<br />

Throwing Axe: An axe balanced for throwing may be<br />

hurled up to 20 yards: other one-handed axes will travel<br />

half as far. Normal damage is -2d6. but only -1d6 vs.<br />

shielded foes. On a fumble the axe breaks, and cannot be<br />

recovered to be used later.<br />

Thrown Stone: The very poorest ceorls and kerns resort<br />

to man’s oldest and cheapest weapon: the common<br />

stone. Stones are hardly a threat to armored knights, but<br />

they can injure an unarmed man or spook a horse.<br />

Damage for a thrown stone is generally ld6. 2d6 on a<br />

Critical skill roll: use DEX for the thrower’s skill. Riders<br />

must make Horsemanship rolls each round they are a target,<br />

as the horse shies from the missiles. Combat-trained<br />

horses (chargers and destriers, sometimes rouncies and<br />

coursers) are inured to this, so may ignore it.<br />

If the thrower drops a rock onto his target (off a castle<br />

wall, or in an ambush), he may drop a stone up to his<br />

own Damage rating. Immensely strong humans and giants<br />

may throw stones with a -4d6 Damage modifier. Siege<br />

weapons can hurl huge stones. As the stone grows larger,<br />

the damage it can do even against armor increases. Use<br />

the following table to determine how much protection<br />

Armor affords against stones:<br />

Rock Damage Armor protects<br />

ld6-3d6 normally<br />

4d6-6d6 at least 1/3 Damage gets through<br />

7d6-9d6 at least 1/2 Damage gets through<br />

10d6-12d6 at least 3/4 Damage gets through<br />

13d6+ Armor is useless<br />

Optional Rule: Damage to Shields<br />

As noted on Pendragon pages 176-177, all axes inflict<br />

+ld6 damage vs. shielded foes. Use a different-colored

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