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Multiple Weapon Attacks<br />

As indicated on the table entitled ‘Duration<br />

of Action,’ different forms of attack allow for a different<br />

number of attacks to be made per round.<br />

Agility and SP invested affect the number of<br />

weapon-attacks per round. Strength may affect some<br />

weapon-attacks (see Chap. 9: Equipment).<br />

Attacks occur according to the order of initiative.<br />

However, if a foe was damaged prior to their<br />

attack in this combat, then the damaged foe must<br />

roll and exceed a TH to make future attacks in the<br />

current round. The TH is equal to a cumulative<br />

percent of their LP lost in the current combat. The<br />

check consists of 1d100. If the check is failed, then<br />

the damaged foe may not make their next attack in<br />

the current round. This check is unnecessary if the<br />

foe has not suffered 20% or more LP of damage in<br />

the current combat.<br />

Each adjusted initiative must have a difference<br />

from a previous initiative greater than or equal<br />

to the Delivery Penalty (DP) of the weapon used<br />

(see Chap. 9: Equipment). If not, then the succeeding<br />

initiative is lowered appropriately. For instance,<br />

if a player rolls 90 and 88 for initiative regarding 2<br />

attacks with a dagger, which has a DP of 10, then<br />

the first initiative is 80 (90 - 10), and the second is 70<br />

(80 - 10).<br />

Charging<br />

Charging a foe in combat means to jog, run,<br />

or Sprint at the foe in order to give a harder blow.<br />

Charging increases only stabbing damage, not hacking<br />

or pounding. To determine how quickly a character<br />

may charge, consult the Sprint skill (see Chap.<br />

8: Skills). When a character charges a foe, consult<br />

the following table:<br />

Sprint<br />

Speed<br />

Charging<br />

CA<br />

Stabbing Damage<br />

J og<br />

- 15%<br />

+ 10%<br />

R un<br />

- 20%<br />

+ 20%<br />

S print<br />

- 40%<br />

+ 40%<br />

Smiting<br />

To smite a foe is to knock them off their<br />

feet or down to the ground from an attack without<br />

Graphic Gore. Each melee weapon may smite a<br />

foe, depending on its size and type, as well as the<br />

size of the foe. The percentage of damage in LP<br />

done to a foe, compared to their unharmed potential<br />

LP, is considered the base TH for Smiting. Consult<br />

the table below and multiply the base TH by<br />

the factor in the table:<br />

Weapon<br />

Creature Size<br />

Size:Type Small<br />

Medium<br />

Large<br />

( Brawling) 0.<br />

1 0.<br />

1 0. 1<br />

Small:H<br />

0.<br />

1<br />

- -<br />

Small:P<br />

0.25<br />

0.<br />

1<br />

-<br />

Small:S<br />

0.<br />

1<br />

- -<br />

Medium:H<br />

0.<br />

5 0.25<br />

0. 1<br />

Medium:P<br />

1.<br />

0 0.<br />

5 0.25<br />

Medium:S<br />

0.25<br />

0.<br />

1<br />

-<br />

Large:H<br />

1.<br />

0 0.<br />

5 0.25<br />

Large:P<br />

2.<br />

0 1.<br />

0 0. 5<br />

Large:S<br />

0.<br />

5 0.25<br />

0. 1<br />

If the result exceeds 100, then the foe is automatically<br />

smote. Otherwise, the result is subtracted<br />

from 100. This is the TH for Smiting. The attacker<br />

must roll 1d100 and compare the result to the TH.<br />

If the roll meets or exceeds the TH, then the attacker<br />

smites their foe.<br />

For example, if an attack with a large pounding<br />

weapon does 70% of a small creature’s LP in<br />

damage, then the table indicates that the base TH<br />

of 70 is multiplied by 2.0, so the TH is 140. Since<br />

140 exceeds 100, the small creature is automatically<br />

smote. If an attack with a medium hacking weapon<br />

does 70% of a large creature’s LP in damage, then<br />

the table indicates the base TH becomes 7, is subtracted<br />

from 100, and the TH is 93. In this case the<br />

attacker must roll a 93 or higher to smite the foe.<br />

Once having been smitten, the smote character<br />

must consult the Agility sub-ability to see how<br />

long it takes to stand again. Standing again may be<br />

achieved only by winning initiative or not being attacked<br />

successfully. Otherwise, the smote will remain<br />

smitten.<br />

If a humanoid character is armored and not<br />

standing, then Agility does not affect their CA.<br />

Chapter 10: Combat<br />

471

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