Basic Combat Explanations
Normally in order to effectively strike your opponent you must roll a 96% or higher (after modifications) on an open-ended d100 attack roll. Open-ended d100 rolls may need clarification. If a natural 5 or less is rolled roll again and subtract the second roll, if a natural 96 or higher is rolled, roll again and add the results.
The modifications to the roll are as follow:
1) The addition of the character's bonuses to strike, based on skill and magic.
2) The subtraction of the targets final defense rating. May include results from a parry attempt.
3) The application of any DM determined modifiers to the roll.
Just hitting successfully is not the only thing determined by the roll. The degree of success or failure scored by the hit is determined by the same roll as follows:
| Final Roll | Attack Effects | Damage to Weapon |
| 05 | Must roll on fumble chart | By fumble |
| 45 | Complete miss | N/A |
| 46 - 55 | -10 damage (minimum 0) | 25% chance |
| 56 - 65 | -8 damage (minimum 0) | 25% chance |
| 66 - 75 | -6 damage (minimum 1) | 25% chance |
| 76 - 85 | -4 damage (minimum 1) | 25% chance |
| 86 - 95 | -2 damage (minimum 1) | 25% chance |
| 96 - 105 | normal damage | 25% chance |
| 106 - 115 | +1 damage | 30% chance |
| 116 - 125 | +2 damage | 35% chance |
| 126 - 135 | +3 damage | 40% chance |
| 136 - 145 | +4 damage | 45% chance |
| 146 - 155 | +5 damage | 50% chance |
| 156 - 165 | +6 damage | 45% chance |
| 166 - 175 | +7 damage | 40% chance |
| 176 - 185 | +8 damage | 35% chance |
| 186 - 195 | +9 damage | 35% chance |
| 196 - 200 | +10 damage | 35% chance |
| 201 + | add 1 pt damage per additional 5 points rolled | 35% chance |
1) Purchasing a Hand to hand skill provides the character with a base to strike an opponent while unarmed. Characters are not required to purchase a Hand to Hand skill. In this case the character starts as familiar but untrained, though he must still specify the type of Hand to Hand he is familiar with. Characters familiar but not proficient with a Hand to Hand skill have only the attribute base to strike with the form they are familiar with.
2) Unarmed Combat damage is a factor of training and the character's Muscle attribute. See the damage charts in the Unarmed combat rules.
3) Most weapons belong to a general weapon Discipline and skill with these weapons is based on an overall understanding and ability to use that entire category of weapons. Some few weapons are used so differently from any other that they belong to no Discipline. Skill with these weapons must be developed individually.
4) Familiarity with a weapon Discipline permits the character to utilize weapons of that type based on the weapon's attribute strike bonus formula.
5) Lack of familiarity with a weapon Discipline results in the attribute strike bonus formula for that weapon being divided by two.
6) Proficiency with a weapon Discipline provides a +5% bonus with those weapons and permits the character to improve his/her skill with that weapon Discipline as he/she gains experience.
7) Proficiency with any weapon Discipline has a prerequisite of familiarization with the Discipline. Beginning characters may spend the points to start with both familiarization and proficiency.
8) Many weapon Disciplines also belong to a broader Weapon Group. Proficiency with a weapon Discipline bestows familiarity with all Disciplines within the appropriate weapon group.
9) By spending Experience Points the character may focus in a specific weapon within any known Discipline. Focusing with a specific weapon bestows an initial +5% bonus (which may be increased with further experience) in addition to the skill for the Discipline; however, the focus bonus may not exceed the Discipline's score. A character may choose as many focus weapons as desired, but must always pay the focus cost for each one separately even if they belong to the same Discipline.
10) Once the strike is rolled and success has been achieved, damage must be determined. All damage rolls are made using the die type listed on the weapons chart. One of the dice rolled must be of a different color this die is the "Hand of Fate". If the player rolls either the max possible on that die or that die's midrange number (2 on d3, 2 on d4, 3 on d6, 4 on d8, 5 on d10, 6 on d12, 10 on d20) roll again and add the result, continuing to add if the maximum is again rolled. Finally, apply any modifiers required by the basic strike chart referenced to determine success. Impaling, Sharpness, and Shattering weapons deal more damage than others of the same type, this is reflected in weapons of these natures rolling an additional "Hand of Fate" die.
11) The Muscle attribute may provide additional damage bonuses (or penalties) in melee or thrown weapons combat. The formula for weapon bonus damage is as follows: Damage bonus = (Muscle attribute - 50) / 5
12) Wounds will continue to bleed after the initial blow at a rate of 1 hit point per 2 rounds until the wound is treated in some way or until 10 rounds pass (i.e. 5 points of additional damage) This bleeding is calculated separately for each blow landed. (In other words, numerous cuts will result in more rapid blood loss.)
A) Severe blows (those that deal damage to a specific body location greater than ½ that locations normal hit total) bleed at the rate of 1 point per round until the blood loss damage equals the initial blow.
B) Critical blows (those that deal damage greater than the body locations normal hit point total) bleed at the rate of 3 points per round or the hit point total of the body location (whichever is less), until somehow treated.
C) Wounds from Enervation weapons will continue to bleed until treated with some extraordinary means, Tourniquets, Enchanted Herbs, Magic, or Psychic Powers, normal bandages will not suffice to staunch the blood loss.
Modifiers to Weapon Combat
Several additional modifiers come into play when determining the character's final bonus with a weapon.
| Weight | Penalty |
| 1-4 lbs. | 0 |
| 5-7 | -5% |
| 8-10 | -10% |
| 11-13 | -15% |
| 14-17 | -20% |
| 18-23 | -30% |
| 24+ | -35% |
3) The character's Muscle score may alleviate part or the entire weight penalty. For every 2 points of Muscle above 50 the character reduces the weight penalty of weapons used by 1%.
4) The GM may apply penalties or bonuses to the roll based on environment, surprise, terrain, or other factors.
5) Magic may modify the chance to hit positively or negatively.
Combat Maneuvers
There are several types of special attack forms that produce a variety
of results. The various attacks are each dealt with in their own manner.
These maneuvers include several forms of attack and parry usable by any
character. These attacks and how they are resolved is as follows:
1) Called Shot - An attack on a specific location on the target. Called shots to the Head, Torso, or Limbs are made at a -10 to the attack roll, if the strike is successful no hit location roll is made and all damage is applied to the area targeted. Called shots to a specific readily targeted portion of one of the major body parts, such as hands, elbow or neck are made at a -20 to the attack roll. Called shots to more difficult target areas, (such as Eyes, the windpipe, or specific fingers) are made at -40 to the attack roll.
2) Basic Disarm- The character rolls a called shot (-20) aiming for his opponent's weapon hand. If the damage to the opponents hand does not render the hand unusable, the opponent must succeed at a resistance roll based on the average of Willpower and Endurance (with a penalty equal to any damage suffered) or lose his grip on the weapon held.
3) Trained Disarm- A character with the Disarm skill rolls a called shot (-20) in an attempt to force his opponents weapon from him without harming the opponent. The Character's rating in the Disarm skill is used as a penalty on the target's roll to prevent the attempt. The other difference is the target's resistance roll is based on the average of Willpower and Muscle.
4) Pull/Trip - When using a weapon with either a long staff-like section, chains, ropes, or hooks, a character may attempt a pull/trip maneuver. To pull/trip an opponent roll a normal attack versus the opponent's leg. If the strike is successful, the attacker and defender make an opposed strength check. If the attacker wins the defender falls down, if the defender wins, they tie or both fail the pull/trip fails.
5) Sap - An attack with the flat of the blade, sword-hilt, or blunt weapons may be used to attempt to knock-out by striking at the opponent's head. This kind of attack is made at a -20 to hit, -40 if the opponent is wearing any sort of helm protective versus crushing weapons. Only creature the same size class or less may be attacked this way. If the attack scores a hit there is a 5% chance per point of damage done of knocking out the opponent. Sapped characters remain unconscious for 3d10 full rounds.
6) Shield Punch - This maneuver is one requiring training to perform with skill. Obviously you need to be using a shield to execute this maneuver. A Shield Punch deals 1d3 damage plus strength bonus. Some shields have spikes mounted which will allow an additional 2d3 of damage.
7) Shield Rush - If a character has at least 10 feet of running space he may opt to rush an opponent with his shield. This attack is initially resolved just like a shield punch; however, once the blow has successfully landed (even if armor Absorbs all the damage) the attacker and defender make an opposed Strength check (the attacker receives a bonus of +2 on this roll), the loser of the check falls to the ground. If both fail the check they both lose their footing and fall.
8) Trap - This attack seeks to trap the opponent's weapon with your weapon or shield, either against his body or on you own weapon haft/hilt. A trap attack is an opposed attack roll using all normal attack bonuses for both attacker and defender, with the attacker suffering a -20, and the target rolling normally. A successful trap will hold the opponent's weapon in that position for the duration of that round. At the end of the round the characters make an opposed strength check to see if the trap can be continued. In each subsequent round another strength check is made at the trapped character's base initiative, and again at the end of the round.
9) Trap and Break - A character using certain types of weapon to make a successful Trap may then use an attack to attempt to break his opponent's trapped weapon. The types of weapons usable for this maneuver are: Parrying dagger, swordbreaker, sai, and jitte. This maneuver requires no attack roll beyond the initial trap and results in a normal damage roll with ½ the normal Muscle bonus; however, the weapon receives a save versus crushing blow to avoid the damage. This maneuver is useable only versus weapons with a thin dimensional cross-section subject to stress vulnerability, such as, swords, knives, or sword like components.
10) Standard Melee Parry - This maneuver uses the character's primary weapon to attempt to deflect an incoming attack. Melee parries may be assigned a portion of the character's skill bonus with the weapon used to serve as a bonus to the roll in addition to the character's base Defense Rating. How much of his skill bonus a player opts to use is completely at his discretion, but may not exceed ¾ of his strike bonus. Any strike bonus assigned to parrying is not usable for attack with that weapon's next attack in the same round. An unarmed character may attempt to parry a weapon attack, but suffers a -25% penalty to do so.
11) Off-hand Melee Parry - This maneuver uses the character's off-hand to attempt to deflect in coming attacks. Usually, this maneuver is used with shields or a second weapon, although a character may attempt to parry a weapon while empty-handed (with a -25% modifier). Just like a Standard Melee Parry, the character may use a portion of the character's strike bonus to enhance success.
12) Riposte - This maneuver is only usable by those that have trained
in the skill with the category of weapon being used. A Riposte uses the
character's primary weapon in a special combination parry/strike. The bonuses
used for riposte are either, ½ the character's weapon strike bonus
or his Riposte skill rating for that weapon, whichever is greater. The
Riposte skill rating a character possesses may not exceed ¾ the
strike rating with that type of weapon. Ripostes are considered to be ½
force attacks for damage purposes.
| Melee Weapons | |||||||||||
| Weapon | Wt. | Size | Primary Type | Secondary Type | Speed | Reach | Hit Points | Sm. - Med. Damage | Large Damage | ||
| Primary | Secondary | Primary | Secondary | ||||||||
| Hafted Weapon Group | |||||||||||
| ***Added Spike*** | +1 | - | - | Pierce | - | 1 | 7 | - | 2d3 | - | 2d3 |
| Axes Discipline | |||||||||||
| Battle axe | 7 | M | Slash | - | Ave. | 1 | 23 | 2d8 | - | 2d8 | - |
| Bulova (Dwarven Axe) | 8 | M | Slash | - | Ave. | 1 | 26 | 3d6 | - | 3d6 | - |
| Hand axe | 5 | M | Slash | - | Fast | 1 | 17 | 2d6 | - | 2d4 | - |
| Two-handed axe | 10 | L | Slash | - | Slow | 1 | 34 | 2d10 | - | 2d12 | - |
| Clubs Discipline | |||||||||||
| Ankus | 4 | M | Pierce | Crush | Ave. | 1 | 12 | 2d4 | 2d4 | 2d4 | 2d4 |
| Club | 3 | M | Crush | - | Fast | 1 | 15 | 2d6 | - | 2d3 | - |
| Great club | 15 | L | Crush | - | Slow | 1 | 26 | 2d8 | - | 2d6+1 | - |
| Morning Star | 12 | M | Pierce* | Crush* | Ave. | 1 | 23 | 3d4 | - | 2d6+1 | - |
| Tetsubo | 8 | M | Crush | - | Ave. | 1 | 31 | 2d8 | - | 2d8 | - |
| War club | 6 | M | Slash | Crush | Ave. | 1 | 19 | 2d6+1 | 1d6 | 2d4+1 | 2d4 |
| Flails Discipline | |||||||||||
| Footman's flail | 12 | L | Crush | - | Ave. | 1 | 27 | 2d6+1 | - | 3d4 | - |
| Grain flail | 3 | M | Crush | - | Ave. | 1 | 11 | 2d4 | - | 2d4 | - |
| Horseman's flail | 5 | M | Crush | - | Ave. | 1 | 14 | 2d3+1 | - | 2d4+1 | - |
| Twin Star | 7 | M | Crush | - | Ave. | 1 | 15 | 2d4 | - | 3d4 | - |
| Hammers Discipline | |||||||||||
| Hammer (tool) | 3 | S | Crush | - | Fast | 1 | 9 | 2d4 | - | 2d3 | - |
| Khazor (Dwarven) | 7 | M | Crush | - | Fast | 1 | 18 | 3d4 | - | 3d4 | - |
| Maul | 10 | L | Crush | - | Slow | 1 | 22 | 3d4 | - | 3d4 | - |
| Sledge | 10 | M | Crush | - | Slow | 1 | 23 | 2d6+1 | - | 1d4+1 | - |
| War hammer | 6 | M | Crush | - | Fast | 1 | 15 | 2d4+1 | - | 2d4 | - |
| Maces Discipline | |||||||||||
| Footman's mace | 10 | M | Crush | - | Ave. | 1 | 23 | 2d6+1 | - | 2d6 | - |
| Horseman's mace | 6 | M | Crush | - | Ave. | 1 | 18 | 2d6 | - | 2d4 | - |
| Mace-axe | 9 | L | Crush | Slash | Slow | 1 | 22 | 3d4 | 3d4 | 2d6+1 | 2d6+1 |
| Picks Discipline | |||||||||||
| Footman's pick | 6 | M | Pierce | - | Ave. | 1 | 19 | 2d6+1 | - | 3d4 | - |
| Horseman's pick | 4 | M | Pierce | - | Ave. | 1 | 13 | 2d4+1 | - | 2d4 | - |
| Pick (tool) | 8 | L | Pierce | - | Slow | 1 | 21 | 2d6 | - | 2d6+1 | - |
| Khazarin | 7 | M | Pierce | - | Ave. | 1 | 20 | 2d8 | - | 2d8 | - |
| Spears Group | |||||||||||
| Long Spears Discipline | |||||||||||
| Awl Pike | 12 | L | Pierce | - | Slow | 3 | 15 | 2d6 | - | 2d10 | - |
| Long Spear | 8 | L | Pierce | - | Slow | 2 | 15 | 3d6 | - | 4d6 | - |
| Partisan | 8 | L | Pierce | - | Slow | 2 | 15 | 2d6 | - | 2d6+1 | - |
| Ranseur | 7 | L | Pierce | - | Slow | 2 | 15 | 3d4 | - | 3d4 | - |
| Spetum | 7 | L | Pierce | - | Slow | 2 | 15 | 2d6+1 | - | 3d6 | - |
| Lances Discipline | |||||||||||
| Heavy | 15 | L | Pierce | - | Slow | 2 | 20 | 2d8+1 | - | 4d6 | - |
| Jousting | 20 | L | Crush | - | Slow | 2 | 20 | 2d3-1 | - | 2d2-1 | - |
| Light | 5 | L | Pierce | - | Ave. | 2 | 11 | 2d6 | - | 2d8 | - |
| Medium | 10 | L | Pierce | - | Ave. | 2 | 14 | 2d6+1 | - | 3d6 | - |
| Close Combat Spears/Staffs Discipline | |||||||||||
| Assegai | 4 | M | Pierce | Slash | Ave. | 1 | 12 | 2d6 | 2d4+1 | 2d8 | 2d6 |
| Bo stick | 4 | L | Crush | - | Fast | 1 | 10 | 2d6 | - | 2d4 | - |
| Cicada (Winged Sword) | 6 | L | Slash | Pierce | Ave. | 1 | 22 | 3d4+1 | 2d4 | 3d4+1 | 2d3 |
| Fork | 6 | L | Pierce | - | Ave. | 1 | 13 | 2d6 | - | 2d6+1 | - |
| Jo stick | 2 | M | Crush | - | Fast | 1 | 10 | 2d4+1 | - | 2d4 | - |
| Quarterstaff | 4 | L | Crush | - | Fast | 1 | 15 | 2d6 | - | 2d6 | - |
| Spear | 5 | M | Pierce | Crush | Ave. | 1 | 15 | 2d6 | 2d6 | 2d8 | 2d6 |
| Trident | 5 | L | Pierce | - | Ave. | 1 | 18 | - | - | - | - |
| One-handed Use | - | - | - | - | - | - | - | 2d6+1 | - | 3d4 | - |
| Two-handed Use | - | - | - | Blunt | - | - | - | 2d8+1 | 2d6 | 4d4 | 2d6 |
| Polearms Group | |||||||||||
| Beaked Polearms Discipline | |||||||||||
| Bec de Corbin | 10 | L | Crush | Pierce | Slow | 2 | 15 | 2d8 | 2d8 | 2d6 | 2d6 |
| Lucern Hammer | 15 | L | Crush | Pierce | Slow | 2 | 18 | 3d4 | 3d4 | 2d6 | 2d6 |
| Bills Discipline | |||||||||||
| Bill | 15 | L | Slash | Pierce | Slow | 2 | 15 | 3d4 | 3d3 | 2d8 | 2d8 |
| Bill-guisarme | 15 | L | Slash | Pierce | Slow | 2 | 15 | 3d4 | 3d3 | 2d8 | 2d8 |
| Glaive-guisarme | 10 | L | Slash | Pierce | Slow | 2 | 15 | 3d4 | 3d3 | 2d8 | 2d8 |
| Hooked Fauchard | 8 | L | Slash | Pierce | Slow | 2 | 15 | 2d6 | 2d4+1 | 2d6 | 2d4 |
| Glaives Discipline | |||||||||||
| Fauchard | 7 | L | Slash | - | Slow | 2 | 15 | 2d6 | - | 2d8 | - |
| Glaive | 8 | L | Slash | - | Slow | 2 | 15 | 2d6 | - | 2d10 | - |
| Nagimaki (Horseman's) | 6 | M | Slash | - | Ave. | 2 | 13 | 2d6 | - | 2d8 | - |
| Naginata | 8 | L | Slash | - | Ave. | 2 | 15 | 2d8 | - | 2d10 | - |
| Poleaxes Discipline | |||||||||||
| Bardiche | 12 | L | Slash | Pierce | Slow | 2 | 15 | 3d4 | 1d4 | 3d6 | 1d3 |
| Halberd | 15 | L | Slash | Pierce | Slow | 2 | 15 | 2d10 | 2d6 | 3d6 | 2d4 |
| Voulge | 12 | L | Slash | Pierce | Slow | 2 | 15 | 3d4 | 1d6 | 3d4 | 1d6 |
| Daggers/Swords Group | |||||||||||
| Medium One Handed Slashing Blades Discipline | |||||||||||
| Broadsword | 4 | M | Slash | - | Ave. | 1 | 22 | 3d6 | - | 2d8 | - |
| Claymore (Basket-hilt) | 4 | M | Slash | - | Ave. | 1 | 22 | 3d6 | - | 2d8 | - |
| Cutlass | 4 | M | Slash | Pierce | Ave. | 1 | 20 | 2d6+1 | 2d4 | 2d8+1 | 2d4 |
| Drusus | 3 | M | Slash | Pierce | Fast | 1 | 18 | 2d6+1 | 2d4 | 2d8+1 | 2d4 |
| Falchion | 6 | M | Slash | - | Ave. | 1 | 20 | 2d6+1 | - | 2d8 | - |
| Hand and a Half | 8 | M | Slash | - | Ave | 1 | 28 | 2d8 | - | 3d6+2 | - |
| J'vtal (Elven) | 5 | M | Slash | Pierce | Fast | 1 | 36 | 3d6+1 | 2d4 | 3d6+1 | 2d4 |
| Katana | 5 | M | Slash | Pierce | Fast | 1 | 36 | 3d6+2 | 2d3 | 4d6 | 2d3 |
| Khopesh | 7 | M | Slash | - | Slow | 1 | 16 | 3d6 | - | 2d6 | - |
| Longsword | 4 | M | Slash | Pierce | Ave. | 1 | 24 | 2d8 | 2d4 | 3d6+2 | 2d3 |
| Ninja-to | 4 | M | Slash | Pierce | Fast | 1 | 24 | 2d8 | 2d4 | 2d6 | 2d3 |
| Sabre | 5 | M | Slash | Pierce | Ave. | 1 | 18 | 2d6+1 | 2d4 | 2d8 | 2d3 |
| Scimitar | 4 | M | Slash | Pierce | Ave. | 1 | 22 | 2d8 | 2d3 | 2d8 | 2d3 |
| Spatha | 4 | M | Slash | Pierce | Ave. | 1 | 22 | 2d8 | 2d4 | 3d6+2 | 2d3 |
| Tulwar | 6 | M | Slash | - | Ave. | 1 | 18 | 2d6+1 | - | 2d6+1 | - |
| Wakizashi | 3 | M | Slash | Pierce | Fast | 1 | 24 | 2d8 | 2d4 | 2d8 | 2d4 |
| Short One Handed Slashing Blades Discipline | |||||||||||
| Gladius | 3 | S | Slash | Pierce | Fast | 1 | 16 | 2d6 | 2d4 | 2d6+2 | 2d3 |
| Jambiya | 1 | S | Slash | Pierce | Fast | 1 | 10 | 2d4 | 2d3 | 2d4 | 2d3 |
| J'vsa | 2 | S | Slash | Pierce | Fast | 1 | 16 | 2d6 | 2d3 | 2d6+2 | 2d3 |
| Knife | ½ | S | Slash | Pierce | Fast | 1 | 8 | 2d3 | 2d3 | 2d3 | 2d3 |
| Sapara | 4 | S | Slash | - | Ave. | 1 | 12 | 2d6 | - | 2d3 | - |
| Medium One Handed Thrusting Blades Discipline | |||||||||||
| Estoc | 5 | M | Pierce | - | Ave. | 1 | 20 | 2d6 | - | 2d8 | - |
| Rapier | 4 | M | Pierce | Slash | Fast | 1 | 18 | 2d6 | 2d4 | 2d8 | 2d4 |
| Short One Handed Thrusting Blades Discipline | |||||||||||
| Dagger | 1 | S | Pierce | Slash | Fast | 1 | 6 | 2d4 | 2d3 | 2d3 | 2d3 |
| Katar | 1 | S | Pierce | Slash | Fast | 1 | 8 | 2d3+2 | 2d3 | 2d3+2 | 2d3 |
| Main-gauche | 2 | S | Pierce | Slash | Fast | 1 | 8 | 2d4 | 2d3 | 2d3 | 2d3 |
| Parrying Dagger | 1 | S | Pierce | - | Fast | 1 | 8 | 2d3 | - | 2d3 | - |
| Short sword | 3 | S | Pierce | Slash | Fast | 1 | 15 | 2d6 | 2d4 | 2d6+2 | 2d4 |
| Stiletto | ½ | S | Pierce | - | Fast | 1 | 4 | 2d3 | - | 2d3 | - |
| Two-Handed Blades Discipline | |||||||||||
| Claymore (Two-Handed) | 8 | M | Slash | Pierce | Ave. | 1 | 28 | 3d6+2 | 2d4 | 3d6 | 2d4 |
| Great Scimitar | 12 | L | Slash | - | Slow | 1 | 28 | 4d6 | - | 4d8 | - |
| Greatsword | 12 | L | Slash | - | Slow | 1 | 36 | 4d6 | - | 6d6 | - |
| Hand and a Half | 8 | M | Slash | - | Ave | 1 | 28 | 2d8+2 | - | 4d6 | - |
| Katana | 5 | M | Slash | Pierce | Fast | 1 | 36 | 4d6 | 2d4 | 4d6+2 | 2d4 |
| No-Dachi | 8 | L | Slash | Pierce | Slow | 1 | 40 | 4d6 | 2d4 | 4d8+4 | 2d4 |
| Sword-Axe | 12 | L | Slash | - | Slow | 1 | 28 | 2d8+2 | - | 4d6 | - |
| Chains/Weighted Ropes Discipline | |||||||||||
| Chain | 3 | L | Crush | Strangle | Ave. | 2 | 15 | 2d4+1 | 8pts | 2d4 | 8pts |
| Aslani Sash | 2 | L | Crush | Strangle | Fast | 2 | 5 | 1d3 | 8pts. | 1d2 | 8pts |
| Death Wrap | 2 | L | Slash | Strangle | Fast | 2 | 8 | 2d4 | 8pts | 2d3 | 8pts |
| Manriki Rope | 1 | L | Crush | Strangle | Fast | 2 | 4 | 1d3 | 8pts | 1d2 | 8pts |
| Whips Discipline | |||||||||||
| Blood Whip | 3 | L | Special | Slash | Fast | 4 | varies | 2d4+1 | 3d4+2 | 2d3 | 3d4+2 |
| Drover's Whip | 2 | L | Special | - | Slow | 3 | 12 | 2d3+1 | - | 1d3 | - |
| Razor Whip | 3 | L | Slash | - | Slow | 3 | 15 | 2d4+2 | - | 1d4+1 | - |
| Teamster's Whip | 1 | L | Special | - | Ave. | 2 | 9 | 2d2 | - | 1d2 | - |
| Exotic Weapons Group | |||||||||||
| Sickle | 3 | S | Slash | - | Fast | 1 | 10 | 2d4+2 | - | 2d4 | - |
| Sai | 2 | S | Crush | Pierce | Fast | 1 | 9 | 2d4 | 1d3 | 2d3 | 1d3 |
| Bagh Nakh | 1 | S | Slash | Pierce | Fast | 1 | 10 | 2d3+2 | 2d3 | 2d3+2 | 2d3 |
| Cestus | 1 | S | Crush | - | Fast | 1 | 10 | 2d4 | - | 2d3 | - |
| Gaff | 1 | S | Pierce | - | Fast | 1 | 9 | 1d3 | - | 1d3 | - |
| Gladiator's Net | 10 | L | N/A | - | Slow | 2 | 8 | - | - | - | - |
Missile weapons use slightly different informational listings:
| Weapon | Wt. | Size | Hit Points | Damage Type | Ranges in 10's of yards | Base Damage | Damage
Multiplier |
Penetration | |||
| Short | Medium | Long | Extreme | ||||||||
| Arrows | |||||||||||
| Armor Piercing | * | S | 4 | Pierce | 2d6 | 8 | |||||
| Blunt | * | S | 4 | Crush | 2d4 | - | |||||
| Broadhead | * | S | 4 | P/S | 4d4 | 4 | |||||
| Frog Crotch | * | S | 4 | P/S | 3d6 | 2 | |||||
| Hunting | * | S | 4 | Pierce | 2d6 | 6 | |||||
| Bows | |||||||||||
| Composite Long | 3 | L | 9 | 4 | 9 | 18 | 30 | 1.66 | |||
| Composite Short | 2 | M | 9 | 5 | 10 | 15 | 20 | 1.5 | |||
| Compound Recurve Long | 3 | L | 9 | 7 | 14 | 21 | 34 | 1.5 | |||
| Compound Recurve Short | 2 | M | 9 | 5 | 10 | 15 | 20 | 1.5 | |||
| Elven Long Bow | 3 | L | 10 | 10 | 20 | 30 | 40 | 2 | |||
| Recurve Long | 3 | L | 8 | 7 | 14 | 21 | 34 | 1.33 | |||
| Recurve Short | 2 | M | 8 | 5 | 10 | 15 | 20 | 1.33 | |||
| Reflex Long | 3 | L | 8 | 7 | 14 | 21 | 34 | 1.5 | |||
| Reflex Short | 2 | M | 8 | 5 | 10 | 15 | 20 | 1.5 | |||
| Self Long Bow | 3 | L | 8 | 5 | 10 | 20 | 30 | 1.33 | |||
| Self Short Bow | 2 | M | 8 | 3 | 6 | 12 | 18 | 1 | |||
| Crossbow Bolts | |||||||||||
| Armor Piercing | * | S | 4 | Pierce | 2d6 | 12 | |||||
| Blunt | * | S | 4 | Crush | 2d4 | - | |||||
| Broadhead | * | S | 4 | P/S | 4d4 | 6 | |||||
| Hand | ** | S | 4 | Pierce | 2d3 | 2 | |||||
| Hunting | * | S | 4 | Pierce | 2d6 | 8 | |||||
| Crossbows | |||||||||||
| Arbalest | 21 | L | 21 | 10 | 20 | 30 | 40 | 2 | |||
| Hand | 3 | S | 4 | 2 | 4 | 6 | 8 | 1 | |||
| Heavy | 14 | M | 16 | 8 | 16 | 24 | 32 | 1.66 | |||
| Light | 7 | M | 12 | 6 | 12 | 18 | 24 | 1.33 | |||
Magical Defenses
Enchanted Armors
There exist general three types of enchanted armor:
1) Lightness these negate a portion if not all of the negative adjustment to defense rating from wearing the armor. Relatively rare.
2) Strength these adjust the Armor Rating, this type of armor absorbs more damage than similar unenchanted suits. Most common type.
3) Power these armors both negate weight and increase the strength of
the armor. VERY RARE.
Items of Protection/Armor replacement
These highly sought after items include but are not limited to: Cloaks, Rings, Necklaces, Bracers, etc. They provide similar benefits to armor without the bulk/weight.
1) Due to the protective aura surrounding the wearer, they may provide a bonus to the Defense Rating, causing some blows to be deflected.
2) The aura may also absorb some of the force of blows, providing a boost to Armor Rating.
See individual descriptions for the exact bonuses of a particular item.
Defensive Advantage of Armor
When a character wearing armor is struck the armor absorbs damage from the blow in accordance with the following chart. If the blow delivers more damage than the armor's rating (modified by attack type) the remaining damage is divided between the armor itself and the wearer, any fractional damage is rounded up and taken by the wearer.
When dealing with magical attacks ( aimed spells using some form of visible elemental assault, usually ) that armor may be able to prevent some of the magics damage. The armors must make a resistance roll if successful the armor's rating is subtracted from the initial damage, excess damage being treated normally. If the armor fails to resist the rolled damage is applied to both the wearer and the armor equally. Most armors have weaknesses vs. heat/cold generating attacks, vs. attacks of this type armor that receives damage in excess of its rating radiates some of the damage to the wearer, the amount of damage is calculated as follows:
One point of damage per die of damage actually rolled, per round this effect being reduced by one point per round until none remains or the damage done equals the damage suffered by the armor, which ever comes first. Magical armors may save each round to prevent any further damage.
Certain flexible armors are able to ignore (at least a part of) damage from crushing weapons as noted on the chart under immunity. However, those with a reduction of effectiveness vs. crushing damage pass the ignored damage onto the wearer.
Chain Mail and Padded armors may be layered with other armor types for
enhanced protection. When layering armors the secondary armor(s) apply
half of the base Armor Rating to the total. The one exception is padded
limb/head armor worn under other armor types, in this case the full AR
of the padded limb applies.
On the following charts some armors have special indicators. Their meanings
are as follows:
* These armors if purchased as complete do not include Leg protection usually.
¹ These armors include upper arm protection in the cost of the torso piece.
² Full Plate armor already includes Arm, and Leg, as well as, Gorget, Pauldron, Elbow, Knee Cops, Plate Gauntlet, and Sollerets.
Armor Types and Protection
| Name | Type | Torso AR | Limb AR | S
Mod |
C
Mod |
P
Mod |
Torso Wt. | Arm Wt. | Leg Wt. | Torso HP's | Arm HP's | Leg HP's | Torso
Cost |
Arm
Cost |
Leg
Cost |
Immunity |
| Banded Mail | 8 | 6 | +2 | +1 | 0 | 17 | 4 | 5 | 18 | 8 | 9 | 100 sp | 20 sp | 30 sp | - | |
| Brigandine | Leather | 6 | 4 | +1 | 0 | +1 | 15 | 3 | 4 | 13 | 6 | 7 | 60 sp | 10 sp | 20 sp | - |
| Bronze Plate | Plate | 8 | 6 | +2 | 0 | 0 | 23 | 4 | 7 | 18 | 8 | 9 | 200 sp | 40 sp | 60 sp | - |
| Chain Mail * ¹ | 7 | 5 | +2 | -3 | 0 | 20 | 4 | 6 | 15 | 7 | 8 | 75 sp | 15 sp | 20 sp | ½ Crush | |
| Field Plate | Plate | 10 | 8 | +2 | 0 | +1 | 30 | 6 | 9 | 21 | 10 | 11 | 1500 sp | 100 sp | 150 sp | - |
| Full Plate ² | Plate | 11 | 9 | +2 | 0 | +1 | 35 | 7 | 10 | 22 | 11 | 12 | 4000 sp | - | - | - |
| Hide | Padded | 6 | 4 | 0 | 0 | -1 | 15 | 3 | 4 | 13 | 6 | 7 | 15 sp | 4 sp | 5 sp | Crush |
| Improved Mail * | 8 | 6 | +2 | -3 | 0 | 25 | 5 | 8 | 18 | 8 | 9 | 90 sp | 20 sp | 25 sp | ½ Crush | |
| Leather | Leather | 4 | 2 | +1 | 0 | -1 | 8 | 1 | 2 | 8 | 4 | 5 | 3 sp | 4 bp | 6 bp | Crush |
| Light Scale * ¹ | Leather | 5 | 3 | 0 | 0 | 0 | 13 | 2 | 4 | 11 | 5 | 6 | 80 sp | 20 sp | 25 sp | Crush |
| Metal Lamellar * | 7 | 5 | +1 | 0 | +1 | 17 | 4 | 5 | 15 | 7 | 8 | 125 sp | 30 sp | 40 sp | - | |
| Padded | Padded | 3 | 1 | -1 | +1 | -1 | 5 | 1 | 1 | 8 | 4 | 5 | 2 sp | 4 bp | 6 bp | Crush |
| Plate Mail | Plate | 9 | 7 | +2 | 0 | 0 | 25 | 5 | 8 | 19 | 9 | 10 | 1300 sp | 60 sp | 90 sp | - |
| Ring Mail * | Leather | 5 | 3 | +2 | 0 | +1 | 15 | 3 | 4 | 11 | 6 | 7 | 20 sp | 4 sp | 6 sp | ½ Crush |
| Scale Mail * ¹ | 6 | 4 | 0 | -1 | +1 | 20 | 4 | 6 | 13 | 6 | 7 | 60 sp | 15 sp | 25 sp | ½ Crush | |
| Splint Mail | 8 | 6 | 0 | +2 | +1 | 20 | 4 | 6 | 18 | 8 | 9 | 40 sp | 8 sp | 12 sp | - | |
| Studded Leather | Leather | 5 | 3 | +2 | 0 | +1 | 13 | 2 | 4 | 11 | 5 | 6 | 10 sp | 2 sp | 3 sp | ½ Crush |
|
Armors of High quality receive bonus Hit Points equal to 50% of the listed amounts. Magical armors double the listed Hit Points for their type. In addition to the standard armors listed above, a character may wish to add some additional protective pieces. These pieces are listed on the next page along with all appropriate information for their use in the game. As with regular armor pieces, Mail and padded
pieces may be layered to provide better protection for the area covered.
|
|||||||||
| Armor Additions | |||||||||
| Type | Area Protected | Armor Rating | Slash | Crush | Pierce | Weight | Hit | Cost | Surprise |
| Metal Cap | Head | 4 | +2 | 0 | +1 | 3 lbs | 8 | 4 sp | - |
| Closed-faced | Head | 7 | +2 | 0 | +1 | 10 lbs | 12 | 20 sp | -1 |
| Mail Coif | Head/Neck | 5 | +2 | -3 | 0 | 5 lbs | 7 | 10 sp | - |
| Great Helm | Head | 9 | +2 | 0 | +1 | 20 lbs | 16 | 80 sp | -2 |
| Leather Helm | Head | 2 | +1 | 0 | -1 | 2 lbs | 4 | 1 sp | - |
| Open-faced | Head | 6 | +2 | 0 | +1 | 7 lbs | 10 | 12 sp | -1 |
| Padded | Head | 1 | -1 | +1 | -1 | 1 lb | 2 | 5 sp | - |
| Gorget | Neck | 6 | +1 | -1 | 0 | 1 lb | 6 | 7 sp | - |
| Pauldrons | Shoulders | 6 | +2 | 0 | 0 | 3 lbs | 8 | 8 sp | - |
| Elbow Cop | Elbow | 6 | +2 | 0 | 0 | 2 lbs | 6 | 4 sp | - |
| Knee Cop | Knee | 6 | +2 | 0 | 0 | 3 lbs | 6 | 5 sp | - |
| Padded | Hand/Fingers | 2 | +1 | 0 | -1 | ¼ lb | 3 | 1 sp | - |
| Chain Backed | Hand/Fingers | 4 | +2 | -1 | 0 | ½ lb | 6 | 10 sp | - |
| Plate Gauntlet | Hand/Fingers | 6 | +1 | -1 | 0 | ¾ lb | 7 | 15 sp | - |
| Demi- | Hand | 6 | +1 | -1 | 0 | ½ lb | 5 | 10 sp | - |
| Soft Leather | Foot (Leg) | 1 | 0 | -1 | -1 | ||||
| Hard Leather | Foot (Shin) | 1 | +1 | -1 | 0 | 1 lb | 3 | 3 sp | - |
| Studded | Foot (Shin) | 3 | +2 | 0 | +1 | 1 ½ lb | 4 | 5 sp | - |
| Chain Topped | Foot (Shin) | 5 | +2 | -1 | 0 | 2 lb | 7 | 12 sp | - |
| Solleret | Foot | 6 | +2 | 0 | 0 | 2 lb | 8 | 15 sp | - |
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