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*'''Sundering Shields:''' given that weapons smacking into it is its purpose, your shield will not last forever. If your shield is forced to absorb one more stress then it is designed for it is considered sundered. An attacker can choose to attack the shield. All damage will go directly to the shield.  
 
*'''Sundering Shields:''' given that weapons smacking into it is its purpose, your shield will not last forever. If your shield is forced to absorb one more stress then it is designed for it is considered sundered. An attacker can choose to attack the shield. All damage will go directly to the shield.  
 
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*'''Repairing a shield''' requires a Craft (Smithing, Carpentry og Leatherworking depending on shield type) roll at passive opposition +1 (average opposition). However, a sundered shield will never be as good as it once was and so the repaired shield loses its highest stress box unless you roll a success with style on your repair roll. If your shield looses the last stress box it is considered destroyed.
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*'''Repairing a shield''' requires a Craft (Smithing, Carpentry og Leatherworking depending on shield type) roll at passive opposition +1 (average opposition). However, a sundered shield will never be as good as it once was and so the repaired shield loses its highest stress box unless you roll a success with style on your repair roll. If your shield looses the last stress box it will still function until it is sundered.  
 
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==Armour rules==
 
==Armour rules==
  
 
Armour functions along the lines of shields.
 
Armour functions along the lines of shields.
 
There are four types of armour:
 
There are four types of armour:
*'''Light:''' The armour consist of only leather. Usually worn by those requiring stealth and skirmishers. Add one level 1 stress box.  
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*'''Leathers:''' The armour consist of only leather. Usually worn by those requiring stealth and skirmishers. Add one level 1 stress box.  
*'''Reinforces light:''' The armour consist mainly of lether with studs, disc, or rings sewn into it. Usually worn by archers. Add two level 1 stress boxes.
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*'''Studded or metal reinforced leathers:''' The armour consist mainly of lether with studs, disc, or rings sewn into it. Usually worn by archers. Add two level 1 stress boxes.
*'''Medium:''' The body is covered in either chainmail, breatplate, banded metal or other variants. Arms and legs are covered in leather. Worn by medium infantry. Adds two level 1 stress boxes and one level 2 stress box. Requires Physique 1 to wear without gaining "encumbered" aspect.
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*'''Metal and leather:''' The body is covered in either chainmail, breatplate, banded metal or other variants. Arms and legs are covered in leather. Worn by medium infantry. Adds two level 1 stress boxes and one level 2 stress box. Requires Physique 1 to wear without gaining "encumbered" aspect.
*'''Heavy:''' Wearer is covered with metal and chain armour with leather underneath. Worn by heavy infantry. Adds two level 1, one level 2 and one level 3 stress boxes. Requires Physique 2 to wear without gaining "encumbered" aspect.
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*'''Metal armour:''' Wearer is covered with metal and chain armour with leather underneath. Worn by heavy infantry. Adds two level 1, one level 2 and one level 3 stress boxes. Requires Physique 2 to wear without gaining "encumbered" aspect.
*'''Super heavy:''' This is a full set of plate armour. Used mainly by knights, nobles or heavy mounted units. Adds two level 1, one level 2, one level 3 and one level 4 stress box. Requires Physique 3 to wear without gaining the "encumberd" aspect.
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*'''Full plate:''' This is a full set of plate armour. Used mainly by knights, nobles or heavy mounted units. Adds two level 1, one level 2, one level 3 and one level 4 stress box. Requires Physique 3 to wear without gaining the "encumberd" aspect.
  
 
All stress boxes are physical. One stress will always bleed through to the wearer, the rest can be applied to the armour.
 
All stress boxes are physical. One stress will always bleed through to the wearer, the rest can be applied to the armour.
 
  Example:<br>
 
  Example:<br>
  An attacker lands an attack and inflicts 2 points of stress to a light armour. The wearer take one stress and the armour also takes one stress.
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  An attacker lands an attack and inflicts 2 stress to a leather armour. The wearer take one stress and the armour also takes one stress.
An attacker lands an attack and inflicts 6 points of stress to a heavy armour. The wearer takes two points of stress and the armour takes 4 points.
 
  
*'''Unarmed combat with armour:''' Getting into a fist fight wearing armour can be a mixed blessing. Metal gauntlets will give one extra stress. But any heavy armour will have -1 to attack unless wearer have Athletics 2. Super heavy armour will have -2 to attack unless wearer has Athletics 3.
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*'''Unarmed combat with armour:'''  
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*'''Sundering armour:'''
*'''Sundering armour:''' If all the stress boxes of an armour are crossed out the armour is considered sundered. It must be repaired with either a "Craft: Leatherworking" for leather and reinforced leather, or "Craft: Smithing" for all other types of armour. Roll against a passive opposition +1 (average opposition). A sundered armour will never be as good as it once was and so the repaired armour loses its highest stress box unless you roll a success with style (+3) on your repair roll. If your armour looses the last stress box it is destroyed.
 

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