Editing Rising Sun Eternal: Combat and Weapons

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| '''Melee Weapons'''
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| Melee Weapons
 
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{|
 
{|
| '''Ranged Weapons'''
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| Ranged Weapons
 
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{|
 
{|
| '''Explosives'''
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| Explosives
 
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== Healing in Rising Sun Eternal ==
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== Healing in Dark Age settings ==
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A doctor can attempt a '''Medicine''' test once per week. If treatment succeeds, the patient recovers 1D4 HP. This is doubled with a critical, while a fumble inflicts 1D4 HP damage. At the Game Moderator’s discretion, having worn-out tools or poor quality medicines may incur a penalty.
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== Poisons and Diseases ==
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The rules governing the damage inflicted by poisons and diseases don’t vary between localizations, but the specific list of available toxins and infections is guided by the technology and knowledge prevalent in the setting. The table below gives some examples to augment the basic list of common, naturally-occurring poisons.
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{|
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| >> Manufactured Poisons
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|
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|-
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| Poison
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| Entry Route
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| Speed
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| Lethality
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| Symptoms
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| Antidote?
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|-
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| Antimony
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| Contact
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| 1D6 hours
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| 10%
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| Pain, diarrhea, cramping
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| No
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|-
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| Prussic Acid (Hydrogen cyanide)
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| Inhalation or Ingestion
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| 1D6 turns
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| 20%
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| Asphyxiation
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| No, but some treatments
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|-
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| Strychnine
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| Inhalation, Ingestion, Contact
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| 10+1D10 minutes
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| 10%
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| Convulsions, paralysis, asphyxiation
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| No
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|}
  
A healer can attempt a '''Medicine''' test once per week. If treatment succeeds, the patient recovers 1D4 HP. This is doubled with a critical, while a fumble inflicts 1D4 HP damage. At the Game Moderator’s discretion, having worn-out tools or poor quality medicines may incur a penalty.
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{|
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| >> Sample Diseases
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|
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|-
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| Disease
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| Route
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| Speed
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| CON Test Penalty
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| Damage
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| Symptoms
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| Cure
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|-
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| Bacterial meningitis
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| Airborne
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| 1D6 days
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| –40
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| 1D4
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| Stiff neck, nausea, confusion
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| No; treatment includes lumbar puncture and induced vomiting.
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|-
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| Bacterial pneumonia
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| Inhalation
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| 1D6 days
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| None
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| 1D6
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| Cough, fever, chills
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| No
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|-
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| Cholera
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| Ingestion, especially unclean water
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| 2+1D3 days
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| None
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| 1D6
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| Watery diarrhea, cramps, vomiting.
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| No; treated through rehydration
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|-
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| Gangrene
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| Dirty wounds
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| 1D6 days
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| –20
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| 1D4
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| Discoloration, oozing, numbness
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| Bromine injections, excision, or amputation
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|-
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| Plague
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| Flea bite (bubonic plague), inhalation (pneumonic plague)
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| 1D6 days
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| None
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| 1D6
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| Fever, chills, lymph node swelling, coughing (if pneumonic), shock
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| No
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|-
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| Smallpox
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| Exposure to infected person
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| 2D6 days
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| –40
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| 1D6
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| Fever, vomiting, ulcers, rashes, scabs
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| No
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|}
  
 
== Additional Combat Rules for Japan settings ==
 
== Additional Combat Rules for Japan settings ==
  
=== Optional Spot Rules for Weapons ===
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== Optional Spot Rules for Weapons ==
  
 
There’s a staggering variety of personal Melee and Missile Weapons and weaponry. Their usefulness in adventures may be limited, of course, depending on who or what the Protagonists face.
 
There’s a staggering variety of personal Melee and Missile Weapons and weaponry. Their usefulness in adventures may be limited, of course, depending on who or what the Protagonists face.
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| Skill
 
| Skill
 
| Damage
 
| Damage
| Special capability
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| Special capability
|-  
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|-
 
| Tessen
 
| Tessen
 
| Melee Weapons
 
| Melee Weapons
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| Entangle: with success, instead of damage, do STR vs STR to immobilize
 
| Entangle: with success, instead of damage, do STR vs STR to immobilize
 
|-
 
|-
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| Thrown Spear
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| Melee Weapons
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| 1D8*
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| STR×5 yards
 
|}
 
|}
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