Difference between revisions of "A walk on the wild side"
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=Rules= | =Rules= | ||
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+ | *Skills are all 1d100, rolling under the pc's skill eg climbing 50%, then roll below 50% to succeed. | ||
*Critical Hits | *Critical Hits | ||
**5% or less of your weapons attack skill. Rolling 1% is always a critical | **5% or less of your weapons attack skill. Rolling 1% is always a critical |
Revision as of 01:31, 15 April 2011
Contents
Hoof, tooth and claw
- Iskallor
- OOC
- IC
Player
Where
- The Elder Wilds
Rules
- Skills are all 1d100, rolling under the pc's skill eg climbing 50%, then roll below 50% to succeed.
- Critical Hits
- 5% or less of your weapons attack skill. Rolling 1% is always a critical
- THe hit ignores all armour
- Parrying a critical hit results in the weapon or shield taking twice the damage.
- Impale
- Thrusting and missile weapons
- 20% or less of the weapons attack skill.
- Roll normal dam and bonus, then add the maximum possible dam of the weapon.
- If the blow penetrates armour , then the weapon is stuck in its target. A roll of twice the impale % is needed to remove, otherwise it stays embedded.
- Slash Attack
- Slashing weapons, 20% or less on your weapon's attack skill.
- roll damage twice, bonus once.
- To remove roll half the attack skill.
- Crush attack
- Bludgeon weapons, 20% or less on your weapon's attack skill.
- Damage rolled normally and then max bonus added.
- Critical Parry
- No damage taken
- Aimed blow
- Each SR adds +1 to hit location
- Or wait until SR12 nd then roll half attack skill to hit location of choice
- Knockback