A walk on the wild side: Difference between revisions
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=Rules= | =Rules= | ||
*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 | |||
=Spells= | =Spells= |
Revision as of 17:35, 14 April 2011
Hoof, tooth and claw
- Iskallor
- OOC
- IC
Player
Where
- The Elder Wilds
Rules
- 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