Difference between revisions of "A walk on the wild side"

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(Where)
(Rules)
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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 10:35, 14 April 2011

Hoof, tooth and claw

Player

Where

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