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

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(Rules)
(Rules)
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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

Hoof, tooth and claw

Player

Where

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

Spells