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UNARMED COMBAT
BRAWLING
Headbutt 2.5B* 3 (2) Surprise attack only 3 N/A N/A Opponents +4 C
Kick 2.5B* 6 (4) 5 (4) +0/5 3 N/A N/A N/A +1 C,1
Punch 2B* 5 (4) 4 (3) +0/5 2 N/A N/A N/A +2 C
WRESTLING
Grapple 2B* 8 (5) 6 (4) +0/5 2 N/A N/A N/A +0 C
Throw 2.5B* 7 (5) 5 (4) +0/5 3 N/A N/A N/A +0 C
Trip Special 4 (3) Surprise attack only 3 N/A N/A N/A +0 C
Damage Code: How much damage the weapon does with a hit. Choose one of the weapons applicable damage aspects before resolving an at-
tack: blunt (B), edged (E), or pointed (P). The accompanying number indicates how many points of damage the attack inflicts for each
LoS (including LoS 0). For example, 3B means that the weapons deals 3 points of blunt damage for each LoS the attack yields (say, 12
points of damage at LoS +3). Damage cap for one-handed and ranged weapons is LoS +4, for two-handed weapons LoS +6.
Pointed damage in brackets is optional; if chosen, the weapon has one or more spikes attached, but its breakage number (BN) is reduced
by 1. Spiked flail weapons deal pointed damage in addition to the regular blunt damage (determine armour protection separately), while
shields with a spike may either deal blunt or pointed damage (attackers choice).
TABLE 9.10: LEVEL OF SUCCESS OR FAILURE (LSF)
TIME PERCENTAGE
TEST RESULT LSF GENERAL EFFECT MODIFIER RESULTS
16+ below TN LoF 4 or worse The character makes a thorough mess of his attempt and x5 25 F30
suffers a 5 test result penalty on his next two actions.
1115 below TN LoF 3 The attempt makes matters worse if possible. x3 0 F25
610 below TN LoF 2 The attempt fails and may prevent further action. x2 50 F20
15 below TN LoF 1 The attempt fails, but the character may try again with x 1.5 75
a cumulative 3 test result penalty, if appropriate.
Result = TN LSF 0 The character achieves the basic objective with, at worst, x 1.25 90
only minor complications or setbacks.
15 above TN LoS +1 The character achieves his objectives with no setbacks whatsoever. x1 100
610 above TN LoS +2 The character performs beyond expectations, possibly gaining x 0.9 110
an additional advantage such as reduced test duration.
1115 above TN LoS +3 The character performs far beyond expectations, possibly gaining x 0.75 125
an additional advantage such as 1d5 bonus AP in the next round, or
the ability to perform an additional action at half the normal cost.
16+ above TN LoS +4 or better The character stretches the boundaries of his own abilities. He x 0.5 140
receives a non-cumulative +1 test result bonus to all future attempts
to use the tested skill or attribute, until he scores LoF 3 or worse.