Damage types: - Bashing: - High natural soak - Armor has very little effect on it - Slashing: - Low natural soak - All armor is rather effective - Mail and plate is essentially invulnerable to it - Piercing: - Low natural soak - Mail is somewhat effective - Plate is very effective - Burning: - No natural soak - Most armor is of limited effect against it - Almost always an environmental hazard, not a combat effect - Though combat can occur in hazardous environments, the environmental hazard rules are used instead of attack rules Armor types: - Baseline: Avoidance: Dex (see other rules) Soak: Bashing: Sta + 8 Slashing: Sta + 4 Piercing: Sta + 2 Burning: Sta - Plate/Breastplate/Brigandine/Coat of plates: Avoidance: Bashing: 3 Slashing: 5 Piercing: 5 Burning: 2 Soak: Bashing: 5 Slashing: 10 Piercing: 10 Burning: 2 - Mail: Avoidance: Bashing: 3 Slashing: 5 Piercing: 2 Burning: 2 Soak: Bashing: 4 Slashing: 10 Piercing: 7 Burning: 2 - Hardened leather: Avoidance: Bashing: 3 Slashing: 3 Piercing: 3 Burning: 2 Soak: Bashing: 3 Slashing: 5 Piercing: 5 Burning: 3 - Gambeson: Avoidance: Bashing: 3 Slashing: 3 Piercing: 3 Burning: 2 Soak: Bashing: 3 Slashing: 5 Piercing: 5 Burning: 3 - Non-combat clothing: - Leather overcoat: Avoidance: Bashing: 0 Slashing: 1 Piercing: 1 Burning: 1 Soak: Bashing: 0 Slashing: 2 Piercing: 1 Burning: 1 Weapon Types: Equipment rules: Tags: - Unholsterable: Max: Must be carried by hand Examples: Longbow (strung) - Cumbersome: Max: 1 on person without penalties Examples: Shield, Longbow (unstrung), polearms, 2-handed swords - Medium: Max: 2 per cumbersome slot + 2, can also be in pack Examples: 1-handed swords, maces, axes, long daggers, quivers - Compact: Max: No maximum besides what is implied by clothing Examples: Throwing knives, short daggers/shivs, Attack rules: - Melee: - Chance to hit: - Dex + skill - Damage: - (Str)/2 + weapon mod + skill - Ranged (archery): - Chance to hit: - (Sta + Per)/2 + skill + range mod - Damage: - Str + arrowhead mod - Thrown: - Chance to hit: - Dex + skill - Damage: - Str + skill OR weapon damage cap, whichever is less Armor rules: - Avoidance: - Avoidance is 0 for all armors for bashing - Varies for other types - Does not apply to environmental damage - Soak: - Subtracted from hit damage - If hit damage becomes zero, the attack "bounces" - Conversion to bashing: - Special rule for piercing or slashing damage affected by soak - "crushing" tag usually present on heavy piercing weapons, rare on slashing weapons because blades are almost always light - If the "crushing" tag is present, then: - Take the raw damage, call it R - Take the soak, call it S - Take the post-soak damage, call it P - If P >= 0: - Apply P damage as original type, then separately apply S damage as bashing - If P < 0: - Main attack "bounces", bashing effect still applies. - Apply S - abs(P) damage as bashing - The attack is considered to hit, overall, if the bashing damage overcomes soak - Staggering: - Staggering is a "damage" type which is present on weapons and environmental dangers which have a lot of momentum. No armor has any effect on it, however there is a natural soak applied to it. - If the damage is not soaked, the receiver may be knocked down, subject to a dexterity check to roll and find their footing. - Staggering damage never applies to health; however it may accompany bashing damage or, with the crushing tag, any other kind. - Staggering soak: - Based on weight and endurance - Post-soak resistance based on dex - Staggering damage is capped by the weight of the attacker. -