|
|
- Throwing (Physical 1, Strength/Muscle)Characters with this skill add 10
feet to each range category of thrown weapons and increase the
damage or the to hit roll by +1 each time they throw a weapon.
The player can elect to improve either the damage or attack roll,
but the choice must be announced before the attack is made.
- For every 10 skill points allocated to this skill beyond 50, the
character adds another five feet to thrown weapon ranges. For
every 40 skill points allocated beyond 50, another +1 bonus to
hit or damage is gainedthis can be used as a +2 on one or the
other or split as a +1 to hit and +1 to damage.
- Note, a character with a skill score of 50% or higher doesnt
have to make a skill check to gain the bonuses associated with
this skill.
- Weapon Breaker (Physical 2, Strength/Muscle -2)This jarring stroke with a melee
weapon will break a defenders weapon on a successful disarming
hit (-4 to hit) and a successful skill check, unless it saves
vs. crushing blow. Additionally, the defender mus save vs. paralyzation
or be disarmed. The weapon breaker may operate against shields
or armor as well, destroying a shield or piece of armor that fails
an item saving throw vs. crushing blow. Armor damaged by this
form of attack loses one point of protection value (-1 to AC)
until it is completely destroyed. Armor is destroyed when it no
longer provides any protection to its wearer.
- Weapon Length (Physical 50)A character using this maneuver, and employing a
thrusting weapon (e.g., spear) at least on size category his foes
weapon, may strike the first blow when closing with a foe regardless
of the initiative roll or combat phase. If the blow is successful,
the opponent is also forced to remain just beyond the thrusting
weapons reach, unable to close with the character without suffering
damage. A foe held at bay who wishes to close may either attempt
to disarm the character (by breaking the weapon or knocking it
from his grip) or close dispite the danger and suffer normal weapon
damage.
- Failure to deal a successful blow by the character defending with
Weapons Length allows the opponent within the characters guard,
and the opponent hits with a +2 bonus on the round he breaks through.
The maneuver cannot be reestablished after failure as long as
the opponent continues to attack. Weapons Length can only be
used effectivily against one attacker at a time.
- Weapon Loader (Physical 1, Strength/Muscle)This skill allows a character to
load and arm the large weapon of his choice better and more quickly.
Large weapons include ship-mounted and siege weapons such as the
balista, catapult, jettison, bombard and others.
- The weapon crew to which this character is assigned can reload
one round faster if the character makes a successful skill check.
This means if a character has the skill in heavy ballista, the
reloading time for the crew is decreased from 1/4 to 1/3. The
Weapon Loader skills of several different characters cannot be
applied to the same weapon. Characters with this skill are valuable
crew members and castle guardians and often receive double pay
because of their skill.
|