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Pulp Combat Results (Specials and Criticals)back to the Rules Changes
Attacks:
Critical: Weapon does maximum possible weapon damage. Ignore all defending AP (except shield/weapon with successful parry). Special: Weapon does full damage plus rolled damage. Damage bonus is only applied once. Normal: Weapon does normal damage plus user damage modifier. If total damage is greater than target's SIZ, the target is knocked back.
Parries:
Critical: Blocks all damage from any single attack and ignores any knockback. May do parry damage to attacking weapon on Special parry effect. Parrying weapon takes no damage Special: Parrying weapon blocks its AP in damage. A Special parry avoid the effects of a special attack. Special parry effect, if any. Parrying weapon takes no damage. Normal: Parrying weapon blocks its AP in damage. If damage > AP, excess applied to character and the weapon/shield loses 1 AP.
Dodge:
Critical: avoid any and all attacks this round. Special: avoid a special attack from a single opponent. Normal: avoid a normal attack from a single opponent. Fumble: automatic normal hit unless attacker's roll result indicates a better effect. Critical Fumble: (aka ‘00’) No defense against any attacks that round. Each attack must still roll to hit.
Special Effects (by weapon type)
For weapons which have multiple aspects, the type of attack (thrusting, blunt, or cutting) must be declared during the statement of intent. Natural weapons (fist, kick, claws, bites, etc.) do not obtain special effects unless used in combination with the "martial art" skill.
Blunt Weapon: (Bash) A special by a crushing weapon does maximum damage bonus and normal bonus damage plus normal weapon damages. In case of a critical, the "normal weapon damage" is replaced by "maximum damage of the weapon". Defender is thrown backward 1m per 5 points of damage (regardless of target or attacker SIZ, armor, or magic) and must make a DEX x 5 roll for each meter he is knocked back or fall on the floor. If the knockback distance is interrupted by a hard obstacle, the victim takes 1D6 damage to a random location per meter further he should have travelled.
Thrusting Weapons: (Impale) A special by a thrusting weapon does full normal weapon damage plus rolled weapon damage and damage bonus. In case of critical, "normal damage result" is replaced by "maximum damage of the weapon". Weapon is stuck in target unless attacker can roll less than twice his Special attack chance (<40% of his skill value); the attempt is a 3 SR action.
Slashing Weapons: (Slash) A special by a slashing weapon does does full normal weapon damage plus rolled weapon damage and damage bonus. In case of a critical, the "normal weapon damage" is replaced by "maximum damage of the weapon". The blow may sever a limb if the damages exceed twice the HP of the location. |
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