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Basic Skills Descriptions.
Small Weapons Use 0 point
With this zero point skill your character can use a small weapon (7"
- 18" overall length) in hand to hand combat, using your normal weapon
hand (i.e. your right hand if you are right handed). Small weapons inflict
one point of normal damage per successful strike. Weapons below 7"
must never be used in any form of combat and are designed to be just a
role playing aid.
One Handed Weapons Use 1 point
With this skill your character can use a one handed weapon (18"
- 42" overall length) in hand to hand combat, in your normal weapon
hand (i.e. your right hand if you are right handed). One-handed weapons
inflict one point of normal damage per successful strike.
Two Handed Weapons Use 3 points
The Two-Handed Weapons skill allows the character to use weapons sized
from 42”-84”. It is important to note that any weapon of 72”-84”
must be of a “Pole-Weapon” design (i.e. staff or pole with
striking surface).
Projectile Weapons Use 4 points
With this skill your character can use a bow, crossbow, or sling to
fire projectiles in combat. You may not operate a projectile weapon and
use a melee weapon in your normal weapon hand at the same time. Projectile
weapons can be divided into two categories:
1. Arrows or bolts fired from a bow or crossbow inflict
one point of normal through damage per successful strike (see the
damage effect through for details.)
2. Rocks or pellets fired from any or sling inflict one
point of normal damage per successful strike. This ammunition must
comply with the same usability standard as all thrown objects (see the
section on weapons checking for more information).
To use this skill you must have passed a projectile competency
test and be over 14 years old. See Games Control or the Archers guild
for details. Projectile weapons must not be used as hand to hand combat
weapons.
Thrown (Missile Use) 1 point
With this skill your character has the ability to throw a missile
(e.g. a rock or knife) in combat using your normal weapon hand. Thrown
objects inflict one point of normal damage per successful strike.
Please note these thrown objects need to be made specifically for throwing
and must comply with the same usability standard as all thrown objects
(see the section on weapons checking for more information). Weapons intended
for use in hand-to-hand combat must not be thrown.
Shield Use 2 points
With this skill your character can use a shield (any size and shape
up to a maximum of 60" tall and 30" wide), for defence only,
using your off hand. You do not need to have the skill ambidexterity
to use a weapon and shield. Shields up to 10" tall and 10" wide,
and without a rigid core are classified as bucklers and may be worn on
your forearm only. If worn in this way the buckler counts as two points
of armour and not as a shield. This armour value cannot be combined with
normal armour. When using a shield you may not employ the hand holding
the shield to use a weapon. Shields struck while being used in this way
protect the user from all damage from weapons, with the exception of crush
(see the damage effect crush for details). A shield used to block
a crush is smashed and useless, but stops that blow completely. Smashed
shields take two minutes to repair and may be repaired in the same way
as armour by anyone with the shield use skill (see the description
of armour use for more details). Only one person can work on or
repair a shield at a time. An enchanted shield will protect against any
normal blow and will only be damaged by an enchanted crush. Unless
the shield's laminated powers card specifically says it is not harmed
by crush damage, it will take the full effect from a crush
blow. Some highly placed members of the Armourers guild can repair an
enchanted shield. Shields must not be used as weapons.
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