08-23-2020, 06:39 PM
Ranged Weapons (Combat, Cost: 2CP)
Needless to say, although I will, all dice in a ranged weapon's pool can be used only for the attack. All ranged attacks are against the Defense with only shields (and magic) being able to reduce damage, but the defending character needs to be aware of the attack and facing the right way to defend. Characters cannot "slap away" attacks. It may look cool on the screen, but we're dealing with the real world here -- populated with orcs and dragons. Shut up.
Ranged weapons have three ranges of affect, short, medium, and long, where each subsequent range is double the range of the previous. For each range beyond short, the an additional Success is required.
Attack pools from ranged weapons on a single target can be combined.
Weapon - Short Range in feet
Atlatl 300
Axe, Throwing 30
Big Frickin' Rock 20
Blowgun[1] 30
Blowgun, Hunting[1] 45
Boomerang[1][2]
Crossbow, Heavy[3][4] 240
Crossbow, Light[3][4] 180
Dagger, Throwing 25
Dart, Military 30
Great Bow, Flight Arrows[5] 240
Great Bow, Sheaf Arrows[5][6] 210
Hammer 30
Harpoon 30
Javelin 60
Longbow, Flight Arrows[5] 210
Longbow, Sheaf Arrows[5][6] 150
Shortbow 150
Sling, Bullet[5] 150
Sling, Stone[5] 120
Spear 30
Tankard, Empty[7] 10
Tankard, Full[7] 15
[1]Weapon Skill need only be taken once, not for each variation.
[2]Every boomerang has a fixed flight distance that before returning. They're like harmonicas that way. If you want to play "Born Under a Bad Sign," don't use a C Harmonica, and if you want to hit something 90 feet away, don't use a 40-foot boomerang.
[3]Only costs 1 BP to add a d4.
[4]Can only be fired every other round in combat.
[5]Different types of ammunition do not require a new skill.
[6]The target's Defense is considered 1 lower when sheaf arrows are used.
[7]Cannot take as a skill.
Needless to say, although I will, all dice in a ranged weapon's pool can be used only for the attack. All ranged attacks are against the Defense with only shields (and magic) being able to reduce damage, but the defending character needs to be aware of the attack and facing the right way to defend. Characters cannot "slap away" attacks. It may look cool on the screen, but we're dealing with the real world here -- populated with orcs and dragons. Shut up.
Ranged weapons have three ranges of affect, short, medium, and long, where each subsequent range is double the range of the previous. For each range beyond short, the an additional Success is required.
Attack pools from ranged weapons on a single target can be combined.
Weapon - Short Range in feet
Atlatl 300
Axe, Throwing 30
Big Frickin' Rock 20
Blowgun[1] 30
Blowgun, Hunting[1] 45
Boomerang[1][2]
Crossbow, Heavy[3][4] 240
Crossbow, Light[3][4] 180
Dagger, Throwing 25
Dart, Military 30
Great Bow, Flight Arrows[5] 240
Great Bow, Sheaf Arrows[5][6] 210
Hammer 30
Harpoon 30
Javelin 60
Longbow, Flight Arrows[5] 210
Longbow, Sheaf Arrows[5][6] 150
Shortbow 150
Sling, Bullet[5] 150
Sling, Stone[5] 120
Spear 30
Tankard, Empty[7] 10
Tankard, Full[7] 15
[1]Weapon Skill need only be taken once, not for each variation.
[2]Every boomerang has a fixed flight distance that before returning. They're like harmonicas that way. If you want to play "Born Under a Bad Sign," don't use a C Harmonica, and if you want to hit something 90 feet away, don't use a 40-foot boomerang.
[3]Only costs 1 BP to add a d4.
[4]Can only be fired every other round in combat.
[5]Different types of ammunition do not require a new skill.
[6]The target's Defense is considered 1 lower when sheaf arrows are used.
[7]Cannot take as a skill.
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