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Cultura Documentos
Your
face
is
reduced
to
a
gurgling
mess.
You'll
recover,
but
look
hideous.
You
must
re-roll
all
3 Marked 6's
on
persuasion
tests.
Your
opponent
has
hamstrung
you.
The
tendons
will
never
heal
the
same.
-2
movement
4 Crippled (minimum
of
1)
Your
opponent
left
you
for
dead.
You'll
recover,
but
a
soft
tissue
injury
will
forever
hamper
5 Flaw
(Marksmanship
or
Fighting)
-1D your
fighting
ability.
It'll
never
be
the
same.
Roll
1d6.
1-2:
Your
nerves
have
deadened
slightly
in
a
limb.
-1D
to
Agility.
3-4:
An
infection
sets
in
to
your
wounds.
Your
body
never
quite
recovers.
-1D
to
Endurance.
5-6:
Your
retina
6 Flaw
(Agility,
Endurance,
Awareness)
-1D is
knocked
out,
you
suffer
from
tinnitus,
or
some
other
malady.
-1D
Awareness.
If
the
final
blow
was
made
from
a
non-lethal
weapon
(Fist/Shield)
the
victor
can
choose
(or
roll
1d6):
1,2 Ransom You
are
captured.
Your
posessions
and
status
can
be
stripped.
3 Take
the
Black Your
opponent
demands
you
join
the
Night's
Watch,
often
at
the
edge
of
his
sword.
4,5 Unconcious You
are
knocked
unconcious
and
presumed
dead.
2d6
hours
later,
you
wake.
6 Roll
on
original
chart Despite
the
attempt
at
leniencey,
your
wounds
are
too
grave.
Critical
Hits If
combat
test
roll
is
2x
combat
defense
or
better,
count
6's
and
consult
following
table
1 Add
+2
to
base
weapon
damage
2 Add
+4
to
base
weapon
damage
OR
free
knockdown*
3 Add
+2
to
damage
AND
1
wound
OR
free
disarm*
4 Add
+4
to
base
weapon
damage
AND
roll
on
"defeat"
table*
5 Add
+4
to
base
weapon
damage
AND
1
wound
AND
roll
on
table*
6 Enemy
Dies*
7 Enemy
Dies
and
you
gain
1
Glory
for
your
spectacular
defeat
of
him*
8 Enemy
Dies
and
you
gain
2
Glory
for
your
spectacular
defeat*
(who
rolls
8
dice?)
Fumbles** If
your
test
FAILS
(not
rolling
all
1's,
but
FAILS)
roll
1d6+Number
of
1's
rolled
1-3 Nothing
happens.
4 You
leave
yourself
open
to
attack,
stumbling
forward.
-3
to
combat
defense
next
round.
You
injure
an
ally
if
adjacent
(Fighting)
or
in
visible
range
(Marksmanship).
If
this
isn't
5 applicable,
damage
yourself.
6 Drop
Weapon
1d6
yards
away
from
yourself
as
it
slips
from
your
grasp
7 Minor
break:
-1
damage.
Castle-forged
or
better
are
dropped
instead.
8 Major
break:
Weapon
useless.
Castle-forged
or
better
suffer
minor
break
instead
9 Slippery
grip:
-1D
on
Fighting/Marksmanship
tests
next
round
10+ Overbalanced:
You
leave
a
major
opening
to
attack.
-5
to
combat
defense
next
round
Reach General
rules:
Max
range
is
Reach+1
(-1D).
Attacking
Reach-2
confers
-1D
penalty*.
If
you
start
in
optimum
reach
and
move
1yd,
opponent
rolls
Fight
vs
Fight*
if
he
wins,
free
attack
Class Weapon Reach
Axe Longaxe 2
Mattock,
Woodsman's
Axe 1
Blunt Maul,
Ball
&
Chail,
Warhammer 1
Flail 2
Brawling Whip 3
Fencing Braavosi
Blade 1
Long
Blade Greatsword 2
Warhammer Arakh,
Longsword,
Bastard
Sword 1
Pole-arm Halberd,
Pollax 3
Peasant
Tool 1
Spear Pike 6
Tourney
Lance 4
War
Lance,
Spear,
Boar
Spear 3
Trident,
Frog
Spear 2
All
other
weapons
have
0
reach.