You've now filled out the relevant stats for one weapon. Did you honestly expect anything different?Ĭongratulations. It is important! Yes, of course Accountancy Mythus tracks every last arrow, bolt, and sling bullet. What's left in your cho-ko-nu or quiver? You must know. Exactly what these numbers mean is explained later in the Combat chapter, under Parrying. So an average spear will be (Average quality, Combo composition) 8/20, while an average rimmed shield will be 8/30. Shields modify the damage capacity for their quality and composition according to the last column of this table. Actual rules for blocking incoming objects with other objects are given elsewhere, this is just commentary on filling out your weapon description. Echoes of AD&D are echo-ey.ĭurability of parrying weapons, etc. All other weapons consult the weapon tables. Again, could have just been a "refer to weapons tables" reference. Waste of a paragraph, you might as well have just written "refer to weapons tables" and been done with.Īgain, one paragraph. Range for claws and martial arts is 1 yard, and longer weapons have a longer reach (given on the weapon tables). The damage types follow the previously defined rules. Remember that the implicit setting of the Advanced Mythus game is a rigidly humanocentric place where even the bog standard fantasy races are strictly optional: something like ogre or ice giant is definitely not a default character type in this game.Ī list of damage types (previously seen in the Heka-Based Attacks section) make a re-appearance for the sake of completeness. The bonus damage per die is a nice touch not often seen outside some of the more obscure sub-rules in AD&D, but I'm not sure how often this table will actually see use. There is also a table of bonus damage per die for being extra HUEG: High PMPow (aka STR) damage bonus is +1 per point over 12.
High STEEP damage bonus is +1 per 5 points of skill over 40.These are just clarifications of simple rules: Try to enjoy the breeze as the pages flap back and forth during the orgy of cross-referencing this section requires.Ī couple of tables giving bonuses to Physical damage. We're helpfully referred back to the skill descriptions, and forward to the weapon tables later in the Combat chapter. Varies by type of weapon and by skill with weapon. Total combat virgin BAC (for those with no relevant weapon skill) = Weapon Points only. Half-trained klutz BAC is Weapon Points + 1/2 the relevant general Combat skill (HTH Lethal, Melee or Missile).
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Just for completeness, we're also told how to work out BAC for characters who lack the correct K/S sub-area to correctly wield their chosen stab-toy. Magic weapons have bonus Weapon Points over and above the norm for their type.īonus for Physical Perception are granted for high stats according to the following table:
I'm a bit vague on what Weapon Points represent: possibly some abstraction of reach and handiness? All weapon, except HTH, Lethal weapons like nunchaku and tai-fu, have Weapon Points. These are a seemingly ass-pulled number that a particular type of weapon adds to your BAC. That's your skill level with the weapon in question derived from the relevant Combat (HTH, Lethal, or Hand Weapon, or Hand Weapon, Missile) K/S Area sub-area. This is STEEP + Weapon Points + Bonus for Physical Perception. There is a lot of info here, all divided up into sub-sections corresponding to the numbered points above: And, like some sort of aspie Terminator, absolutely does not stop until the end of p225.