SkullduggeryLARP Wikia
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Some weapons come with additional effects, that can affect a target. Below is a sample list.

Aim[]

A character may at any time opt to aim at their target. If they decide to do this the turn spent aiming is lost. On the character’s next turn they have a +plus 5 to hitting their selected target.

Call Shot[]

A call shot is similar to aiming, but is a bit trickier since it is an exact spot on a target (head, nose, etc). A character must spend a turn aiming at the target, and suffer a minus five to their hit. If the player using called shot does hit, they can ignore half of a targets soak on damage.

Dual Wield[]

A character may at any point dual wield weapons at any point in combat, but it comes with a price. When dual wielding, the main weapon is at a minus 3 difficulty and the offhand weapon is at a minus five. This may be negated with merits.

Flurry[]

A flurry is a series of quick attacks made by a character, but they are not as precise or effective as planned and concise attacks. A character may flurry up to five attacks in a single action. The first is made at a minus two, the second at minus four, third at minus six, fourth at minus eight and the fifth at minus ten. Each attack is drawn individually. A character that flurries also must miss their next turn due to exhaustion.

Knock Back[]

Knock back is an effect that, if successful, will knock an opponent prone. This can result from a successful blow from a weapon or an attack by another character. If a target is hit then a knock back resistance must be drawn. Below are the rules for both

·         Weapon: Draw two cards for the weapon against a target’s (Stamina + Resistance + card).

·         Hand-to-Hand: Attacker’s (might + hand to hand + draw) against target’s (stamina + resistance + card).

A target that fails a knock back resistance is knocked prone, and loses their next turn. A weapon that does not have a knock back add-on or a hand-to-hand blow will deal only half damage on an attack intended to knock back.

Sneak Attack[]

A sneak attack is meant to be unseen. First the attacker must clash their Agility + Stealth against the targets Awareness rate. If they succeed the target does not see the attack coming and has a dodge of zero for the attack. Second the attacker must draw, if a skullduggery is drawn the attack still misses. If a benjo is drawn its affect occurs. If any other card is drawn the attack hits with no other affect.

·         If the target is engaged in some other activity, the attacker gains a +2 to a +4 bonus to their draw. This is to determine by the GM based on how engaged the target is.

Stunned[]

An opponent or player can become stunned by failing a resistance check (resistance rate + card) for up to a half their constitution turns.  If stunned by an unarmed attack, it is the attacker’s unarmed rate + a draw. If it is a weapon the difficulty is eighteen. While stunned, a player or opponent must draw twice for all draws and keep the lower of the two draws.  

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