Arms & Armor

Those skills and weapons that are marked with an {RGG} notation are NOT CI Core Rules and should be referenced in the RGG Addendum

Edged Weapons

The character has the ability to use one of the several edged weapons types. A character is not automatically skilled at using weapons shorter than the type she has chosen. Fighting styles for each length of weapon are extremely different and each must be bought separately.

Dagger
Damage: One Wound
A dagger must be at least 12" and cannot exceed 20" in length. Blade lengths can be no less than 8" and no more than 16"

Short Sword
Damage: One Wound
A short sword must be at least 21" and cannot exceed 33" in length. Blade length can be no less than 17" and no more than 24"

Long Sword
Damage: One Wound
A long sword must be at least 34" and cannot exceed 46" in length. Blade length can be no less 25" and no more than 36".

Bastard Sword
Damage: One Wound/Two Wounds (if used two handed)
A bastard sword (hand and a half) must be at least 48" and cannot exceed 52" in length. Blade length can be no less than 30" and no more than 42".

Two-Handed sword
Damage: Two Wounds
A great sword must be at least 53" and cannot exceed 62" in length. Blade length can be no less than 43" and no more than 48".

Sword Breaker
Damage: One Wound (Required to use the Weapon Break maneuver)
This weapon is most commonly used in the off-hand of a warrior who has the Two Weapon skill. A sword breaker must be no longer than 33" but not shorter than 12", with 8" to 24" inches of that length as the blade. These weapons must always be made of metal and must have knobs of at least 2"x2" foam every three inches up one side of the blade.


Hafted Weapons

Short Axe
Damage: One Wound
A short axe must be at least 21" in length and cannot exceed 30" in length. The head must be at least 8" and no more than 12".

Long Axe
Damage: One Wound
A long axe must be at least 31" in length and cannot exceed 46" in length. The head must be at least 12" and no more than 18".

Glaive
Damage: One Wound/Two Wounds (if used two handed)
A Glaive must have a haft between 48" and 58" in length with a Blade of 15" to 21" in length.

Halberd
Damage: Two Wounds
A halberd must be at least 60" and cannot exceed 72". A halberd must have a head of at least 18" and no more than 24". A halberd is considered a Polearm for the purposes of racial weapons

Spear
Damage: One Wound
A spear can be used as a thrusting weapon only; a spear can never be thrown. A spear must be at least 48" and cannot exceed 62" in length. A spear must have a head of at least 8". This skill also covers other thrusting only weapons, such as tridents. All weapons governed by this skill are considered Polearms for the purposes of racial weapons.


Blunt Weapons

The character has the ability to use one of several blunt weapons in combat. You cannot thrust with a blunt weapon other than staff. All clubs must have foam knobs every 4 inches along the "blade" of the weapon, or the club may taper out so that the end is twice as large as the 5/8 foam. Maces must have a noticeably larger head. Hammer heads are measured as follows: Length is from horizontal tip to tip, Height is measured as surface touching the haft, Width is the width of the striking surface. The head of the hammer or mace must be made of open cell foam.

Short Hammer, Club, or Mace
Damage: One Wound
A short hammer, club or mace must be between 21" and 33" total length. Hammers must have a head that measures at least 6"L x 3"H x 2"W and Maces must have a head that extends a minimum of 6" down the length of the haft.

Hammer/Club/Mace
Damage: One Wound
A Hammer, Club, or Mace can be no longer than 46" total length (minimum of 34"). Hammers must have a head of at least 8"L x 4"H x 2"W and a Mace must have a head that extends a minimum of 8" down the length of the haft.

Maul/Cudgel
Damage:One Wound/Two Wounds(two handed)
A Maul or Cudgel must be between 48" and 52" in length. Hammer Maul heads must measure at least 10"L x 5"H x 3"W and a Mace Maul must have a head that extends a minimum of 10" down the length of the haft.

Great Hammer/Club/Mace (Two Handed)
Damage: Two Wounds
A Great Hammer, Club, or Mace must measure between 53" and 62" in length. The hammer head must measure 12"L x 6"H x 4"W and the mace head must cover a minimum of 12" of the haft. War Maces are considered Polearms for the purposes of racial weapons.

Staff
Damage: One Wound
A staff must be a minimum of 60" and cannot be longer than 72" overall in length. When wielding a staff, the player must hold it in the middle three feet (no physical sweeps are allowed, althought the sweep skill may be used). You can thrust with a staff. Staffs are considered Polearms for the purposes of racial weapons.


Missile Weapons

The character can use thrown weapons, a bow or crossbow in combat. See Combat Rules - Archery for full rules detailing the use of bows. Arrows must be made entirely of foam or have any metal tip removed and have a 2" padded tip. All bows and arrows must pass a safety test before they can be used.

Bow
Damage: Two Wounds
Bows must not have more than a 30 lb. pull, though 15 lb. is recommended. Anyone wishing to use a bow must pass the Archery Safety Test. Arrows should be no more than 34" in length.

Crossbow
Damage: Two Wounds
Most crossbows have too strong of a pull to be used safely, however there are several toy crossbows on the market than can be used. If one of these varieties are used you should make an attempt to paint or otherwise alter the crossbow so that it does not appear to be made of plastic - at least from a distance.

Firearm
Damage: One Wound, Armor Piercing
Firearm covers all models of Shen pistols. Firearms must have a barrel length of at least 8" but no more than 24". The firing mechanism must be a securely mounted compressed spring, and bullets must be made of soft foam (Crayola Model Magic is recommended).

Thrown Weapon
Damage: One Wound
Thrown weapons include anything from thrown rocks to thrown knives. Thrown weapons must be at least 3" long and can be no longer than more than 10". Thrown weapons must be made entirely of foam (open or closed cell).


Shields

A character must buy the ability to use a shield. The greater the size of the shield, the greater the cost. A character must purchase the shield size she wishes to use, though a character who can use a great shield can use all shields of a smaller class. A character who already possesses the ability to use a smaller shield need only pay the difference in the cost to upgrade. (Thus, a character who has the ability to use a buckler must pay two Character Points to upgrade to a small shield or eight to a great shield.)
Shields must be padded with at least 5/8" of foam padding around the outside edge. No bolts or other protrusions can be on the front side of the shield.

Buckler
The maximum dimensions of a buckler are 18" x 12".

Small Shield
The maximum dimension of a small shield is 30". The maximum area cannot exceed 454 square inches (a 24" in diameter circle).

Large Shield
The maximum dimension of a large shield cannot exceed 36". The maximum area cannot exceed 531 square inches (a 26" in diameter circle).


Armor

While it may be possible for many people to put on armor, knowing how to move, how to compensate for the extra weight and bulk is harder than you might first think. Any character may wear armor, however she may not utilize any Advantage, Talent, Weapon Skill or cast spells while doing so and can only move at slow walk. The exception to this is Light Armor (leather, heavily padded cloth, etc.), which may be worn by anyone, but never grants more than 2 points of protection (unless it is of Superior Quality or magical).
Armor values cannot be stacked to increase protection beyond the maximum limits. In other words, a two point suit of leather cannot be worn with a four point suit of chain to get six points of armor. The two of these worn together would still only be worth four points. See Combat Rules - Armor for more information on armor values and types or armor than can be worn.

Wear Medium Armor
The character can fully function while wearing Medium Armor. Chainmail, heavily studded leather or brigandine armor all count as Medium Armor. Medium Armor provides from 3-4 points of protection.

Wear Heavy Armor
The character can fully function while wearing Heavy Armor. Plate mail is about the only type of armor that fits into this category. Heavy Armor provides 5 points of protection. Additionally, while completely intact (i.e. has not been breached or reduced in protection) Heavy Armor conveys a Threshold of 1 point to the character wearing it. This means that any attack that inflicts only one wound (and is stopped by the armor) is completely blocked by the armor. The armor is not reduced in value at all and the character is unharmed. As soon as the armor is harmed in any way (takes a hit that does more than a single point of damage) it loses this ability.


Styles

The character is familiar with one or more of the fighting styles described below.

Ambidextrous
The character has the ability to use both her left and right hand with equal proficiency in combat. It does not convey any special abilities outside of combat.
The character can use Wounding Blows and other Combat Maneuvers with both hands. This does not automatically allow a character to use two weapons, the character must still purchase Florentine, Two Weapons, Twin Blades or Long Weapons to do so. This Advantage also does not allow a character to ever use more than three Wounding Blows or Combat Maneuvers in a single combat.

Blade Master
The character can use all edged weapons - from a dagger to a greatsword. This does not include sword breaker, however, which must be purchased seperately.

Hafted Weapon Master
The character can use all hafted weapons, such as axes and halberds.

Blunt Weapon Master
The character can use all blunt weapons.

Missile Weapons Master
The character can use thrown weapons, bows and crossbows. This does not include firearms, however, which must be purchased seperately

Weapon Master
This character has reached the peak of training and has skill with any weapon in the game, except firearms.

Florentine
The character can use two weapons, though one can be no longer than a dagger.

Two Weapons
A character must first possess Florentine to use this skill. A character with this skill can fight with two weapons, though one weapon can only be up to a short sword in size and the other weapon must be at least 6" longer in length, than the first weapon.

Twin Blades
The character can use two weapons of equal length up to the size of a long sword. Note: To fight with two identical length short swords, Twin Blades is required; two short swords varying in length by 6" may be used with Two Weapons, though.

Long Weapons
This skill allows the use of any two one-handed weapons at the same time, but one may be no longer than a long sword in length. The player must demonstrate the ability to safely use this style of fighting first. Two Weapons is a prerequisite for this skill.

Gunslinger {RGG}
This extremely rare skill allows the character to use a firearm in each hand simultaneously. There are no prerequisites for this skill and it does not apply to any weapons except firearms.


Combat Maneuvers

All Combat Maneuvers can only be purchased three times (with the exception of Blindside which can be bought only once). Possessing three of any Combat Maneuver is called a "set". Each Maneuver can be used once per combat and is recovered once the character has had 10 minutes of complete rest. Rest is defined as not using any combat skills (this includes casting or countering spells or even parrying an attack) and not moving faster than a slow walk.

Defensive Maneuvers

Recover
This skill, if used within two seconds of being targeted by either a Disarm or Sweep, allows its user to ignore the Disarm or Sweep entirely. Damage from the attack that accompanied the Disarm or Sweep is still applied however.

Dodge
This Combat Maneuver allows the character to avoid the effects of any single attack: weapon blow, missile weapon, or spell (though not spells or powers that are delivered by pointing or eye contact). Upon being struck the player must call out "Dodge" to indicate that she avoided the attack. Dodge can be used at any time, even to avoid an attack that comes from the rear or by surprise.
Dodge should never be used to deliberately block an attack on another character. In other words, a character with Dodge should never deliberately leap in front of an incoming attack and then call "Dodge". This is considered to be an inappropriate use of the skill and will be treated accordingly.
The Dodge skill can be used to take an incoming attack for another character. As long as the intended target is within touching range of the character with the Dodge skill the character can call "Dodge - Block" and take the attack instead. An attack blocked in this manner is assumed to strike the character's torso. If any armor is worn on the torso it can be applied to reducing any damage taken by the attack. The Blocking character cannot then Parry or Dodge the attack though all magical protections still apply.
A character can only purchase Dodges once she possesses a full set of Parries or Missile Dodges. Each Dodge bought replaces the previously purchased Parry or Missile Dodge though a character can still "call down" and use either a Parry or Missile Dodge instead.
Unlike Parries, Dodges can also be bought individually without having first purchased Wounding Attacks or Parries, though at an extremely increased cost. The cost for buying Dodge without having purchased Parry first is 30 points (for each Dodge). Note that if you by a Dodge outright in this way, you cannot "call down" to a Parry.

Missile Dodge
This Combat Maneuver allows the character to avoid the effects of any single missile attack: arrows, bolts, thrown weapons and any thrown brew including all varieties of Brewer's Fire. Upon being struck the player must call "Dodge" to indicate that she avoided the attack.
Missile Dodge should never be used to deliberately block an attack on another character. In other words, a character with Missile Dodge should never deliberately leap in front of an incoming attack and then call "Dodge". This is considered to be an inappropriate use of the skill and will be treated accordingly.
The Missile Dodge skill can be used to take an incoming attack for another character. As long as the intended target is within touching range of the character with the Missile Dodge skill the character can call "Dodge - Block" and take the attack instead. An attack blocked in this manner is assumed to strike the character's torso. If any armor is worn on the torso it can be applied to reducing any damage taken by the attack. The Blocking character cannot then Parry or Dodge the attack though all magical protections still apply.
A character can only purchase Missile Dodge once she possesses a full set of Piercing Blows. A character can choose to purchase either this Maneuver or Parry. A character cannot possess both.

Parry
This Combat Maneuver allows the character to parry any one blow from a melee weapon. The player must have a melee weapon or a shield in his hand to be able to Parry. Upon being struck with a blows the player may call out "Parry" to indicate that she Parried the blow. The character must have a weapon in your hand in order to be able to use Parry. Parry can also be used to block a blow taken by another player so long as the Parrying player can touch the target with his weapon.
Parry cannot be used to block the effects of spells or missile weapons.
A character must possess full set of Piercing Blows before she can purchase Parry. A character can choose to purchase either this Maneuver or Missile Dodge. A character cannot possess both.

Riposte
This skill, which requires 3 Final Strikes before it can be purchased, allows the character possessing it to Parry a melee attack, and deliver an automatic torso hit to her attacker. Note: This is just a torso hit and not a Torso Wound, so it may still be blocked by armor and Skins, however it may not be Dodged or Parried in return.

Offensive Maneuvers

Armor Pierce
A character who possesses this ability has such great skill at arms that he can deftly maneuver his weapon so as to avoid an opponent's armor and strike a blow directly to the body.
This Maneuver allows a character to completely bypass an opponent's armor when making an attack. When using this Maneuver the player must call out "Armor Pierce". If the blow lands on the opponent's body the character then suffers a Wound to that whatever location the blow struck. Armor Pierce does not bypass Skins and Toughness, only armor and shields. This ability is stopped normally by a Physical Shield spell. Strikes cannot be called in conjunction with this Maneuver, though blade poisons and magical effects on the weapon or the weapon's wielder still take effect.
A character must have a full set of Strike 3s before he can purchase this Maneuver.

Shield Pierce
Useable with missile weapons only, a character may call Shield Pierce when attacking. If the arrow/bolt/thrown weapon strikes a victim’s shield, the attack is considered to have pierced the shield and scores a hit on the victim’s arm (stoppable by armor, Skins, a Physical Shield, etc.). This skill may not be used in conjunction with any other combat maneuvers, but it may be used with blade poisons (including Sharpness). If the attack misses the victim’s shield but hits the victim, normal damage is dealt. Once an arm is incapacitated, subsequent Shield Pierce attacks that strike the shield have no effect and the ability is wasted, as if the attacker missed his target. A character may purchase three Shield Pierces; like all combat maneuvers, these are subject to the same limitations as Strikes.

Blindside
This maneuver allows a character to render another character or humanoid unconscious with a quick strike. (In reality this blow would be delivered to the head but since head shots are illegal, the blow is instead delivered to the shoulder).
When attempting to Blindside someone you must tap your target on the shoulder with a blunt weapon (or the pommel of a bladed weapon) and say "Blindside" to your victim. The blow must be delivered from behind and you must be holding the weapon at a point within a foot of where it impacts on the target's shoulder. A character delivering a Blindside must be standing squarely behind the target - a Blindside may not be delivered while standing beside someone. A character successfully Blindsided remains unconscious for ten minutes before awakening. Shaking a Blindsided character will not awaken him, though an Awaken spell will. Nearly any weapon can be used for Blindside, though blunt weapons are most common. You may not use missile weapons of any kind for blindside.
A character wearing an approved helmet or chainmail coif is immune to the effects of Blindside. A spell that provides a Physical Shield grants protection from Blindside as well, though the protection of the spell will be expended. Weapons or a shield worn on the back do not grant protection from this attack. A Blindside should never be delivered with much strength - a slight tap is all that is required.
Note: The character being Blindsided can be aware that someone is behind her and still be affected by the Blindside. Surprise is not necessary for a Blindside to be effective, but the blow must be delivered from behind. If the initial Blindside is stopped by a Physical Shield spell a second Blindside can be attempted but only after three seconds have passed (see above).

Disarm
This Maneuver allows the character to disarm an opponent. When the player swings she may call "Disarm" and if the weapon strikes her opponent's weapon she must drop her weapon. The player disarmed must drop the weapon at least five feet away from himself.
A character can only purchase a Disarm once she possesses a full set of Striking Blows. The character can then purchase a second Disarm after a full set of Mighty Blows and a final one after a full set of Vital Blows.

Sweep {RGG}
This skill represents the ability to sweep an opponent off their feet using a staff or pole-arm (only). When struck in the leg, your opponent must safely fall to the ground and then lie flat on their back or front before they can stand again. Sweep will also do one point of damage. If a Sweep attack hits elsewhere on your opponent's body, the point of damage is still done, but the opponent is not swept off their feet and the skill is still used. Note: Parry will negate this skill. Sweep can only be performed with a staff or pole-arm.

Trick Shot
This skill encompasses all the spectacular role-playing feats that one might want to be able to perform with a missile weapon (e.g. cutting a rope, shooting an apple off someone’s head, or pushing a button). It always requires the presence of a Guide and will generally have no effect if used in combat. A character may purchase up to three Trick Shots; like all combat maneuvers, these are subject to the same limitations as Strikes.

Final Strike
When a character (now known as the victim) possessing this skill takes a Wound from a melee weapon (note: the character must have actually been Wounded, not just hit), the victim may call Final Strike if he is holding the weapon that he has the skill in and if his sword arm was not previously Wounded. The attacker then takes an automatic torso hit from the victim’s weapon (note: that is a torso hit and may be prevented per normal means, not necessarily a torso Wound). The victim takes an automatic torso Wound (even if the victim wasn’t Wounded in the torso by the initial hit) which cannot be prevented by any means, although it can be healed.. This represents the victim trapping the attacker’s weapon in his own body, at great cost to himself (thus the victim’s torso wound) as he climb’s up the attacker’s weapon and hits the attacker. A character may purchase up to three Last Strikes; like all combat maneuvers, these are subject to the same limitations as Strikes.

Weapon Break
This Combat Maneuver allows a character to break any weapon (wood or metal) with the use of a sword breaker. Shields cannot be broken with this skill.
Upon striking a weapon with the sword breaker the player may call out "Weapon Break," at which point the subject weapon is broken, and considered to destroyed (though the material can be salvaged). Some magical Enchantments or superior craftsmanship may make a weapon resistant or immune to the effects of this Maneuver.
The character must possess a full set of Striking Blows before this Maneuver can be purchased.

Wounding Blows (Strikes {RGG})
These attacks allow a character to inflict more damage with a single strike than just one wound. When the attack is used the player must call out the attack as she is swinging the weapon: if the swing if blocked, or misses the target the Blow is still expended.
This Maneuver can only be used once per combat for each time it is purchased, and each level may be purchased a maximum of three times. A combat is considered to be a single skirmish which may involve any number of opponents. The player must have at least ten minutes to collect her wits between combats before these Maneuvers reset. The player can take other actions during this time, but may not engage in any sort of combat (this includes casting or countering spells or even parrying an attack).
Once a player has purchased her limit of three Strike 1s she may then begin to buy the next level, Strike 2 - each Strike 2 purchased replaces a previously bought Strike 1 (leaving the character with no more than three Strikes at any time). A character must have purchased all three of the lower level Strikes before she can advance to the next level. Having all three of any given level is known as "having a complete set".
Strikes must be purchased for a particular weapon and handedness. Strikes can be bought for additional weapons, though it is probably more cost effective to simply purchase Master Strikes.
Other Combat Maneuvers, such as Parry and Disarm can only be performed with the hand and weapon with which the character possesses Strikes. You cannot Parry with a shield.
Example: Shiar has already bought three Strike 1s and wishes to purchase a Strike 2. Once she pays the character point cost she now has two Strike 1s and one Strike 2. She may choose to use any of these in any order during combat.

Master Strikes
There are two types of Master Strikes that can be purchased: Melee Mastery and Missile Mastery. Each type of mastery allows the character to use her Strikes with any weapons that she possesses skill in, as long as it falls into the appropriate category (i.e. melee or missile). Handedness must still be chosen for Strikes.

Mortal Blow
A successful strike to any portion of the body (except those areas that are considered illegal targets) causes the subject to immediately suffer a Torso Wound. The character must fall to the ground and immediately begins bleeding to death. This Wound breaches all armor and Skins. Physical Shield stops this attack just like any other Wounding Blow.

Strike of Death
A successful strike to any portion of the body (except those areas that are considered illegal targets) instantly kills the subject as if he were the victim of a Killing Blow. This attack breaches all armor and Skins (though a Physical Shield will still stop this attack). The character must immediately fall to the ground, dead.

Knock Back
A person struck has to move back 2 paces. The normal damage for the weapon still applies. Knock Back is an additional effect. If the person is hit on their shield they block the damage as normal but still suffer the Knock Back effect. Knock Back can be blocked with a weapon, but that weapon must then be dropped. The weapon can then be recovered as normal. However, if blocked with a shield, because a shield is attached to the person's arm they must still move back 2 paces. If they can not move back two paces then they are stunned for 5 seconds and can only stave off a killing blow. Otherwise they can not move, fight, run, walk, use abilities, or cast spells while stunned. This stun effect ends immediately if the person is struck or wounded in anyway.

Stun
A person struck is stunned for 10 sec. They must stand dazed, they can not attack, walk, run, use abilities, or cast spells. They may block killing blows. Stun ends immediately if the person is struck or wounded in anyway. Any damage done by the weapon is still considered and can be blocked or taken on skins or armor. This is a more powerful form of "Knock Back." This can be blocked by a weapon but in doing so the weapon is knocked from the individuals hand as if under the effect of a "Fling" spell. A shield will block the damage from the weapon but the person will still be stunned as they are hit so hard as to knock the wind out of them. Imagine, if you will, being hit by 250 lbs of mass roughy your size coming at the speed of 10 mph.

 
 

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