Entangled creatures count as prone targets for further hits, and may not attack, although they may attempt a Dexterity test each round in order to free themselves. Only a single creature may be hit, and the target must make a successful Initiative test or become entangled. While It does not cause a great amount of damage, it can entangle a target on a successful hit. Whip: The whip is a dangerous weapon in the hands of a skilled character, and arguably even more dangerous in the hands of an unskilled character. P118: Combat Procedure: swap stages 2 and 3 See more Critical Hits Table' to 'takes a Critical Hit' P75: Armour & Encumbrance: change 'Toughness x 10' to '(Strength + Toughness) x 100'Ĭritical Hits: change 'is forced to roll on the. Note that this skill does not permit characters to disarm the Magic Alarm. A successful Int test is necessary to sense the alarm, and the character must be within 2 yards of the protected area to detect the spell. Sense Magical Alarm: Characters with this skill are able to sense when an object or area is protected by the Petty Magic Spell Magic Alarm. P56: Insert between Seduction and Set Trap: P45: Skill list: insert skill "Sense Magical Alarm" as skill 105, renumber the rest accordingly. Note: this isn't Cubicle 7's fault, for some reason the Hogshead version of WFRP (which they have PDF'd perfectly) didn't include these fixes. The PDF still needs a few tweaks to make it sympatico with the corrections article "A Fistful of Misprunts" from White Dwarf #92
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