Let’s examine how these might work in GURPS phrases:
2-Three would simply be “damaged weapon.” Optionally, the grip hand damage can be a HT roll – failure means a crippling damage. Roll vs. HT each day to get well.
four would simply inflict half of bow injury on the hand, DR protects usually.
5 means the arrow is caught, like a choose (Picks, p. B405). The bow is ineffective till the arrow is freed.
6 Hahahahahah. Sorry. Briefly has One Eye for 1d seconds; after that roll HT each second to get well.
7-Eight string damaged.
9 string damaged, however the arrow goes off someplace; it is a important miss, so that you completely don’t hit your meant goal, however roll for friendlies alongside the trail! Unfair as a result of it has no likelihood to hit individuals you do not thoughts hitting? Properly, subsequent time do not roll an 18. We have already decided one thing dangerous occurred, this can be a roll to find out what it was. If it instantly turns into “nevermind, you continue to kill some dangerous man” it isn’t a important failure, actually.
10-11 rip open your arm armor; it solely protects on a 1-Three on 1d, or subtract Three from the percentages of safety if that applies.
12 is as 10-11, but in addition take 2 HP of damage from a snapping bow string and roll vs. Will (Excessive Ache Threshold and Low Ache Threshold apply) to keep away from dropping the bow!
Enjoyable stuff. I could have to see methods to match these into a correct desk for GURPS . . .
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