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Reproducción Asexual

2. MARCO TEÓRICO

2.8 Reproducción de las Orquídeas

2.8.2 Reproducción Asexual

Even though there are a wide variety of weapons available, not all are available to every character. Certain weapons may be restricted based on the character’s race or culture. Below is a short description of the weapons available, along with any special notes about the given weapons.

Note: Weapon descriptions are intended for game

purposes only and may not be historically accurate.

Ball & Chain – This is sometimes called a Meteor Hammer

or a Comet Hammer. This weapon consists of a length of chain with a solid metal ball, about 3” in diameter and often slightly spiked, at one end, and a crossbar handle at the other end. The user gains a +2 to his attacks when using this weapon against a foe that is using a shield.

Bastard Sword – Often called a Hand-and-a-Half Sword. It

has an extra long hilt that could easily accommodate either 1 hand or two. The blade is straight and sharpened on both edges.

Baton – There are several varieties of this weapon, from a

simple short stout stick, to a slightly more flexible handle topped with a small weight.

Battle Axe – The Battle Axe is a large double-bladed axe that

is used in a two-handed fashion. The blades are roughly shaped along the lines of a half moon (or perhaps a third of a moon) and they usually mirror one another, although there is some variation possible.

Broadsword – This double-edged blade is one of the most

common types of swords out there. The blade itself is usually about 3” wide for the majority of its length.

Cestus – These are battle gloves, often worn by Boxers to increase

the amount of damage that they deal with their fist attacks. These gloves usually include built in bracers that protect the forearms and allows the boxer to parry attacks without harm.

Club – Clubs are usually thicker on the business end,

tapering down to the grip end. They are made of wood, and usually have a rough hewn appearance.

Composite Bow – This is a strong recurve bow made of

several different materials that allow for greater strength and range in a shorter bow.

Dagger – Daggers are short, double-edged blades. They are

useful tools for close in fighting.

Dart – The Dart is small thrown blade. It is often used to

deliver poison to the target since it cannot do a lot of damage in and of itself.

Falchion – The Falchion is a one-handed, single-edged blade.

It has a blade that usually has a heavy curved end, making the tip of the blade wider than it is down near the hilt.

Greatsword – This is a heavy sword. It is a double-edged

weapon that comes in a variety of styles that all require 2 hands for the wielder to use it.

Hand Axe – The Hand axe is characterized by its distinctly

arch-shaped head, widening toward the cutting edge and terminating in a prominent point at both the upper and lower corners. It makes for both a good melee and thrown weapon.

w

eaPons

Weapon Cost Lg. Wt. Sz. DR Dmg. Type RI* Weapon Cost Lg. Wt. Sz. DR Dmg. Type RI*

Ball & Chain 12 sp 3.25’ 5 lb M 8 Bashing — Mace 23 bp 2’ 6 lb M 8 Bashing —

Bastard Sword 20 sp 4.25’ 5 lb L 9 Slash/Pierce — Main Gauche 12 sp 1’ 1 lb T 4 Slash/Pierce —

Baton 2 sp 1.5’ 2.5 lb T 4 Bashing — Morning Star 16 sp 2.5’ 5 lb M 8 Bashing —

Battle Axe 13 sp 3.5’ 7 lb L 10 Slashing — Pole Arms 14 sp 6’-8’ 7 lb H 12 Piercing —

Broadsword 10 sp 3.5’ 4 lb M 8 Slash/Pierce — Pole Axe 14 sp 6’-8’ 7 lb H 12 Slashing —

Cestus 2 sp 1’ 3 lb T 2 Bashing — Quarterstaff 5 cp 6’ 4 lb L 8 Bashing —

Club 1 cp 3’ 4 lb M 6 Bashing — Rapier 12 sp 4’ 2.5 lb M 8 Piercing —

Composite Bow 17 sp 4.5’ 3 lb M 8 Piercing 75 Sai 5 sp 15” 1.5 lb T 4 Piercing —

Dagger 3 sp 1’ 0.75 lb T 4 Slash/Pierce th Scimitar 10 sp 3’ 2 lb S 7 Slashing —

Dart 1 sp 0.5’ 0.5 lb T 2 Piercing th Short Bow 6 sp 3’ 2 lb S 6 Piercing 50 Falchion 15 sp 3.25’ 4 lb M 8 Slashing — Short Spear 18 bp 5’ 4 lb M 8 Piercing 2x th Greatsword 20 sp 5.5’ 8 lb L 10 Slash/Pierce — Short Sword 7 sp 2’ 2 lb S 6 Slash/Pierce —

Hand Axe 5 sp 2’ 3 lb S 6 Slashing th Sling 9 bp 4’ 0.5 lb S 5 Bashing 40 Heavy Crossbow 25 sp 4’ 10 lb L 10 Piercing 70 Sling Shot 12 bp 6” 1 lb S 6 Bashing 30 Javelin 3 sp 4’-6’ 3 lb S 7 Piercing 2x th Smallsword 9 sp 2.5’ 2 lb M 7 Pierce/Slash —

Light Crossbow 11 sp 3’ 5 lb M 8 Piercing 50 Spear 23 bp 6’-8’ 6 lb L 9 Piercing 2x th Long Bow 10 sp 6’ 2 lb M 9 Piercing 70 War Hammer 15 sp 3’ 5 lb M 8 Bashing —

DR = Damage Rating. This, plus the stat bonus of the skill associated with the weapon equals the Base Damage of the weapon. * = RI stands for Range Increment. Refer to the Combat Skill description on p. 22 for more information.

PlayeR’s seCtion

Heavy Crossbow – This is a bow mounted on a long stock.

It is used to shoot projectiles, called bolts. The bow is cocked by using a winding mechanism and then the bolt is slid into a groove.

Javelin – The Javelin is basically a sharpened shaft that is thrown

at a target in most cases. Some Javelins will have metal heads or metal sheaths protecting and strengthening their tips.

Light Crossbow – This is a smaller version of the Heavy

Crossbow. It is not as powerful as a Heavy Crossbow, but it is a little more compact and easier and quicker to reload.

Long Bow – This is a bow made from a single, long piece

of wood. When strung, it looks like a capital “D” from the side as it doesn’t have the same sort of recurve that a Composite Bow has. It is used to fire arrows.

Mace – The Mace is a relatively simple weapon, being a metal

head, often knobbed or spiked, attached to a stout handle.

Main Gauche – The Main Gauche is essentially a parrying

dagger. What makes it different from other daggers is that its hilt is specially designed so that it provides a greater benefit to a character’s DEF. If it is not used to attack, the Main Gauche provides an extra +3 to DEF in addition any other bonuses.

Morning Star – The Morning Star is a type of flail, easily

used one handed. It is comprised of a wooden shaft/ handle with an iron ball attached via a short length of chain. The iron ball is usually studded or spiked.

Pole Arms – Pole Arms come in a variety of styles, but

basically, they are a long staff with sharp points and blades on the one end. Pole Arms are good against mounted or flying foes, or when out in the open, with a lot of others also using Pole Arms, but they are not very good at close quarters fighting.

Pole Axe – The Pole Axe is similar to the Pole Arms, except

that the blades at the end are variations of an axe head, and they work best with slashing style attacks.

Quarterstaff – The Quarterstaff is a long cylindrical rod

about an inch thick and the ends are often capped in metal.

Rapier – The Rapier is slim-bladed. It is primarily a thrusting

sword, though it sometimes has a sharp edge to also allow for a little slashing.

Sai – This is a pointed, dagger-shaped metal baton, with two

curved prongs projecting from the handle. The tip is often sharpened, making for a good stabbing weapon.

Scimitar – The Scimitar is a long curved blade, sharpened

on only the outer edge of the curve.

Short Bow – The Short Bow is a smaller version of the

Long Bow, made from a single piece of wood. One of the benefits of the Short Bow is that if a rider is skilled enough, it can be used from horse back.

Short Spear – The Short Spear is essentially a short shaft

with a bladed head attached to one end.

Short Sword – This weapon is a smaller version of the

Broadsword. Its blade is often double-edged, straight and usually about 3” wide, though thinner versions do exist.

Sling – A Sling is essentially a leather pouch with two lines,

one extending from either side. The pouch is then whirled and a stone, held in the pouch, is then released to fly at its target.

Sling Shot – A Sling Shot is essentially a “Y” shaped handle

with a pouch attached to the upper ends by some elastic material, or certain designs could use springs. It shoots stones, often called bullets.

Smallsword – The Smallsword has a thin, yet sturdy blade.

It is made primarily for thrusting attacks, but may also be used in slashing attacks as well.

Spear – Like the Short Spear, the Spear is a long shaft with a

bladed head on the end. It is most often used by foot soldiers when defending against mounted or flying opponents.

War Hammer – The War Hammer resembles a hammer

on one side, with a single spike on the reverse, allowing the wielder to do either a crush or puncture critical at will, utilizing but a single skill. Dwarves are often fond of utilizing this as a thrown weapon as well.

PlayeR’s seCtion

e

nCumBRanCe

Once you have completed provisioning and outfitting your character, you now need to figure what his encumbrance will be. Since a strict accounting of the character’s equipment and belongings would be tedious and undesirable, and just not very much fun at all, we have therefore come up with the following rules.

Basic Equipment – A character’s Basic Equipment does not

count towards encumbrance. Basic equipment is defined as the following:

• 4 Belt Pouches – containing up to their weight limit of not more than 5-10 lbs per pouch.

• Weapons – the character may have 1 large or huge weapon, or 2 medium weapons. 2 Small weapons count as a single Medium weapon. Two Tiny weapons count as a single Small weapon. This includes any weapon belts and/or scabbards and quivers that are associated with the weapon. Please note that the weapon sizes listed here are based upon the sizes given in the Weapons table on p. 38.

• Armor & Clothing – any worn armor and clothing. Some armors have their own penalties associated with wearing them. Those penalties are not considered to be part of encumbrance and are treated separately.

Backpack – A character’s backpack can be encumbering,

especially as it starts getting full. If the backpack is at least half full, the character will receive an encumbrance modifier to all rolls based upon Speed and/or Dexterity. This includes skill rolls, stat rolls, and Saving Throws.

This modifier is equal to -3 plus the character’s Strength Stat Bonus. If the backpack is full, the encumbrance modifier is equal to -5 plus the character’s Strength Stat Bonus. The character’s Strength Stat Bonus can never raise the encumbrance modifier to more than zero.

Encumbrance Unit – Outside of a character’s Basic

Equipment and Backpack, a character may carry an amount equal to 2 lbs per for each point of their Strength Stat Value. Thus a character with a Strength Stat Value of 15 has an Encumbrance Unit of 30 lbs. Each full Encumbrance Unit gives the character a -2 modifier to all actions. Especially large or bulky items can impose greater modifiers. If the character is carrying more than 2 Encumbrance Units, his Movement Rate is halved, and he will be unable to dodge, or perform any other types of similar actions.

Finishing youR ChaRaCteR

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