Weapons

Some weapons, such as baseball bats, lead pipes, and thrown rocks, inflict Blunt Force Trauma (BFT). Others like knives, broken bottles, and bullets, Penetrate their targets (PEN) (knives, broken bottles, bullets). Enemies may be immune to certain types of weapon strikes. For example, stabbing a mummy in the gut won’t do much to deter it, but clubbing it with a bat could knock it off its feet.

Weapon Bonuses are the amount added to the Attribute roll when attacking.

Melee Weapons (Partial List)

WEAPON ATTRIBUTE TYPE BONUS ACTION POINTS
Fist/Foot (brawl)Strength BFT 02
Fist/Foot (Martial Art)Dexterity BFT 02
Brass Knuckles Strength BFT 12
Knife Strength PEN 22
Lead Pipe Strength BFT 23
Broken Bottle Strength PEN 22
Baseball Bat Strength BFT 33
Machete Strength PEN 33
Sword Dexterity PEN 43
Chainsaw Strength PEN 54

Ranged Weapons (Partial List)

When finding the median of two Attributes, round up. Ranged weapons lose their effectiveness and accuracy at longer distances. Each is given a Distance rating. For every multiple of this rating, the Target Number is reduced by 2 (down to 0).

WEAPON ATTRIBUTE TYPE BONUS ACTION POINTS DISTANCE
Rock (thrown)(ST+PE) ÷ 2BFT 0240’
Slingshot (ST+PE) ÷ 2BFT 1350’
Knife (thrown)(ST+PE) ÷ 2PEN 2230’
Bow and Arrow (ST+PE) ÷ 2PEN 34150’
Pistol Perception PEN 33300’
Harpoon Gun Perception PEN 43300’
Shotgun Perception PEN 54150’
Rifle Perception PEN 54500’

Other Damage Effects

Certain damage is based on an effect rather than Strength or Dexterity, such as falling from a great height or being struck with fire. In these instances, the effecting element (fire, explosive blast), becomes in essence the new “attacker.” A roll is made against the target as with all other attacks.

EFFECT INITIAL TARGET NUMBER
Fall from 10 feet 5
Fall from 20 feet 6
Fall from 30 feet 7
Fall from 40 feet 8
Grenade (151-250 feet)9
Grenade (within 150 feet)9 w/ 3 Damage Bonus
Hit by Car (10mph)6
Hit by car (20mph)8
Hit by Car (30mph)9 w/ 2 Damage Bonus
Hit by Car (40mph)9 w/ 5 Damage Bonus

Additionally, certain attacks may have lingering effects. Things like drowning or being suffocated would persist until the player is able to get air, while being exposed to fire would require a Luck Roll by the defender to determine whether they suffer a lingering effect. If they fail their Luck roll, additional damage is suffered for as many turns below 6 they rolled on their Luck. There is no dodging these effects, however players can use their Strength to try to reduce them. The number of points they roll under their Strength divided by 3 (rounded up) is the number of points they reduce (dead on equals 1).

EFFECT FATE POINTS PER ROUND
Suffocation 2
Poison 2
Burning (Partial)3
Burning (Full Body)4

If suffocating or drowning, a person can hold their breath without ill effect for 3 rounds + their Strength.

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