Option: Blunders

The world would not be fair if you were able to get something brilliant out of it, but you cannot fluff. So here is the balance, the blunder.  


Attack blunder

If a player rolls 20 on the D20 for her hero, the attack is absolutely fluffed, unless he may immediately roll a successful AT+8 test. If she succeeds in the test, we will not bother and allow her any advantages that follow form an AT+8 roll. If she fails again, she will have to face the destiny dice, i.e. 2D6.  

If she fluffs while announcing an AT+ attack, she will have to add her additive on top of the +8 base for the second roll which may become absolutely impossible. But do not forget, any roll resulting in 1 is always a success even in an impossible mission. The entropy of nature in Arkania is so present that everything is possible if you try hard enough. In any case, if you just blundered, you may not use your "brilliant attack" as such an attack but rather as a lucky strike, that got you away from the gates of hell into Praios' sunshine again.  


Parade blunder

The same thing happens if a hero is forgotten by her player and the player rolls a 20 when parading. Again she can be saved from the fierce destiny if the player succeeds in a PA+8 roll, but beware if not.  

The destiny dice

2D6 Effects
2 Weapon broke - The enemy may attack while the unlucky blunderer may not parry, afterwards she may flee or change to another weapon. If, by pure coincidence the weapon is unbreakable, the result is counted as 11 (Weapon fell down)
3-5 Tumble - The enemy may attack twice without being parried.
6-8 Stumble - The enemy may attack once without being parried.
9-10 Hit herself - The enemy may attack once without being parried, the blunderer has to add the damage points done by her own attack to the overall damage points of the enemy
11 Weapon fell - The enemy may attack once without being parried, AG-test while trying to grab the fallen weapon, otherwise changing the weapon or escape
12 Heavy hit - The blunderer gets 2D6 damage points from her own weapon, "Self control"-test, if failed incapability to fight for D20 FT

Break factor (BF)

All weapons and shields are equipped with the so-called break factor, abbreviated as BF. This factor gives a value for the ultimate strength and its tendency to break.  

If a weapon breaks or a shield splinters, will be checked whenever a "brilliant attack" can be blocked by an equally "brilliant parade", because weapon and/or shield are used to their extremes in this case. The master interrupts the fight and both fighters have to roll a D20. If the value thrown is less than the break factor or equal, the weapon will break. Is the result greater than the break factor, the break factor rises by one. The new BF has to be noticed on the sheet.  

The Break factor of a weapon increases also by steady use, i.e. after each adventure. The master has to decide when this will happen, i.e. when a chronicle is played to a certain amount. A hero can avoid these things by regular use of weapon balsam or remelting and harden the metal in a forge. Each point decreasing costs 1 ducat. Weapon with break factors less than 2 can only be restored by the producing forge to their original strength and every point under 2 will cost at least 5 ducats.  

Weapons which broke once cannot be restored to full strength, i.e. it will always be a break factor greater than 2 or equal. No weapon can be restored to more than their full strength or respectively, it is possible to improve even the standard value of a weapon by one point in break factor, but this will cost as much as the weapon itself. 

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