House Rules: Strength System

by Wyatt R. Lavigne

Date: Wed, 9 Apr 1997 10:15:26 -0400 From: "Wyatt R. Lavigne" To: Multiple recipients of list Subject: Rolemaster Strength System

The Rolemaster Strength System by Wyatt R. Lavigne

For years upon years my players kept asking me just how much their character could lift. I kept replying that I did not know or I would get back to them latter about it. A few year latter I had seen a few methods in the Rolemaster Companions which seemed to work fine until you dealt with exceptionally large Strength stats or the physical capabilities of non human characters. The methods that they presented usually broke down at that point. A few friends of mine by the names Sam DeGraff and Dan Seedhouse had showed me the Champions strength table, it looked pretty good and after I had played Champions for a bit it seemed to work very well. I decided then that Rolemaster needed a Strength System at least as good as the one Hero Games had. Here is the result of that work. It has been play tested extensively and it should not be unbalancing to existing Rolemaster Standard System Mechanics. Everything here is optional, if you don't agree with something just change it to suit you needs.

To use the below table you must know the being's Temporary Strength Stat, their Racial Strength Bonus and any Special Bonuses they may have which affects their Strength. Things that could affect their Strength could include Herbs, Spell, Talents & Background Options, Cybernetic Enhancements, Drugs if any etc...

If you don't know a being's Racial Strength Bonus you can grab them from the Shadow World Race Table for RMSS.

This can be found at the Shadow Site set up by Juha Juuso Vesanto at: http://www.funet.fi/~vesanto/citydes/shadoww/race.rmss.html

or

Troy `Trojan' Clark's Site at: http://www.tyco.net.au /~trojan/RoleMaster/Races/ShadowWorld.html

Some races may have two numbers listed for their Strength Bonus, you should use the value on the right (it's in brackets). The value on the left is their old Rolemaster value, it should be used to calculate their Offensive Bonus, not how much they can lift. The value on the right is used to calculate how much they can lift.

Option: The value on the right can also be used in lieu of their old Rolemaster Strength Stat Bonus for calculating the creatures Offensive Bonus. That option is for Gamemasters who feel that a big 22 foot Titan should be able to cleave through a knight's shield or knock his puny sword aside when he tries to parry the massive onslaught. Not all creatures should receive that bonus, if they are viewed by the Gamemaster to be too slow or too clumsy he can use the value on the left instead.

The Mechanics:

Step 1. Grab their Temporary Strength Stat. This is the value, not the bonus. You may have to roll this from scratch or assign one.

Step 2. Grab their Racial Strength Bonus (or make it up if the creatures statistics are lacking). If it lists two values, then use the one on the right, it should be in brackets.

Step 3. Grab their Special Strength Bonuses (if any).

Step 4. Add their Racial Strength Bonus and their Special Strength Bonuses together and divide by two and round down if necessary. This is the Shift Value. The Shift Value could be a positive or a negative number.

Step 5. Look up their Temporary Strength Stat value on the table. Then use their Shift Value to shift their Temporary Strength Stat an appropriate number of lines up or down.

Ie. A Shift Value three would cause a stat of 78 to be shifted to a value of 90-91. A shift value of negative six would shift a a Temporary Strength Stat value of 78 to a value of 46-50. A Shift Value of zero would leave it unchanged at 78.

Step 6. Go to the bottom of the table for more optional rules...

The Strength Table

	Maximum Lifting Capacity	Damage bonus based on Stature
Stat	Kilograms	Pounds		Small	Normal	Large
1	15		33		x0.10	x0.25	x0.50
2-3	20		44		x0.15	x0.35	x0.60
4-5	25		55		x0.20	x0.45	x0.70
6-7	30		66		x0.25	x0.55	x0.80	
8-9	35		77		x0.30	x0.65	x0.90
10	40		88		x0.35	x0.75	x1.00
11-15	45		99		x0.40	x0.85	x1.00
16-20	50		110		x0.45	x0.95	x1.00
21-25	55		121		x0.50	x1.00	x1.00
26-30	60		132		x0.55	x1.00	x1.10
31-35	65		143		x0.60	x1.00	x1.10
36-40	70		154		x0.65	x1.00	x1.10
41-45	75		165		x0.70	x1.00	x1.10
46-50	80		176		x0.75	x1.00	x1.20
51-55	85		187		x0.80	x1.00	x1.20
56-60	90		198		x0.85	x1.00	x1.20
61-65	95		209		x0.90	x1.00	x1.25
66-69	100		220		x0.95	x1.00	x1.25
70-74	105		231		x1.00	x1.00	x1.25
75-79	110		242		x1.00	x1.00	x1.30
80-84	115		253		x1.00	x1.00	x1.30
85-89	125		275		x1.00	x1.00	x1.30
90-91	175		330		x1.00	x1.00	x1.30
92-93	200		440		x1.00	x1.00	x1.40
94-95	250		550		x1.00	x1.00	x1.40
96-97	300		660		x1.00	x1.00	x1.40
98-99	350		770		x1.00	x1.00	x1.40
100	400		880		x1.00	x1.00	x1.50
101	450		990		x1.05	x1.10	x1.60
102	500		1,200		x1.10	x1.20	x1.70
103	700		1,540		x1.15	x1.30	x1.80
104	1,000		2,200		x1.20	x1.40	x1.90
105	1,300		2,860		x1.25	x1.50	x2.00
106	1,600		3,520		x1.25	x1.50	x2.00
107	1,920		4,224		x1.25	x1.50	x2.00
108	2,240		4,928		x1.25	x1.50	x2.00
109	2,560		5,632		x1.25	x1.50	x2.00
110	2,880		6,336		x1.25	x1.50	x2.00
111	3,200		7,040		x1.50	x2.00	x2.50
112	3,840		8,448		x1.50	x2.00	x2.50
113	4,480		9,856		x1.50	x2.00	x2.50
114	5,120		11,264		x1.50	x2.00	x2.50
115	5,760		12,672		x1.50	x2.00	x2.50
116	6,400		14,080		x1.75	x2.50	x3.00
117	7,680		16,896		x1.75	x2.50	x3.00
118	8,960		19,712		x1.75	x2.50	x3.00
119	10,240		22,528		x1.75	x2.50	x3.00
120	11,520		25,344		x1.75	x2.50	x3.00
121	12,500		27,500		x2.00	x3.00	x3.50
122	15,000		33,000		x2.00	x3.00	x3.50
123	17,500		38,500		x2.00	x3.00	x3.50
124	20,000		44,000		x2.00	x3.00	x3.50
125	22,500		49,500		x2.00	x3.00	x3.50
126	25,000		55,000		x2.25	x3.50	x4.00
127	30,000		66,000		x2.25	x3.50	x4.00
128	35,000		77,000		x2.25	x3.50	x4.00
129	40,000		88,000		x2.25	x3.50	x4.00
130	45,000		99,000		x2.25	x3.50	x4.00
131	50,000		110,000		x2.50	x4.00	x4.50
132	60,000		132,000		x2.50	x4.00	x4.50
133	70,000		154,000		x2.50	x4.00	x4.50
134	80,000		176,000		x2.50	x4.00	x4.50
135	90,000		198,000		x2.50	x4.00	x4.50
136	100,000		220,000		x2.75	x4.50	x5.00
137	120,000		264,000		x2.75	x4.50	x5.00
138	140,000		308,000		x2.75	x4.50	x5.00
139	160,000		352,000		x2.75	x4.50	x5.00
140	180,000		396,000		x2.75	x4.50	x5.00
141	200,000		440,000		x3.00	x5.00	x5.50
142	240,000		528,000		x3.00	x5.00	x5.50
143	280,000		616,000		x3.00	x5.00	x5.50
144	320,000		704,000		x3.00	x5.00	x5.50
145	360,000		792,000		x3.00	x5.00	x5.50
146	400,000		880,000		x3.25	x5.50	x6.00
147	480,000		1,056,000	x3.25	x5.50	x6.00
148	560,000		1,232,000	x3.25	x5.50	x6.00
149	640,000		1,408,000	x3.25	x5.50	x6.00
150	720,000		1,584,000	x3.25	x5.50	x6.00
151	800,000		1,760,000			x8.00
152	960,000		2,112,000			x8.00
153	1,120,000	2,464,000			x8.00
154	1,280,000	2,816,000			x8.00
155	1,340,000	2,948,000			x8.00
156	1,600,000	3,520,000			x10.00
157	1,920,000	4,224,000			x10.00
158	2,240,000	4,928,000			x10.00
159	2,560,000	5,632,000			x10.00
160	2,880,000	6,336,000			x10.00
161	3,200,000	7,040,000			x12.00
162	3,840,000	8,448,000			x12.00
163	4,480,000	9,856,000			x12.00
164	5,120,000	11,264,000			x12.00
165	5,760,000	12,672,000			x12.00
166	6,400,000	14,080,000			x14.00
167	7,680,000	16,896,000			x14.00
168	8,960,000	19,712,000			x14.00
169	10,240,000	22,528,000			x14.00
170	11,520,000	25,344,000			x14.00
171	12,500,000	27,500,000			x16.00
172	15,000,000	33,000,000			x16.00
173	17,500,000	38,500,000			x16.00
174	20,000,000	44,000,000			x16.00
175	22,500,000	49,500,000			x16.00
176	25,000,000	55,000,000			x18.00
177	30,000,000	72,600,000			x18.00
178	35,000,000	77,000,000			x18.00
179	40,000,000	88,000,000			x18.00
180	45,000,000	99,000,000			x18.00
181	50,000,000	110,000,000			x20.00
182	60,000,000	132,000,000			x20.00
183	70,000,000	154,000,000			x20.00
184	80,000,000	176,000,000			x20.00
185	90,000,000	198,000,000			x20.00
186	100,000,000	220,000,000			x25.00
187	120,000,000	264,000,000			x25.00
188	140,000,000	308,000,000			x25.00
189	160,000,000	352,000,000			x25.00
190	180,000,000	396,000,000			x25.00
191	200,000,000	440,000,000			x30.00
192	240,000,000	528,000,000			x30.00
193	280,000,000	616,000,000			x30.00
194	320,000,000	704,000,000			x30.00
195	360,000,000	792,000,000			x30.00
196	400,000,000	880,000,000			x40.00
197	500,000,000	1,100,000,000			x40.00
198	600,000,000	1,320,000,000			x40.00
199	700,000,000	1,540,000,000			x40.00
200	800,000,000	1,760,000,000			x50.00

Maximum Lifting Capacity:

The Maximum Lifting Capacity (MLC) is the maximum weight that an individual can lift to his or her waist, this value is obtained from the above table. To attain the maximum weight that an individual can press over their head, multiply their lifting capacity by 0.6. This assumes a humanoid build. For other builds use whatever value that seems appropriate.

Athletic Brawn: Weight-lifting

So you have bought all those Weight-lifting ranks and you are wondering what to do with them, other than flexing your pectoral muscles at the beach.

For each rank bought in Athletic Brawn: Weight-lifting, your Maximum Lifting Capacity is increased by 1% for every two ranks you have bought if you make a Hard (-10) Weight-lifting maneuver. Use the following modifications to the roll... (Some of this is reprinted from Rolemaster Standard Rules) all values are accumulative.

	Flat, level surface				+5
	Weight is unevenly distributed			-20
	Easy hand-holds					+10
	Extra prep round				+10
	Awkward to grab					-30

Use the Athletic Endurance Static Maneuver Table T-4.8.5 to determine the results. In addition add the following to that table:

-26 down Spectacular Failure			25%	1.0	-50

You just manage to lift it to your knees when something pops! You drop what you are lifting and you take a B Stress Crit. Didn't some one say that one day you would hurt yourself. 20 Exhaustion Points where also used in the attempt.

-25 to -06 Absolute Failure			50%	1.0	-25 ->

You get the weight to your waist when you see spots before your eyes. You drop what you are lifting and take an A Stress Crit. 100 Exhaustion Points have been spent.

-05 to 75 Failure				50%	1.5	-10->

Arrrggghhh! It's just too heavy. You try to lift it past your waist but you just can't. You can let it drop if you want or you can burn 75 Exhaustion Points per round holding it.

UM 66 Unusual Event				100%	1.0	-25 ->

You just manage to lift it to where you want it, a muscle spasm begins... You take an A Stress Crit, in addition you also dropped the item. You must make a Fall/Crush Attack upon yourself with an Offensive Bonus equal to 1/2 the weight of the object you are lifting in pounds (Weight-lifting can be dangerous! The Gamemaster may decide to use the Breaking "150" rule on page 64 of Rolemaster Companion I). The attack may be reduce by good armor and your Quickness Bonus and perhaps and appropriate Instantaneous spell if the Gamemaster is in a really good mood. Sorry, no Adrenal Defence Ranks. You may make a light (+10) Moving Maneuver to avoid the object. Any result above Zero subtracts that amount from the attack as a percentage of the Attacks total OB. Oh, by the way 50 Exhaustion Points were spent.

76 to 90 Partial Success			100%	2.0	-10 ->

You manage to lift it... barely. 75 Exhaustion Points were spent with your efforts.

UM 100 Unusual Success				100%	0.5	+30 ->

You feel like Adonis, if only Hercules was as mighty as you. You gain an extra 20% to your Maximum Lifting Capacity from this attempt. Alternately if this is a very stressful situation you gained an extra 100% to your Maximum Lifting Capacity as your adrenaline kicks in. You only used 20 Exhaustion Points in this attempt. You still have half a round left to act.

91 to 110 Near Success				100%	1.5	-5 ->

You managed to lift it. 75 Exhaustion Points are blown out of your pores in the form of sweat.

111 to 175 Success				100%	1.0	+0 ->

With a big grunt you manage to push it over your head. If only math was this easy... 50 Exhaustion Points where used to lift it over your head.

176 up Absolute Success				100%	0.8	+5 ->

You are the picture of health. You take a deep breath forcefully exhale it as you easily mange to push the weight where you want it. You only used 35 Exhaustion Points to move the weight. In addition your Maximum Lifting Capacity is increased by 5% for this attempt.

Optionally: You may attempt lift more than you safely think you can. For each 1% you want added to your Maximum Lifting Capacity in addition to the ones you have gained from your Weight-lifting ranks, you must take a minus five penalty (-5) per additional 1% to the roll. In addition the maneuver is treated as Extremely Hard (-30).

The cost of exerting yourself

The following values represent Exhaustion Points used per round in addition to any other activity that is currently being taken.

% of MLC	Over head	Held to waist	Strapped on Back
100		50		40		20
90		40		30		15
80		30		20		10
70		20		10		5
60		15		5		3
50		10		3		2
40		8		2		1
30		4		1		1
20		2		1		0
10		1		0		0

Note: For objects being pressed over the person's head the MLC is 60% of it's regular value. The 100% is 100% of the 60% MLC value and so on.

Damage Bonus based on Stature

The first thing to keep in mind when using this table is that all beings use the Large Stature damage multiple if they are in a position to use their strength to it's full potential. i.e. Pippin Took has a Temporary Strength Stat of 101 grabs the Troll by both arms and proceeds to pull the Troll's arms out of their sockets. (He hopes)

Beings from 3'11" and under use the Small Stature value in combat for their melee damage multiplier.

Beings from 4'0" to 7'11" use the Normal Stature value in combat for their melee damage multiplier.

Beings from 8'0 and over use the Large Stature value in combat for their melee damage multiplier.

The Gamemaster can of course feel free to pick whatever value seems appropriate for the being. A 3'2" Lead Golem could really pack punch, while a 14 foot Tissue Paper Monster won't due much damage at all.

Melee damage dose not increase after a stat of 150. The exception to this occurs only when they can bring all the necessary force to bear upon the target. Use the Large damage multiple when this occurs.

The damage multiplier gained from the Strength table replaces the beings normal Creatures & Monsters statistic for extra damage. They are NOT accumulative.

Note: The odd magic item (usually found on short Dwarves of Hobbits) has been known to root the wearer to the ground so that they never loose their balance even in a fight. The Gamemaster at his option could rule that items of that type may allow the bearer to make attacks as a Large Creature for Status Size.

Missile Attacks & Strength

Missile Damage: You can use the damage multiplier for a Large Creature if the Gamemaster says that the item reflects your present strength. A Sling and Crossbow cannot dish out the extra damage but a Bow can if it has been especially made to match your strength. This rule does not apply to Thrown Attacks (See below rules).

Thrown Objects

When you try to throw a ball far, the speed of your arm (Qu) and your technique (Ag) really determine how far it will travel. Your strength has very little to do with it. It is there to compensate for the weight of the object, it doesn't allow you to throw your arm any faster (effectively). If you are throwing an object that is heavy enough to slow you down, that is when a your power comes into play to help you overcome the object's greater inertia. As a general rule, almost all Major League Baseball stars can throw a baseball a heck of alot farther than a professional Power-lifter. On the other side of the coin, almost all Power-lifters can throw a very heavy weight further than a professional baseball player.

The below mechanics try to take into account the above factors, along with Newton's Law of F=m*v*v in a relatively simple rule mechanics. It will also address the system mechanics for making a ranged attack with a rock or other similar item. Their will be limits placed so that a really powerful creature cannot throw some 10,000 lbs rock, some 500 feet or more when he only weighs a mean, lean 150 lbs. It will also address damage dealt in an attack from a really heavy object.

To use these rules you must do the following mechanics. Step 1. The first thing you must do is figure out the being's weight. There are some very good rules in Rolemaster Companion I, page 66 for doing this. Step 2. Grab their Temporary Agility and Quickness Stats. This is the value, not the bonus. You may have to roll this from scratch or assign one. Step 3. Add the Temporary Stats together and then divide by two, rounding up. This will be your Temporary Throwing Stat. Step 4. Grab their Racial Agility and Quickness Bonuses and add them together. (You may have to make their Racial Bonuses up if the creatures' statistics are lacking.) Grab their Special Agility and Quickness Bonuses (if any) and add those together with their Racial Bonus. Step 5. Divide that number by four, rounding off. This is the Shift Value. The Shift Value could be a positive or a negative number. Step 6. Look up their Temporary Throwing Stat value on the table. Then use their Shift Value to shift their Temporary Throwing Stat an appropriate number of lines up or down. That will give you their Throwing Stat. Ie. A Shift Value three would cause a stat of 94 to be shifted to a value of 100. A shift value of negative four would shift a a Temporary Throwing Stat value of 94 to a value of 80-84. A Shift Value of Zero would leave it unchanged at 94. Step 6. Look at their Throwing Stat, look at the value under the Large Stature column. That will be their Throwing Stat Value (TSV). Note: All creatures regardless of stature use the Large Stature value for all the Throwing Rules. Step 7. Read the next set of rules... Thrown Attacks & Ranges

To work out how far an object can be thrown you need to have three things handy. Their Maximum Lifting Capacity (MLC), their weight in pounds and their Throwing Stat Value (TSV).

It is assumed that the thrower will only ever use a maximum of 60% of their Maximum Lifting Capacity (MLC) to make a ranged attack with an object. This is because you must raise the object to around head height to get a good throw in. Likewise, balance is a big factor when throwing large objects, if it is too heavy, the thrower may fall over trying to throw it, even if he has the strength to easily heft it.

You may throw any object 1-10 feet as long as it weighs no more than 60% of your MLC. You must use the 41%-60% value on the below table to determine the range modifications.

If you wish to throw a large, heavy object 11-30 feet then you must use these rules. The object that is being thrown can weigh no more than 60% of your body weight and no more than 40% of your MLC. You must use the 21%-40% value on the below table to determine range modifications.

The rest of the table goes like this. Determine the weight of the object as a percentage of your own body weight. Determine the weight of the object as a percentage of your MLC. You must use the higher of the two percentages on the below table as a limiting factor to the range.

All of the below ranges should be multiplied by the Throwing Stat Value (TSV) to obtain the thrower's range.

Throwing Range & Attack Modifier Table

Max Values			Ranges
		1'-10'	11'-30'	31'-50'	51'-100'101'-300'
41%-60%*	-90	na	na	na	na
21%-40%**	-70	-120	na	na	na
6%-20%		-50	-90	-120	na	na
3%-5%		-40	-70	-100	-140	na
2%		-30	-50	-90	-150	-200
1%		-20	-40	-70	-100	-150

*	 Unless the rock is already in hand, ready to throw, this attack can
only be made as a deliberate one due to the time it take to hoist the rock
up. 

**	Unless the rock is already in hand, ready to throw, this attack can not
be declared as a Snap Action due to the time it take to hoist the rock up. 

Ie. Chakka the Cleaver has gone Troll hunting. After years and years of training with the Xiosians he is the picture of health, he is death come to life. The GM has determined that he weighs some 742 lbs. A friend by the name of Fiuhrel had found a potion almost two decades earlier. He deduced that if affect the imbibers strength somehow. He decide in the end to give it to Chakka. Chakka drank it and it nearly killed him as his once powerful frame wasted away to a paltry 70 lbs. Once the potion had run it's course he found that he was extremely hungry and extremely strong. He ate and ate, in time his strength grew to be almost god like. He can press about 20 tons over his head without really trying. He feels a Troll walking near, he reaches out with his left hand and grabs a fairly large boulder. He stands to throw it at the Troll who is some 220 feet away but he almost falls backwards as the boulder weighed a little more than him. He decides to pick a smaller rock, it only weighs some 35 lbs. He takes careful aim, then he hurls the rock at the Troll. The rock is only 0.07% of his MLC but it is 4.7% of his body weight. He must use the 3%-5% ranges and Modifications to his throw. Normally the Troll would be too far away but his TSV is 2.5 so the normal maximum range of 100 feet (-140 to hit) is increased to 250 feet (-140 to hit). The Troll is in big trouble, poor Troll.

Thrown Damage

All beings use the Large Stature no matter what their size is for determining the extra damage multiplier.

Step 1. Roll the attack. Apply any of the appropriate Range Penalties from the above Thrown Attacks & Ranges section to the roll. Add and subtract all of the regular Arms Law, Spell Law and Rolemaster modifications to the roll. (Thrown OB, Defender's DB, Deflections, Terrain, Cover Modification, Adrenal Defence, Magic Items, Good Armor, Quickness Bonus, etc...)

Step 2. Take the final result and look up the total on the Fall/Crush Attack Table using the appropriate AT. If a 0 hits result is obtained, it is assumed that the attack completely missed the target. If just hits are delivered or an A Critical is obtained, then it is assumed that the attack grazed the target. If a B result or higher is obtained, you add the weight of the object (in lbs) to the final result.

The Gamemaster may at his option use the Breaking "150" rules in Rolemaster Companion I on page 64. This will be exceptionally deadly if the rocks that are being hurled are fairly large.

Step 3. No matter what result was obtained, you multiply the damage delivered in the attack by their Throwing Stat Value (TSV).

Maximum Damage (Crit) due to Rock size on Fall/Crush Attack Table

	Rock in lbs	Maximum Result
	0-1		Small Attacks
	2-5		Medium Attacks
	6-20		Large Attacks
	21-50		Huge Attacks
	50-oo		No Maximum (Use Breaking "150" Rules)

Note: The odd magic item (usually found on short Dwarves of Hobbits) has been known to root the wearer to the ground so that they never loose their balance even in a fight. The Gamemaster at his option could rule that the person's weight restrictions may be waived from the above rules. This would allow him to put his full force behind his throw and not become unbalanced.

Attacks as effective Missile Artillery

If the Gamemaster allows it, certain creatures may use the attack tables from Castle & Ruins to attack Castles and other large structures or annoying adventures that get in the way.

At the very minimum the creature must be at least as big and as strong as one of the following creatures: Cloud Giant, Frost Giant, Mountain Giant, Storm Giant, Cyclops, Ettin, Mature Dragon, Old Dragon, Arcane Drake, Dragonlord, Magedrake, Silverscale or a Titan. A Ruechei lacks the mass to throw a huge spear or boulder with the necessary force and not be unbalanced, they do have enough strength to tear down Castle Walls.

If you do allow this option then I suggest that the above entities must use the following rules. (This is really, really mean to a player's character, so unless your are really running a high powered campaign.)

To use the Ballista Attack Table they must be using a spear, pole or rock (50 lbs) that is at least 2x the size of a regular Ballista Spear. It is developed normally as a Thrown Weapon. When attacking small (under eight feet) and quick targets, the attack suffers a -100 penalty to hit. (Use the above rules for thrown weapons for range and to hit penalties.)

To use the Ram Attack Table the being must be using a fair sized tree trunk. This is developed as a 2-Handed Weapon. If they are really, really large, they may develop it as a 1-Handed Concussion Weapon. When attacking small (under eight feet), quick targets, the attack suffers a -100 penalty to hit. Alternately they may attempt to rip the Castle apart with their bare hands. This is treated as a Brawling Attack, existing Brawling Ranks (Martial Arts: Striking, Wrestling) my be used. The Castle gets a +100 DB (maybe more to alot more if it is magically fused together vs this attack. (Treeherds (Ents), Slowroots (Huorns) negate the Castles' DB bonus). Creatures like the Ruechei may develop this attack.

To use the Catapult Attack Table the being must be able to lob at least 300 lbs rocks at the Castle. The skill is developed as a Thrown Weapon Attack. They may attempt to hit small, fast moving targets with a big rock, but they suffer a -100 penalty to hit. This attack must meet any and all requirements under the Thrown Weapon Rules above.

Big Bob don't like mean old King in Castle who sends little snacks in hard shells to wreck Big Bob's home. Big Bob now go trash little King's home.

If you are wondering why I made the table to 200 instead of the regular 100, 110 or 150 it is because I ran into two beings on Kulthea with a Strength Stat that was more than 150. One of them was a 200 and a play of mine has a 200 St Stat (darn Book of Gates).

I hoped you liked these rules. If you have any questions or comments then please e-mail me at wq121@freenet.victoria.bc.ca

Wyatt

Copyright 1995,1997 by Wyatt Roger Lavigne. All Rights Reserved.


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