Dagger Item in Emala | World Anvil

Dagger

Traits

Thrown

The weapon can be used as a ranged weapon as well as a melee weapon.

Combat Effects

Bleed

Offensive, Weapon Specific (Slashing, Firearms*)


The attacker can attempt to cut open a major blood vessel. If the blow overcomes Armor Points and injures the target, the defender must make an opposed roll of Endurance against the original attack roll. If the defender fails, then they begin to bleed profusely. At the start of each Combat Round the recipient loses one level of Fatigue, until they collapse and possibly die. Bleeding wounds can be staunched by passing a First Aid skill roll, but the recipient can no longer perform any strenuous or violent action without re-opening the wound.


*Firearms can nick major blood vessel, but it is much harder and less common. Firearms may only select Bleed on a critical success.

Impale

Offensive, Weapon Specific (Piercing)


The attacker can attempt to drive an impaling weapon deep into the defender. Roll weapon damage twice, with the attacker choosing which of the two results to use for the attack. If armor is penetrated and causes a wound, then the attacker has the option of leaving the weapon in the wound, or yanking it free on their next turn. Leaving the weapon in the wound inflicts a difficulty grade on the victims future skill attempts. The severity of the penalty depends on the size of both the creature and the weapon impaling it, as listed on the Impale Effects Table below. For simplicity's sake, further impalements with the same sized weapon inflict no further penalties.


To withdraw an impaled weapon during melee requires use of the Ready Weapon combat action. The wielder must pass an unopossed Brawn roll (or win an opposed Brawn roll if the opponent resists). Success pulls the weapon free, causing further injury to the same location equal to half the normal damage roll for that wapon, but without any damage modifier. Failure implies hat the weapon remained stuck in the wound with no further effect, although the wielder may try again on their next turn. Specifically barbed weapons (such as tridents) inflict normal damage rather than half damage upon being yanked free.


Armor does not reduce withdrawal damage. While it remains impaled, the attacker cannot use their impaling weapon for parrying.


Melee

Damage
1d4+1
Size
S
Reach
S
ENC
0
AP/HP
6/8
Combat Effects
Bleed, Impale
Traits
Thrown

Thrown

Damage
1d4
Damage Modifier
Yes
Force
S
Range
5/10/20
Impale Size
S
Combat Effects
Impale
Traits
Thrown
Item type
Weapon, Melee

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