AW-OPRU

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Point-Buy Character Creation[edit | edit source]

The following rules allow players to determine a character's Ability Scores without using dice. These rules can be used if players do not wish to leave their character's Ability Scores to chance, or to allow a player to create a character fairly when traveling to a convention or online session and needs to bring their own character.

Determining Ability Scores (A-F)[edit | edit source]

A character's Ability Scores are determined by adding six numbers, A through F, to the Starting Abilities of Body, Skill and Mind. Going by the original rules, those Ability Scores are randomly determined through rolling dice, but this rule changes that, allowing players to allocate points as they see fit to those Ability Scores. Typically, those rolls were either 1d or 2d (occasionally with modifiers), so refer to the appropriate column when purchasing Ability Scores. Each chosen score has a point cost, and at the end of character creation the sum total of these points must be 0 or less. For example, a player creating an Tabbit character would choose scores from the 1d column for A, B and C, while choosing from the 2d column for D, E and F.

A-F Table
1d 2d Points
2 -30
3 -25
4 -20
1 5 -15
2 6 -10
3 7 -5
4 8 0
5 9 10
6 10 20
11 40
12 70

Determining Starting Abilities for Human Adventurers[edit | edit source]

Determining Starting Abilities for a Human Adventurer is slightly different than the above, since these Abilities are also determined using 2d rolls. If the player wishes to determine these Ability Scores as well, the point costs are listed below. As with the A-F Ability Scores, the point total for these Starting Abilities must total 0 or less at the end of character creation as well. In addition, the point total for Starting Abilities does not carry over when determining Ability Scores, but must be calculated (and total 0 or less) separately.

2d Points
2 -100
3 -80
4 -60
5 -40
6 -20
7 0
8 20
9 40
10 60
11 100
12 160

Work Skills[edit | edit source]

The following are rules for Work Skills, or jobs a character may have skills in above and beyond that of an adventurer. These Work Skills are meant to add depth to a character, and allow them more opportunities for role-playing.

What are Work Skills?[edit | edit source]

Work Skills are knowledge and training that a character has that aren't directly tied to an adventuring class, but are often the result of taking a profession. For example, a craftsman skilled in armor manufacturing and upkeep would be called an Armorer and be able to perform typical tasks related to making armor, such as mending torn chain links, repairing broken plate armor, or sewing leather and heavy cloth.

Like adventuring classes, Work Skills have 15 levels to show one's advancement in the skill. A character with 1 level in a Work Skill shows that they might have a passing familiarity with the job at hand, while a character with 15 levels is one of the few masters of that craft in all of Raxia.

Using Work Skills[edit | edit source]

Much like adventurer classes, Work Skills can be used for various checks. When doing so, take the character's level in the Work Skill, add it to the appropriate Ability Modifier, add that to the result of a 2d roll, and compare the total to the target number of the task they are trying to perform.

Unlike adventurer classes, Work Skills typically don't have particular checks they're applied to. As they're occupational skills, there are quite a few Work Skills in the world, each with innumerable decisions and checks that they could be applied to. Due to this, there aren't enough pages in the rulebook to cover all of the possible Work Skills, and it would be far too much work and time to find a particular use were they to have been printed. Work Skills are meant to add flavor and background to a character, not to be used in any sort of combat situation.

If the GM feels that a character's knowledge of a particular Work Skill might come in handy given the current situation, they can allow the player to make a check using that Work Skill. The Ability Modifier used for the check should make sense for the task at hand, and the GM can determine the target number needed as though it were any other skill check.

PCs and Work Skills[edit | edit source]

Work Skills are occupational skills that earn experience and advance through use of the skill. PCs, as adventurers, have significantly restricted time where they are not adventuring and can take the time to better themselves in one of these Work Skills. Therefore, PCs are limited to a maximum of 5 levels in any one Work Skill, and a total of 10 levels among all Work Skills they may know.

Learning Work Skills[edit | edit source]

When creating characters, players may learn and define Work Skills their characters may have, with the GM's permission, even if they are not listed in the chart to come. However, it is not necessary to have a character have the full levels allowed by the end of character creation.

During the game, a player may request the chance to learn a new Work Skill, assuming they are within the limits allowed for a PC. If the GM and the other players agree, that player will gain a general proficiency with the Work Skill they wish to learn. Such gains during the game should make sense, given the story so far as well as the experiences of the character in question.

For example, the character may end up learning the Waiter/Waitress Work Skill due to working as a waiter part-time at the local adventuring store between adventures, or may have a few levels in the Merchant Work Skill as their background has shown they're coming from a well-known family of merchants and traders. The table below is a guide for how many levels a character may have, taking the current circumstances into account. This does not allow a character to get around the restrictions on PC Work Skills.

In general, once a character has chosen to take levels in a particular Work Skill, there is no way to change that skill once chosen. At the same time, a character can never lose levels in a Work Skill, even if they spend years before a chance to actively use it.

Work Skill Guidelines
Level Guidelines
1 Dabbling, about 1 month's experience
2 Not an amateur, about 3 months' experience
3 Passively learning, about a year's experience while not the main job
4 Can speak as an expert, a year's experience as a primary job
5 Professional, several years of experience

Work Skills In-Game[edit | edit source]

Work Skills are meant to add character and backstory to a PC, not meant to provide significant advantage or break the rules of the game in favor of the player. It is not advised to allow characters to learn Work Skills just for the sake of it, but the GM should gauge the current situation and make an appropriate call. At the same time, there may come the opportunity to learn a new Work Skill in the current story, and characters who so out of their way to learn and max out as many Work Skills as soon as possible will not be able to take advantage of the opportunity. At the same time, the GM may be able to use certain Work Skills known by a player in order to drive the current scenario, should the story allow for such.

List of Work Skills[edit | edit source]

The following is a list of the more common professions in Raxia, as well as the relevant Work Skills for each profession. This is by no means an exhaustive list, but simply a general list.

Profession Work Skills Description
Armor Craftsman Armorer Craftsmen who make armor and shields. Has a variety of skills, from joining metal to sewing fabric and leather.
Tinkerer Inventor A bit of a weird eccentric, they tend to tinker and make strange objects using odd materials. Many of them do it as an enjoyable hobby.
Weaver Weaver Able to make cloth out of various raw materials, as well as perform simple tailoring work.
Medicine Man Witch Doctor Cures illnesses and diseases using folk remedies. Rarely seen near areas with large religious temples, but prominent among frontier towns.
Table Service Waiter/Waitress Serves customers at restaurants.
Meteorologist Weatherman Uses various methods to predict weather. Farmers and fisherman look to them for day-to-day business, while nations and military officers might rely on their judgments when starting military campaigns. There is significant difficulty in getting medium- and long-term forecasts, though.
Weapon Craftsman Weaponsmith Expert that can create a variety of different weapons.
Wood Craftsman Woodworker Skilled in the art of making wood-related crafts, from decorations to furniture.
Enchanter Enchanter Able to work with the mana innate in all things, and produces goods for the Institute of Magitechnology. The Alchemist class covers many of the same skills needed for this profession.
Writer Author Creates, describes and leaves behind various stories. Most are poets, but some use prose as well. Even if they don't write their own stories, they are familiar with various legends and history of the world.
Government Official Official Well versed in law and handling legal documents. Good at dealing with paperwork, but not as good as they might think.
Carpenter Carpenter An architectural expert, they are skilled at working with both stone and wood.
Dyer Colorman A specialist in the production of paints and dyes. Familiar with the various materials that can be used for making dyes.
Groundskeeper Gardener Decorates and maintains gardens. Often employed by noble families, and has an extensive knowledge of trees and plants.
Locksmith Locksmith A specialist in locks and keys, they also excel in fine mechanical work.
Clergy Cleric Performs various rituals at the temple they serve. Cannot use Divine Magic, but relies on Priests to make sure magical rituals are performed without error or delay.
Gravekeeper Gravekeeper Watches the graveyard for vandals, assists with funerals, and more.
Coachman Carriage Driver Operates freight cars and passenger carriages pulled by animals, such as horses.
Consort Courtesan High-class "escorts" that cater to nobles, royalty and other high-ranking individuals. Despite their business, they are expected to be graceful, polite and discreet, as well as well-versed in various entertainment and social topics.
Chef Cook Mainly works in restaurants to show off their skills.
Composer Composer Writes and produces music. Familiar with music from other regions as well.
Surgeon Surgeon Confronts diseases by cutting into the affected area with sharp blades. They have knowledge of so-called "modern medicine", but are generally unorthodox, and so are rare in Raxia.
Shoemaker Cobbler Skilled in making and maintaining all types of shoes and boots.
Vocalist Singer Often invited to perform at festivals. Some singers will work in groups as a chorus as well.
Jeweler Whitesmith Dexterous craftsmen who work with gems and precious metals.
Student/Scholar Scholar Devoted to their studies. Often, they have other means of income, and pursue their hobby of collecting knowledge and constructing theories.
Carver Sculptor Carves beautiful works of art out of stone or wood.
Scrivener Scribe Copies books, and writes for nobles. Often fluent in multiple languages.
Seaman Sailor Able-bodied seafarers skilled in the ways of operating ships, especially sailing ships.
Soldier Soldier General infantrymen, working under military guidelines. Accustomed to long marches and used to harsh discipline, but need to have Warrior classes in order to be considered for actual combat.
High-Rise Laborer Towerman Involved in the construction and painting of the upper floors of high-rise buildings, though such sights are rare in Raxia.
Dancer Dancer Invited to liven up soirees and parties. Rarely seen as a solo act, many dancers will often form troupes before trying to find work.
Animal Trainer Tamer Able to train wild animals and command them to perform tricks for amusement.
Tailor/Dressmaker Tailor Garment specialists who make quality clothes, skilled at working with fabrics.
Sake Brewer Distiller A brewer who uses stills in order to make various hard liquors. Quite knowledgeable about alcoholic beverages of all kinds.
Physician Doctor Interested in academic medicine, they are trained to handle various chemicals to treat illnesses and diseases. With the rise of temples and Divine Magic, very few will spend the time and effort to follow this profession.
Pharmacist Apothecary Can prepare a variety of drugs and poisons. Some unscrupulous people work a little closer to the underworld, and many will keep their secrets to their grave.
Nurse Nurse Assists doctors and clerics at various temples and clinics to treat the injured and sick.
Navigator Navigator Responsible for keeping a ship moving on the charted course. Their main task is to know where the ship is located, depending upon star locations and landmarks. Able to use their skills with both sea and air vessels.
Aristocrat Noble Learns the mannerisms and knowledge needed to become a noble.
Cowboy Horseman Organizes and controls livestock.
Housekeeper Housekeeper In charge of cleaning and cooking, as well as helping the house owner.
Hunter Hunter Makes their living trapping and skinning animals, and selling meats and furs to local villages. Familiar with their local terrain, as well as the plants and animals that live there.
Hairdresser/Barber Barber Cuts hair and shaves for those who can afford it. Can also perform simple surgery like incisions and sutures if necessary.
Bouncer Bodyguard Guards merchants and stores. Accustomed to negotiating in a threatening manner, but needs to know Warrior-type classes to back up their threats.
Steward Butler Serves noble families, and organizes and oversees other servants.
Perfumer Perfumer Expert in fragrances and perfumes, many are in the employ of wealthy and noble families.
Entertainer Performer Performs various tricks for a price. There are many different performers, ranging from street buskers looking for a day's wages, to those who work for the aristocrats and other prominent people.
Farmhand Farmer Produces various crops to sell at market. In order to have enough room to grow these crops, they will often live on the outskirts of cities, or in remote mountain villages.
Fisherman Fisherman Fishes in seas and rivers. Skilled in the operation of small boats, and knowledgeable about various fish and their habitats.
Psychic Fortune Teller Uses many different ways to attempt to predict people's futures, for a price. Some have paranormal intuition, while others are simply scammers and con artists taking advantage of people's fears.
Smith Blacksmith Forges heavy metal into various products. Typically refers to those who don't make weapons or armor.
Brewer Brewer Proficient in using fermentation to create many different alcohols.
Harlot/Gigolo Prostitute Often seen standing on city streets at nighttime, offering a good time to those who pay enough.
Tramp Beggar Live and beg on street corners for alms. Often surprisingly good at watching people, and tend to know seedier areas quite well.
Artist Painter Paints wonderful works of art. Many of them make their own paints.
Heraldic Scholar Heraldist Familiar with the heraldry of various families and organizations. As it is taboo to duplicate a coat of arms from family or organization to another, they are often relied upon by the nobility when creating a new coat of arms.
Bone Craftsman Bonecarver Craftsman who uses animal bones, fangs and claws to make ornate jewelry.
Shopkeeper Merchant Buys and sells goods in order to make profit. Good at negotiating and managing money.
Miner Miner Digs into the earth in order to find various useful minerals. As mines are quite dangerous, they are used to dealing with hard work and harsh environments, while also being sensitive to the dangers around them.
Meatpacker Butcher Separates the meat of animals into different cuts, and can produce processed meats like ham and sausage as well.
Midwife Midwife Assists pregnant women with childbirth, protecting the health of both mother and child. They know the usefulness of disinfection, and are keen at determining the health of others.
Musician Musician Plays musical instruments, and can perform various famous songs. Some are even part of their own musical troupe. The Bard class covers many of the same skills needed for this profession.
Stonemason Mason Able to process stone, from digging it out of the quarry to processing it for building materials or artist sculptures.
Librarian Librarian Manages and maintains libraries full of books, both public and private.
Logger Lumberjack Earns money by cutting down trees and processing them into lumber for buildings.
Preservationist Restorer Repairs magitech items and relics from the Al Menas period in order to function again. The Artificer class covers many of the same skills needed for this profession.
Interpreter Linguist Understands multiple languages and acts as a mediator between multiple people who don't share a language. Also knowledgeable about cultural differences and innuendo.
Manual Laborer Teamster Undertakes tasks such as cargo handling and simple construction. Most work on day-to-day individual contracts until the job is done.
Leather Craftsman Leatherworker Knows how to maintain tanned hides, as well as use them to make a variety of goods.
Lorimer Saddler Makes different bits, spurs, and metal mountings for bridles, saddles and other harnesses. Can also create fine metal chains.
Candlemaker Chandler Professional candlemakers with meticulous skill. Each candlemaker often has their own unique blend of oils and fats they use to make their candles.

Work Skill Random Table[edit | edit source]

What follows is a table meant to randomly select one of the 72 Work Skills from the table above. While Work Skills are meant to be chosen according to the background of the character, this table allows for players to determine a Work Skill at random. This does take some choice out of the hands of the player, but the random result may end up taking the character's background in a completely unexpected direction, allowing for interesting role-playing opportunities to arise.

Since there are two tables, it is recommended that one table be used on a 1d roll of 1 ~ 3, while the other is a roll of 4 ~ 6. From there, another 2d will be rolled, one determining the row and the other the column of the table.

X 1 2 3 4 5 6
1 Armorer Inventor Weaver Witch Doctor Waiter/Waitress Weatherman
2 Weaponsmith Woodworker Enchanter Author Official Carpenter
3 Colorman Gardener Locksmith Cleric Gravekeeper Carriage Driver
4 Courtesan Cook Composer Surgeon Cobbler Singer
5 Whitesmith Scholar Sculptor Scrivener Sailor Soldier
6 Towerman Dancer Tamer Tailor Distiller Doctor
X 1 2 3 4 5 6
1 Apothecary Nurse Navigator Noble Horseman Housekeeper
2 Hunter Barber Bodyguard Butler Perfumer Performer
3 Farmer Fisherman Fortune Teller Blacksmith Brewer Prostitute
4 Beggar Painter Heraldist Bonecarver Merchant Miner
5 Butcher Midwife Musician Mason Librarian Lumberjack
6 Restorer Linguist Teamster Leatherworker Saddler Chandler

Improving Racial Traits[edit | edit source]

This optional rule allows players to strengthen the innate Racial Traits of their character by advancing their Adventurer Level. However, if the GM feels this may imbalance the game, or if it's too much bookkeeping, they may choose to omit these rules.

Basics of Improving Racial Traits[edit | edit source]

Using this rule, one of each race's Racial Traits will improve twice, once at 6th level and again at 11th level.

Human - Strengthened Racial Ability: [Sword's Salvation/Change Fate]
6th Level: When using [Sword's Salvation/Change Fate], add +1 to the result. However, this will not work if changing double 6's to double 1's (which will also cause an automatic failure), or vice versa. When using a Power Table, the maximum result is 12.
11th Level: When using [Sword's Salvation/Change Fate], add +2 to the result. However, this will not work if changing double 6's to double 1's (which will also cause an automatic failure), or vice versa. When using a Power Table, the maximum result is 12.

Elf - Strengthened Racial Ability: [Sword's Salvation/Gentle Water]
6th Level: Each ally who grabs a hand can also breathe and function underwater for up to 1 hour. If contact is lost underwater, so is this benefit.
11th Level: By soaking their whole body in water for 1 hour, the character can recover HP and MP as though sleeping 6 hours. This can be done once per day, and does not interfere with normal sleeping and recovery.

Dwarf - Strengthened Racial Ability: [Sword's Salvation/Body of Flame]
6th Level: Each ally who grabs a hand will no longer receive any damage from fire, physical or magical, and their equipment cannot burn or be damaged by fire.
11th Level: The Dwarf now resist Energy-type damage from any source as well. When dealt Energy-type damage, it is automatically halved. If the source of the damage has Resist: Half, then a successful Fortitude or Willpower check (as appropriate) will reduce damage to 0 instead.

Tabbit - Strengthened Racial Ability: [Danger Sense]
6th Level: When making a Danger Sense check, add the Tabbit's Intelligence Bonus to their Adventurer Level.
11th Level: When making a Danger Sense check, add +4 to the result.

Runefolk - Strengthened Racial Ability: [HP Conversion]
6th Level: [HP Conversion] now takes a Minor Action to activate.
11th Level: [HP Conversion] can now be used twice per day.

Nightmare - Strengthened Racial Ability: [Alternate Form]
6th Level: When in [Alternate Form], all melee attacks, ranged attacks, and spells that deal damage directly to a target deal an additional +1 damage.
11th Level: When in [Alternate Form], all Accuracy and Spellcasting checks receive a +1 bonus.

Lildraken - Strengthened Racial Ability: [Sword's Salvation/Wings of the Wind]
6th Level: When flying using [Sword's Salvation/Wings of the Wind], maximum flight speed is equal to that of a Full Move (i.e. 3x Agility).
11th Level: Flying using [Sword's Salvation/Wings of the Wind] can last up to 12 rounds per day.

Grassrunner - Strengthened Racial Ability: [Mana Interference]
6th Level: Once per day, as a Major Action, a Grassrunner can attempt to dispel a magical effect with a duration. By touching it, they can make a check using their Adventurer Level + Spirit Bonus, and if it's higher than the caster's standard value, then the effect is dispelled.
11th Level: When fighting monsters with "Perception: Magic", the Grassrunner receives a +1 bonus to Accuracy and Evasion.

Defensive Fumbles[edit | edit source]

This optional rule modifies combat quite dramatically, in case it did not feel exciting. However, this is a major change, and the GM and players should agree to use these rules, and consider whether or not they would add anything to the gameplay if used.

Rules Outline[edit | edit source]

The rules behind defensive fumbles are simple, as they are only used when a character would roll an Automatic Failure (double [1]) on an Evasion check. In such a case, another 1d is rolled, with the table below used to find the result.

Defensive Fumble Table
1d Result
1 Roll twice and take both results.※1 The character gains an extra +50 experience points on top of the normal bonus for an Automatic Failure.
2 Increase damage by twice the number of Sword Shards the attacker has.※2
3 Increase damage by thrice the attacker's level.※3
4 The attacker rolls damage twice, taking the higher result.
5 The final Calculated Damage result is doubled.
6 The defender cannot use their Defense to reduce damage.

※1: Multiples of the same roll are not cumulative. ※2: If the attacker has no Sword Shards, this result has no effect. ※3: "level" here refers to either the monster's level or the character's Adventurer Level, whichever is applicable.

Other Fumbles?[edit | edit source]

We, the writers, did not come up with a fumble table for Accuracy, Spellcasting or Resistances. This is because it became clear to us during reviews and proofreading that such tables would be unnecessary for the game, and would unbalance the game away from the players. If the GM wishes to homebrew such tables, they should feel free to create their own, but caution should be exercised when doing so.

Tangling Melee Weapons and Special Effects[edit | edit source]

These rules discuss attacks and special effects of attacks that would entangle opponents, wrapping foes in various nets, whips and bindings in order to restrict their movement and actions. These rules allow the GM to introduce warriors with unique fighting methods into the game, but at the same time it is also a rather large rules burden on the GM to allow. There should be a consensus between the GM and players before adding this rule to the game, so that way everyone is aware of how combat will change with these new rules.

Category (Tangling)[edit | edit source]

As the name implies, weapons in the Tangling category are those whose properties allow them to entangle and bind opponents when used properly, restricting their movement and actions. While such weapons tend to deal little damage, their utility is more for temporarily removing an opponent from combat while they try to remove the tangling weapons from themselves.

Due to the skill needed in order to use such weapons, there are no B-Rank Tangling weapons available. Additionally, PCs cannot use Tangling weapons alongside the rules for Handling Higher-Ranked Weapons and Armor. Essentially, the PC would need to have the Combat Feat 《Weapon Proficiency/Tangling》 in order to use any A-Rank Tangling weapons, and 《Weapon Proficiency II/Tangling》 for S-Rank weapons, regardless of the character's Strength.

Special Effect: Entanglement[edit | edit source]

All weapons in the Tangling category, as well as some other special weapons, have the special effect of Entanglement. Weapons with this effect become tangled in and around an opponent's body and limbs, restricting the actions they may take and preventing them from moving.

Hit Locations[edit | edit source]

When a Tangling weapon successfully hits a target, 1d is rolled to determine where it hits the opponent.

1d Hit Location
1 Head or Face (-4)
2 Weapon or Shield (-2)
3 Arm or Hand (-2)
4 Legs or Feet (-2)
5 Torso (±0)
6 Special (-2)
* Neck (-4)
  • Cannot be randomly selected.

Players can also aim at specific body parts, in which they would apply the penalty shown in parentheses to their Accuracy roll. If the attack would still hit with this penalty, then it automatically hits the targeted body part.

Depending upon the monster, the GM may rule that hitting certain body parts would be ineffective, and have the character re-determine the location hit. To provide a couple of examples, a snake has neither hands nor feet, nor would the Upper Body Section of a multi-Section monster have feet. If the shape of a monster would make for peculiar hit locations, it is recommended that the GM take that into account and allow successful attacks to hit more reasonable locations.

If the player chooses to aim at a location that the GM deems unacceptable or unreasonable, then the GM may reject the aimed attack. The GM may also change the penalties to certain locations, depending upon the shape of the opponent being attacked.

Effects of Entanglement[edit | edit source]

A character affected by an Tangling weapon will be Entangled by that weapon until they can remove their bindings. Until then, the Entangled character cannot move and can make only Actions possible with Limited Move. There may also be additional effects, depending upon the specific location hit. If the target has multiple of the same Sections (e.g. four Leg sections), then the following penalties are only applied when using the tangled Section, not for each Section.

Head or Face
A head or face entangled by a weapon receives a -2 Accuracy penalty when using attacks that would involve the head or face. Typically, these would be a Fang or Bite attack, but magic and breath weapons are also affected by Entanglement.

Weapon or Shield
An Entangled weapon cannot be used, nor would a tool or implement that is also held in the hand (such as a Magical Implement). A shield that is Entangled does not provide any Defense or Evasion. If this location affects a character that is dual-wielding weapons, or wielding both a weapon and shield, randomly determine which one is Entangled.

If the character with a Tangling weapon is specifically aiming for the Weapon or Shield area (receiving the normal -2 penalty), then they can choose which weapon or shield to entangle.

A person with an Entangled weapon can drop it as a Minor Action, automatically freeing themselves from Entanglement. Do note, however, that this does not remove the bindings on that weapon, and it is still considered to be Entangled while on the ground.

Arm or Hand
Entangled arms or hands receive a -2 Accuracy penalty to any weapon or Claw attacks. If a character is holding a shield in the Entangled arm or hand, they do not receive any penalty to Accuracy (unless it's a shield weapon), but they do not receive any Evasion or Defense bonuses from that shield either.

If the character with a Tangling weapon is specifically aiming for the Arm or Hand area (receiving the normal -2 penalty), then they can choose which arm or hand to entangle.

Legs or Feet
If a character's legs or feet are Entangled, they cannot move, even if the opponent drops the weapon. Additionally, they receive a -2 penalty to their Evasion, though this is not cumulative (so multiple Entangled legs will not increase the Evasion penalty).

Torso
If a character's Torso is Entangled, they receive a -1 penalty to all Actions and checks, except for Fortitude and Willpower checks.

Special
This location is typically some other body part, such as a wing, tail, or other part. If the target doesn't have any such odd body parts (i.e. if they're a humanoid), then the hit location should be re-determined.

If the target does have such body parts, then that part receives a -2 penalty to any actions taken using that part. Alternatively, if there is a bonus to any actions made with that body part, that bonus is ignored while the body part is Entangled.

When aiming at a Special location, the standard Accuracy penalty is -2. However, depending upon the situation and the opponent in question, this penalty may be raised or lowered as the GM sees fit.

Neck
This location cannot be randomly hit, but must be specifically aimed at, with a -4 penalty to Accuracy. If the target is wearing any sort of Metal Armor, then the neck cannot be aimed at, regardless of the attacker's Accuracy roll.

A character whose neck is Entangled cannot breathe, and so cannot speak or use magic or breath weapons. Additionally, if they would breathe through their lungs, they receive 1d Magic damage at the end of each of their turns, as they struggle to find breath. If the Entangled character would be able to hold their breath for a significant period of time (for example, a Lizardman), then they are not subject to this damage.

Characters who breathe through their lungs would be all humanoids, Barbarous, Mythical Beasts, Daemons, and any other animals other than insects or crustaceans that cannot breathe underwater.

Resisting Entanglement[edit | edit source]

Those trapped by a Tangling weapon can attempt to resist Entanglement as a Major Action. There are two ways to go about this, removing bindings or pulling the attacker in a tug of war.

Removing Bindings
As a Major Action, the Entangled character can remove a single binding on them. However, if they are affected by multiple Tangling weapons (or have multiple bindings on the same area), they will not be freed after the first binding is removed. Another character may assist an Entangled character by removing bindings, though it still takes a Major Action to do so.

A Tangling weapon that has had its binding removed from a character is free to be used by the attacker immediately.

Tug of War
In this case, the Entangled character tries to pull the attacker down in a tug of war, while remaining Entangled. However, this action cannot be attempted while the Entangled character is prone.

Both characters make a check using their Adventurer Level + Strength Bonus (or for monsters, Fortitude). A tie means nothing happens, while the winner will pull the other prone. If one of the characters involved has multiple Sections, the total number of Sections acts as a modifier to the roll, regardless of whether or not the Sections have any HP. For example, if a monster has two Sections, their roll receives a +2 modifier, three Sections gives a +3 modifier, and so on.

The character with the Tangling weapon may choose to drop the weapon before the tug of war, before rolling any dice. If they do, no one is pulled, and the Entangled character has one binding removed automatically.

If a character is Entangled by multiple attackers, only one can be in a tug of war at a time, though all attackers with Tangling weapons add their Strength Bonus to the roll. Monsters instead add a flat +2 modifier, though the GM may choose to use "Fortitude - Monster Level" instead, if they feel that it is not enough of a bonus. However, if the Tangling attackers lose this tug of war, they will all be pulled and fall prone.

If the character with the Tangling weapon loses the tug of war, they are pulled such that they fall prone and immediately drop the Tangling weapon.

Actions Available to Entanglers[edit | edit source]

If a weapon becomes Entangled on a target, the weapon becomes unusable and the character cannot move. If an attacker is using a one-handed Tangling weapon, they may use their other free hand without penalty. Typically, characters will carry Tangling weapons in their off-hand (usually the left hand), so that they may use the Tangling weapon and follow up with an attack from their dominant hand (usually the right hand).

When attacking a target using both a Tangling weapon and another weapon, the Combat Feat 《Dual Wielding》 isn't required, and the non-Tangling weapon isn't limited to a maximum Required Strength of 15. However, this removal of limitations only applies if both weapons are attacking the same character. If the attacker chooses to Entangle one character, but attack another with their other weapon, they must abide by the restrictions for 《Dual Wielding》.

Dropping Weapons
As a Minor Action, the attacker can drop a Tangling weapon, whether immediately after the successful attack, or during the next round. If the Tangling weapon is dropped, the Entangled Character is able to move freely, unless their legs are Entangled, but is otherwise still Entangled.

There are some Thrown weapons that also Entangle on contact. Such weapons are considered to be dropped Tangling weapons, and provide the same benefits and restrictions.

Outside of dropping a Tangling weapon, it isn't possible for the attacker to untangle a Tangling weapon on their own. Only when either a weapon, shield or tool is entangled and dropped by its wielder, or the Entangled target is unconscious or dead, does it become possible for the weapon to be untangled from the target. Even then, it is still a Minor Action to untangle an Tangling weapon.

Tug of War
While Entangling a target, the attacker may attempt to begin a tug of war to drag the target prone. This is resolved in the same manner as described earlier. However, if there are multiple characters involved on the attacker's side, and they are successful, then any allies who had helped can perform their own Actions, as long as they have not taken their own turn. Thus, they can choose to begin a tug of war with another Entangled target and have the original attacker join in and provide assistance.

Unaffected Monsters[edit | edit source]

The following monsters are unaffected by Entanglement: Blobs, Creeping Coins, Sinker Houses, Vampire Rose (Bat Form) (all Entanglements are removed when changing to Bat Form), Swarms of Muryans, and Tiki Tikis.