Parrying Heavy Weapons
Heavy weapons are liable to knock your weapon away, or even break it!
A weapon Parrying 3x its own weight has a 2/6 chance of breaking.
- Add +1 for every extra multiple of the weapon's weight (eg. 4x equals 3/6 chance, 5x equals 4/6, etc.)
- Weapon Quality modifies these odds: +2 if cheap, -1 if fine, and -2 if very fine.
If the weapon breaks the parry still counts, unless the odds are more than 6/6 (7x weapon weight).
Parrying Unarmed or 1 Handed you can Parry nothing heavier than your Basic Lift.
A Cross Parry (two weapon parrying) uses the better of the two modified scores and adds +2 to parry.
- For breakage, this counts as a Two-Handed weapon with the weight of both weapons combined.
- Effective quality is the lowest of the two, and if one breaks, it’s the lighter of the two.
A Supported Parry allows you to brace a one handed weapon with an empty hand, giving you +1 to parry. This also counts as if it was a two-handed weapon.
Parrying Two-Handed you can parry 2x Basic Lift.
- Anything higher causes automatic failure, damage as normal, either a broken weapon or dropped (knocked back a yard and DEX check to avoid falling if unarmed).
Unarmed attacks from high STR creatures have an effective weight of 1/10th the attacker's STR.
Full STR weight if a Slam, Flying Tackle, Pounce, or Shield Rush.
Unarmed Parrying is -3 to Parry weapons unless a Thrust attack, or using Judo or Karate.
- Failure means that the enemy can attack either their original target or the body part used to Parry.