Attack

The Land Around incorporates a Detriment capability for weapons, which effects could be triggered after an attack roll. When attacking. if the result of d20 is:

  • Equal or higher than target to-Hit value, the Attack is sucessful: roll a Damage dice, and substract the result from the target’s Health.
  • Equal or lower than weapon’s Detriment value, you provoke a Detriment instead.

To-Hit value is equal to AC + DEX.

Weapons

Hand-to-Hand

Wanderers use a diverse arsenal of close combat arms.

Weapon Damage Detriment Making
Axe 1d8 Slashing 3 Crafted
Bola 1d6 Crushing 1 Crafted
Colihue 1d4 Crushing 1 / Piercing 1 Improvised
Hoe 1d6 Crushing 1 / Piercing 1 Improvised
Knife 1d4 Slashing 1 / Piercing 2 Crafted
Lasso Grappling 3 Improvised
Long spear 1d8 Piercing 3 Crafted
Mace 1d8 Crushing 3 Crafted
Mattock 1d8 Crushing 3 / Piercing 1 Improvised
Short spear 1d6 Piercing 3 Crafted
Stone 1d2 Crushing 1 Improvised
Wooden Club 1d6 Crushing 2 Crafted

Projectile

Some weapons could be thrown, other fire projectiles.

Weapon Damage Detriment Making
Bola 1d4 Crushing 1 / Grappling 2 Crafted
Bow and arrow 1d6 Piercing 2 Crafted
Colihue 1d4 Piercing 1 Improvised
Dart 1d4 Piercing 1 Crafted
Sling 1d4 Crushing 2 Crafted
Stone 1d2 Crushing 1 Improvised

Detriment

Detriment is a nocive wound or bad spot produced by a weapon. Its value represents the probability of a harmful situation occurring. Higher is better. When a Detriment is triggered, evaluate the Damage dice result to find its Severity.

Detriment 1–4 Mild 5–6 Moderate 7–8 Severe
Slashing Cutting Bleeding Dismembering
Crushing Spoil armor / Knockback Stun / Break armor Shatter bones
Piercing Prick Counter attack Impale
Grappling Disarm / unbalance Prone, dismount Constrict (choke)

Treat this table as a reference for common effects, referee could adjust depending on the state of affairs.

When determining your own Detriment effects, consider position, terrain, combat stance.

Common effects in target: Cutting: Rolls at –5 Attack / Save. –1 Skill.

  • Bleeding: –1 HP/round
  • Spoil armor: –1 Armor or shield (breaks at 0).
  • Knockback: 5” setback.
  • Stun: loses next round.
  • Break armor: –2 Armor or shield (breaks at 0).
  • Prick: sent to last in initiative order.
  • Counter attack: receives a return attack.
  • Disarm: drops weapon.
  • Unbalance: lesser Damage roll: 1d8 becomes 1d6, and so on.
  • Prone: pinned, attacked as ‘from behind’.
  • Dismount: same as prone, but also –6 HP (falling damage).
  • Severe (7–8) usually means target instant death or total subjugation.

Other effects could be considered by the Referee.