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Improvised Weapons

Sometimes a character finds themselves without a weapon and must make do with whatever is at hand i.e. a chair leg, a bottle, a torch, a chain, or a heavy book. Any object can be swung, driven, or thrown as an improvised weapon.

Making an improvised attack costs 1 AP and uses the Fight skill for melee or the Shoot skill for a thrown object. The attack has a –2 penalty to the roll. On a hit, an improvised weapon deals 1d4 Physical damage. An improvised weapon gains no Might bonus to damage and has no special properties.

Throwing an Improvised Weapon. A character may throw an improvised weapon using their Shoot skill, with a range of 10 / 20 meters (normal / long). Attacks made at long range suffer an additional –2 penalty.

Breaking. After an improvised weapon is used to make an attack, the GM may decide it breaks or becomes unusable depending on the object’s durability. Fragile objects (a bottle, a ceramic pot) break on use. Sturdy objects (a chair leg, an iron bar) may survive several uses at GM discretion. A broken object cannot be used again as a weapon.