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\title{House Rules}
\author{Tim Prestero \and Trevor Paquette \and Jim Vassilakos}
\date{}
\maketitle
\setcounter{page}{102}

{\noindent \it
{\Large H}ere are a few house rules which you might find handy.}

\begin{center}
{\Large Perception}

\vspace{.1in}
{\large by Tim Prestero}
\end{center}

{\noindent P}erception (PER) measures a characters awareness,
their ability to notice minor details, and generally a 
measure of how much attention they pay to the world around
them. It can affect a character's ability to notice things
like pick pockets attempts, hidden or concealed objects,
and general details about a person or object.\\

\begin{tabular}{ccccc}
    &  Thief Find/ &  Thief Detect &  Notice Secret &   Bonus to Notice \\
PER &  Remove Traps&     Noise     &   Doors$^{\ast}$  & Pick Pockets$^{\ast\ast}$ \\
\hline
 01 &    --30\%   &       --20\%     &      1 in 20   &         --20\% \\
 02 &    --25\%   &       --20\%     &      2 in 16   &         --15\% \\
 03 &    --20\%   &       --15\%     &      1 in 12   &         --10\% \\
 04 &    --15\%   &       --10\%     &      1 in 10   &         --05\% \\
 05 &    --10\%   &       --05\%     &      1 in 10   &         norm \\
 06 &    --05\%   &       norm      &     1 in 8     &        norm \\
07--12&   norm    &      norm       &    1 in 6      &       norm \\
 13 &    norm    &      norm       &    1 in 6      &       norm \\
 14 &    norm    &      norm       &    1 in 6      &       norm \\
 15 &    norm    &      +05\%      &     3 in 12    &        +05\% \\
 16 &    norm    &      +10\%      &     3 in 12    &        +10\% \\
 17 &    +5\%    &       +10\%     &      2 in 6    &         +15\% \\
 18 &    +10\%   &       +15\%     &      5 in 12   &         +20\% \\
 19 &    +15\%   &       +15\%     &      3 in 6    &         +25\% \\
\end{tabular}

\vspace{.3in}
{\noindent A}bove 19 is considered beyond the range of humanoid perception.\\

{\noindent $^{\ast}$ +1 to} notice concealed doors\\
$^{\ast\ast}$ See complicated pick pockets version\\

     Elves and half elves, being rather sharp-eyed races, 
gain a +1 bonus to their initial perception stat. Half Orcs,
being rather ignorant and brutish, suffer a --1 penalty to
their initial perception stat.

     Elves use the perception--related chance to notice secret
and concealed doors, not the PHB version.\\

\newpage
\ \\
\vspace{.15in}
\hspace{1in}{\large Using Perception\\}

     {\noindent T}he perception stat can be used as a catch-all chance to
notice things in general, for example, being followed, or
obvious traps. Depending on the difficulty of noticing
whatever the DM is checking for, penalties and bonuses can
be applied to the characters chance. The DM rolls a d20
and if the result is equal to or less than the 
modified stat, the check was successful. This is a great
way to inform characters of events transpiring about them,
without feeling too obvious.\\

\vspace{2.85in}

\begin{center}
{\large Amazingly Simple System\\for Picking Pockets\\}
\end{center}

     {\noindent W}hen a thief attempts to pick someone's pocket, only one
roll of the percentile dice is required. First, compare the 
result to the thief's percentage chance. If the roll was equal
to or less than that number, the result was successful.

     Now, to see if the victim notices the attempt, first
subtract the victim's PER, plus the difference in levels between
thief and target from 100 (for example, 5th level fighter with 15 PER
is robbed by a 7th level thief. 15+(5--7)=13, 100--13=87). If the thief's
attempted roll for picking pockets is above this number, even if
the attempt was successful, the victim noticed the attempt, and 
the fun begins. Equal to, or below that number, and the thief is
off the hook.

     Now, this system makes it easier for the thief to pick 
pockets, but it is fairly simple. For those wanting complication\ldots \\

\begin{center}
{\large Amazingly Complicated System \\ for Picking Pockets\\}
\end{center}

     {\noindent W}ell, the chance for thief success is the same. As for the
victim noticing the attempt, here is how it works.

     Multiply the victim's level by three, add the victim's PER
adjustment (see table), and add or subtract the difference in
levels between thief and victim. Take this sum, and subtract it
from 100. If the thief's roll was above this number, the excrement
doth hit the whirling blades, for the victim notices the attempt,
successful or not. Equal to or less than the number, the thief
lives to steal again.

\begin{description}
\item[EXAMPLE:] A 10th level fighter with a 16 PER (+10\%), is ``approached" by
a 3rd level thief,
with a 55\% Pick Pocket. Poor thief rolls 67\%. The chance of the fighter
catching on is [30 (3$\times$level) + 10 (PER adj) + (10--3) (Level diff)] 47\%.
Subtracted from 100, this yields 53. The thief, having rolled 67\%, not only blew
the PP attempt (by not rolling under 55\%), but also got caught (by rolling over
53\%, {\em and}\ldots is now being chased by enraged Fighter.
\end{description}

In general, give bystanders a chance to notice the attempt as
well, by having them make a PER check at $\frac{1}{2}$ PER in both systems.

\begin{tabbing}
\ \ \ --- \=Tim Prestero\\
\>{\em ez003387@castor.ucdavis.edu}\\
\>{\em e5w127@castor.ucdavis.edu}\\
\>University of California, Davis
\end{tabbing}

\vspace {.3in}

\begin{quote}
``Doubt.  Such a gray word.  The color of shadows.  Now you have me doubting
one of my boys.  A gray feeling, that.  Perhaps in the shadows, the dividing
line between good and evil has become difficult to see."

\ \ \ --- Grimjack \#7, Shadows of Doubt
\end{quote}

\newpage

\begin{center}
{\Large Box Scores}

\vspace{.1in}

{\large by Trevor Paquette}
\end{center}

{\noindent O}ne thing about AD\&D has really bugged our group for sometime now.
The notion that players should get extra {\em xp} for having high stats
is not fair for others. Having high stats makes things easier for that
player. You should get bonus experience for having {\em low} stats and surviving.

This what we do:

For each stat of 14 or lower the can add 1 to their `box score'. So
a player with stats of 17, 17, 16, 9, 13, 15 would have a box score of 2.

At the end of the session when the GM is giving out experience, he/she also
gives a box score modifier. This number is in the range (usually of 0 to 5).
This reflects how hard the session was. No difficulty is a modifier of 0;
damn hard and our characters all died would be a 5.

The `box score' is then multiplied by the `box score modifier' to give
the percentage bonus. So (with the the previous stats mentioned) if the GM assigns
a modifier of 3 the bonus would be 6\%. A modifier of 5 is a 10\% bonus.
This evens things out all around for all players. Those with higher stats
(i.e. my Paladin) do not get as high a bonus as say the thief.

\begin{tabbing}
\ \ \ --- \=Trevor Paquette\\
\>{\em paquette@cpsc.ucalgary.ca}\\
\>{\em \{ubc-cs,utai,alberta\}!calgary!paquette}\\
\>ITA Inverse Theory \& Applications, Calgary, Alberta
\end{tabbing}

\vspace{1.9in}

\begin{quote}
``That which does not kill you makes you stronger."
\ \ \ --- Nietzche
\end{quote}

\begin{quote}
``That which you kill makes you stronger."

\ \ \ --- Gygax
\end{quote}

\newpage

\begin{center}
{\Large Throwing Things Around \\ in Champions}

\vspace{.1in}

{\large by Tim Prestero}
\end{center}

{\noindent \em Superheros and villains alike are always
tossing things around: cars, trees, other heros,
etc. Here are the rules we use for such situations.\\}

\section{Thrown Velocity}

After the hero or villain selects his appropriate
missile, consult the throwing table on p.174 of the
3rd edition rules to find the max range he has with that
object. The velocity of the thrown object is max range 
minus range to target.

\begin{center}
\begin{tabular}{ccccc}
   Velocity on & =&  Max range&  - & Dist to target\\
      impact   &  &    (in ") &    &    (in ")\\
\end{tabular}
\end{center}

\begin{description}    
\item[Example:]  Titan (STR 100) is throwing a car (1600 kg) 
at Grond, who is 10 hexes (10") away. Consulting the 
strength chart, Titan exceeds the required strength to
lift the car by 70 points, giving him a max range (from
a standing throw) of 28". Grond is 10" away, so the car
is moving at 18" per segment if and when it reaches him.
\end{description}

\section{Falling Velocity}

A falling object striking our hero works on the same
concept. After determining how far the object has fallen,
consult the chart on p.175 to find its velocity on impact.

\section{Item Strength}

     The next thing to do is determine the ``strength" of 
the object, which gives a measure of how much damage it
is capable of inflicting. The strength of the object is 
defense (DEF), plus its BODY. An item can never inflict
more body than twice it's own body.

\begin{description}    
\item[Example:]  The car being thrown by Titan has 3 DEF, and
14 BODY. This results in a strength of 17. The car could
never inflict more than 28 BODY (2 $\times$ its BODY) on Grond,
or anyone for that matter.
\end{description}

\section{Damage}

     Now for the fun part, determining damage. The number
of dice rolled for damage is determined by the velocity
and strength of the object. (This bizzare formula was
derived from an existing one in the rulebook)

\# Dice Rolled \\

\ \ \ =  $\frac{Strength}{5}^{*}$  +  $\frac{Velocity\ on\ Impact}{3}^{*}$\\

              $^{*}$ round up  \\

     This is normal damage, BODY is calculated in the normal
manner for a non-killing attack, and the victim subtracts his
defenses from the stun and body inflicted. If the damage is
decided to be killing damage, such as sharp, spiky objects,
divide the number of dice by three, and call it a killing 
attack, rolling for the stun multiplier.

\begin{description}    
\item[Example:]  Crash! The car hits poor Grond. The car was moving
at 18" ($\frac{18}{3}$ = 6 dice), and had a strength of 17 ($\frac{17}{3} \simeq$ 6
dice), yielding a total of 12 dice. Had it been a huge spike
of the same weight and strength, it would would have been
a 4d6 killing attack ($\frac{12}{3}$ = 4).
\end{description}

\section{Closing Notes}

     Remember to check the range modifiers on p.174 to 
determine how the shape of the object affects how far it
can be thrown.

     The thrown object {\em takes} half of the BODY it inflicts,
after subtracting for DEF. Therefore, an object cannot 
inflict more than twice its own BODY (it would be 
destroyed --- see above).

\section{Fastball Specials}

     Human projectiles, thrown by willing teammates. Another
tactic loved by heros and villains. To find the velocity of 
the thrown person, check the throwing table om p.174 
(willing heros can be considered aerodynamic, --2), calculate
how much velocity remains after striking the target, and
figure damage using the Move By or Move Through rules (pgs
154--155)

\section{Throwing the Unwilling}

     The thrower must complete a successful Grab. Held 
characters are at $\frac{1}{2}$DCV. The thrower decides where he wants
to throw the victim, figures the victims velocity on impact,
and rolls to hit vs. half the victim's DCV. A failed roll
means the victim was dropped for no damage, on a randomly
determined hex-side. Damaged incurred in a successful throw
is reduced in a manner similar to Knockback, as far as 
breakfall, impacting on horizontal surfaces, etc.

     Someone thrown from a height has gravity aiding their
descent, though gravity alone will not push their velocity
above 30".

\begin{description}    
\item[Example:] Thrown downwards with,
8" thrust, from 75" = 8" + [25" (from gravity)] = 30" max.
38" thrust from 200" = 38" + [30" (g)] = 38" max.
\end{description}

     As one can see from the example, you use the full
velocity at time of throwing to determine velocity at impact,
as the object does NOT slow down as it approaches the
ground (the horizontal component of velocity is not diminished
in horizontally thrown objects, but I use a reduced velocity
as a convention to keep damage ``realistic", or at least
non-game unbalancing). Also, the added velocity is variable,
as is hopefully illustrated by the examples.

     For reference, 1"/segment is approximately 4.5 mph.\\

\vspace{.1in}

\begin{center}
{\Large Yet Another Screwy \\ Combat System \\}

\vspace{.1in}

{\large by Jim Vassilakos}
\end{center}

{\noindent \em Here's a customized AD\$Dv1/v2 hybrid combat system
with less noise in some places and more in others. Feel free to
slash and flame as you see fit.\\}

\begin{center}
{\large Weaponed Combat}
\end{center}

\begin{center}
{\sf Combat Points}
\end{center}

An individual earns a number of basic combat proficiencies (BCPs)
based on his level and class as follows:

\begin{description}
\item[Fighters/Warriors:] One BCP for every level after first
\item[Thiefs/Scouts:] One BCP for every two levels after first
\item[SpellCasters$^{*}$:] One BCP for every three levels after first.
\end{description}

$^{*}$ In my game, the spellcaster class consists of illusionists,
clerics/priests, druids/naturalists, and a ton of other magic-using
character-types. In terms of normal combat, the whole lot is considered a
basket of wimps.\\

An individual also is allotted a number of attribute-based combat
points (ACPs) based on strength and dexterity.

\begin{center}
\begin{tabular}{ccc}
 & \multicolumn{2}{c}{Combat Points}\\
    Score  &     Str&   Dex\\
\hline
      3    &     --3 &   --3\\
      4    &     --2 &   --2\\
      5    &     --2 &   --1\\
      6    &     --1 &    0\\
      7    &     --1 &    0\\
     16    &      0 &   +1\\
     17    &     +1 &   +2  \\        
     18    &     +1 &   +2\\
     18/01-50 &  +1&\\
     18/51-99 &  +2&\\
     18/00    &  +3&\\
     19       &  +3 &   +3\\
     20       &  +3 &   +3\\
\end{tabular}
\end{center}

\begin{description}
\item[Note:] Strength ACPs are neither given (or taken) with respect to
device-driven missile weapons (bows, crossbows, slings, blowguns, etc\ldots)
nor with respect to small-sized hurled weapons (thrown daggers or darts,
etc\ldots) unless such weapons are specifically designed with the wielder's
strength in mind. Of course, such ``special'' weapons are few and far
between.
\end{description}

A character's ACPs may be reduced by the wearing of heavy armor (or
carrying of a heavy load). What constitutes {heavy} is determined in
turn by the wielder's strength (we play encumbrance very loosely, using
this rule regarding armor as compensation). If a character does not meet
the minimum strength requirement for his armor, he sustains a penalty
to his ACP.

\begin{center}
\begin{tabular}{l|cccc}
&\multicolumn{4}{c}{ACP Penalty for Low Str}\\
Armor          &  --1   &  --2 &  --3 & --4\\
\hline
Leather        &  3--4  &  --- &  ---  &---\\
Studded Leather&  3--5  &  --- &  ---  &---\\
Ring           &  4--6  &   3  &  ---  &---\\
Chain          &  5--7  & 3--4 &  ---  &---\\
Banded         &  6--8  & 3--5 &  ---  &---\\
Scale          &  8--10 & 5--7 &  3--4 &---\\
Plate          &  10--12& 7--9 &  4--6 & 3\\
Field Plate    &  12--14& 9--11&  6--8 &3--5\\
Full Plate     &  13--15& 10--12& 7--9 &3--6\\
\end{tabular}
\end{center}

An individual also is allotted a number of weapon-based combat
points to be determined by his level of specialization and the
magical-bonus, if any, of his weapon (WCPs).

\begin{center}
\begin{tabular}{lc}
                    & WCP\\
     Specialization &  1\\
     Double-Spec    &  3\\
\end{tabular}
\end{center}

The individual's number of combat points are then computed per
weapon:


                     $$ CP = ACP + BCP + WCP $$



These are then divided equally between fixed (XCP) and floating
(FCP) combat points (the round-off going to floating).


With the fixed combat points, the character may subtract points
from either his Armor Class or Thac0, but must decide once and
once only where the points are to be allotted. The floating
combat points, however, may be allotted on a round by round
basis, the indicating the degree to which the character wishes to
be offensive or defensive in combat.

\begin{description}    
\item[Example:] Shriner is a 10th level hunter (treat as warrior) with a
16 dexterity wielding a +3 two-handed sword which boosts his
strength to 18/51. He is double-specialized in the weapon.

\begin{center}
\begin{tabular}{ccc}
ACP = 3 & \hspace{.5in} & CP = 18 \\
BCP = 9 && XCP = 9\\
WCP = 6 && FCP = 9\\
\end{tabular}
\end{center}

Training offensively with the weapon, he splits his nine fixed
(XCP) combat points between armor class and thac0, one
point going to armor class and eight going to thac0.

Natural Armor Class (bareskinned): 10

Base AC (Studded Leather): 7

XCP going to AC: 1

XCP Adjusted AC: 6\\
\ \ 

Natural Thac0: 20

XCP going to Thac0: 8

XCP Adjusted Thac0: 12

   Now he has nine floating (FCP) combat points to play around
with. Depending on his mood in battle, he can bring his AC as low
as --3 or his Thac0 as low as 3.
\end{description}

\begin{description}
\item[Comments from the playtesters:] The introduction of floating
combat points leads to more decision making during hack \& slash
but can have a tendency to slow down combat if not handled
properly. It has been argued that the CP system tends to de-power
dexterity and increase the importance of strength in combat.
By extreme placement of their total combat points, characters
can attain lower thac0s \& ACs than otherwise possible. 
The CP system has been tested for less than one year; thus,
the reader is advised to apply it with caution.
\end{description}

\begin{center}
{\sf Pummeling Combat}
\end{center}

An individual may pummel his opponent by using a blunt weapon,
such as a club or iron bar or by using the flat end of an edged
weapon. The pummeling attack does damage as follows:

\begin{center}
\begin{tabular}{ll}
   Club                     &  d6 damage\\
   Iron Bar                 &  d8 damage\\
   Flat end of edged weapon &  50\% normal damage\\
\end{tabular}
\end{center}

Strength bonuses to damage are of course taken into
consideration, however half of such pummeling damage is
temporary, healing at one point per hour of rest.


\begin{center}
{\sf Parrying}
\end{center}

By sacrificing an attack, a defender may reduce his effective
armor class by half his level. Fighters may reduce their armor
class an additional two points. Any object may be used to parry
attacks, but unsuited object may suffer a penalty.


\begin{center}
{\sf Disarming}
\end{center}

An individual may attempt a disarm of any single-handed weapon
which is of a size equivalent or lesser than his own weapon by
stating his desire to forego a normal attack for a disarm attack,
and making his to-hit, discounting his opponent's armor, at --4.
If his attack is successful and his opponent fails a save vs
petrification, the weapon is considered disarmed and is removed
from its wielder by {\em d10} feet in a random direction. The opponent
must either use the next round recovering his dropped weapon,
drawing another, or engaging in weaponless combat.


\begin{center}
{\sf Double-Weaponed Combat}
\end{center}

Any character may fight with two weapons provided they are both
single-handed and that one is significantly smaller than the
other. The character suffers a penalty of --4 to-hit with each
weapon, and the smaller weapon can only provide one additional
attack per round regardless of proficiency.

\begin{center}
{\large Weaponless Combat}
\end{center}

\begin{enumerate}
\item{Character declares punch or wrestle.}
\item{Roll to-hit.}

Attack modifiers for wearing armor (in addition to strength/armor penalties):

\begin{center}
\begin{tabular}{lc}
Studded Leather       &  --1\\
Chain, Ring, Scale    &  --2\\
Banded, Splint, Plate &  --5\\
Field Plate           &  --8\\
Full Plate            & --10\\
\end{tabular}
\end{center}

\item{If attack hits, use same roll to find result. Individuals with
high dexterity (16+), may modify their to-hit rolls downward by a
number of points equal to their dexterity-based ACP bonus plus
their level of brawling proficiency.}
\end{enumerate}

\begin{tabular}{clcclcccc}
Roll {\em d20}& Punch      &  Dmg & \%KO &  Wrestle       & Dmg& \%KO& \%Hld & \%Dwn\\
\hline
  1 &  Fumble        &   0  & 0   & Fumble         & 0  & 0  &  0  &  0\\
  2 &  Sushi Fist    &   0  & 0   & Flounder       & 0  & 0  &  0  &  0\\
  3 &  Woosie Cut    &   0  & 0   & ShitStain Mnvr & 0  & 0  &  0  &  0\\
  4 &  Wild Swing    &   0  & 0   & Failed Grapple & 0  & 0  &  0  &  0\\
  5 &  Side Swipe    &   0  & 0   & Touch \& Go    &  0 &  0 &   0 &   0\\
  6 &  Glancing Blow &   1  & 0   & Push           & 0  & 0  &  0  & 20 \\
  7 &  RibCleave     &   1  & 0   & Power Push     & 1  & 0  &  0  & 40\\
  8 &  Rabbit Punch  &   1  & 0   & Freefall       & 0  & 0  &  5  & 90\\
  9 &  Sidekick      &   1  & 0   & LegTackle      & 0  & 0  & 10  & 60\\
 10 &  Belly Smack   &   2  & 0   & Undive         & 1  & 0  & 10  & 60\\
 11 &  Kidney Punch  &   2  & 0   & Trip           & 0  & 0  &  0  & 70\\
 12 &  Jab           &   2  & 0   & Turnabout      & 0  & 0  &  0  &  0\\
 13 &  Hook          &   2  & 0   & Arm Lock       & 0  & 0  & 30  & 10\\
 14 &  Uppercut      &   2  & 0   & Head Lock      & 0  & 0  & 50  & 20\\
 15 &  Gouge         &   3  & 0   & Throw/Flip     & 2  & 0  &  0  & 50\\
 16 &  Combo         &   4  & 5   & BodySlam       & 4  &10  &  0  & 90\\
 17 &  Groin Chrusher&   5  &10   & Lemon Squeeze  & 6  &20  & 50  & 30\\
 18 &  Skull Cracker &   6  &20   & Bear Hug       & 6  &20  & 50  & 30\\
 19 &  Dazed \& Confused& 8 & 30  &  Come to Mama  &  6 & 30 &  70 &  40\\
 20 &  Critical Ouchy  &10  &40   & Smushy Foo     & 8  &40  & 90  & 50\\
\end{tabular}

\begin{center}
{\sf Notes}
\end{center}

\begin{description}
\item[General Rule:] Rolls of 2--5 are considered null attacks with
              respect to damage, knock-out, hold, etc\ldots
\item[Strength:] Str damage bonus is added to damage of attacks
          which normally do damage. Bend bars bonus is
          added to hold, KO, and down percentages.
\item[Damage:] $\frac{1}{2}$ of damage suffered is temporary (heals at 1pt/hour).
        Metal gauntlets or hard boots do an additional {\em d3}
        for punching/kick attacks.
\item[Knock-out:] Knock-outs are considered as stuns for {\em d10} segments.
           Characters who ``go-under" on hitpoints are also KOed.
\item[Holds:] If a hold is established, it may held indefinitely until
broken. The attacker may roll an attack for the next round and
either take the results (thus voluntarily breaking the hold) or
leave them and maintain the hold. If the defender rolls a gouge
or throw/flip (15) or any critical (20) the hold is automatically
broken. Holds do a point of damage per segment per segment.
\item[Knock-Downs:] If a character is knocked down, he loses the next
attack getting back up. During that time, standing opponents
attack at +3 to-hit, get double damage on punch attacks, and
double chance to hold on wrestle attacks.

\vspace{4in}

\item[Brawling Proficiency:] Adds +1 to both free combat points
and damage rolls per level of proficiency.
\end{description}

\begin{center}
{\sf Special Attacks}
\end{center}

The freefall attack requires that the attacker go down (whether
or not a knock-down of the defender is achieved), however, the
defender, if taken down by the attack, must make a dex check to
regain footing for the next segment whereas the attackers footing
is assured.

The turnabout attack is a defensive maneuver which causes the
attacker to be inflicted by his own attack, going so far as to
reverse long-standing holds so as to give the defender the
attacker's previous advantage (read with a grain of realism).

\begin{center}
{\sf Tackling \& Pinning}
\end{center}

In lieu of punching \& wrestling, the attack may simply attempt to
tackle and pin an opponent. All that is required is a successful
to-hit roll for the tackle, and another for the pin. This roll is
modified four points for every level of size difference between
opponents (I,T,S,M,L,H,G). This roll is further modified --2 for
every defender's leg above two (making it awfully hard to tackle
a giant spider). Only up to three individuals (+/-- one per level
of size difference) may attempt such an attack against a single
defender during any round, each attacker rolling at +1 for every
additional attacker.

\begin{center}
\begin{tabular}{ll}
\multicolumn{2}{c}{Arbitrary Scale of Sizes}\\
\hline
  Itty-bitty     &   less than six inches\\
  Tiny Tim       &   two feet to six inches\\
  Smallish       &   2--4 feet\\
  Medium         &   4--8 feet\\
  Largish        &   8--15 feet\\
  Humongous    &   15--30 feet\\
  Gargantuan     &   more than thirty feet\\
\end{tabular}
\end{center}

\begin{description}
\item[Smushing:] An attacker of three sizes greater than a defender may
attempt to smush the defender via a simple to hit roll at --4. On
a successful smush, the defender must make a dex check to get out
of the way or be reduced to a smelly, protoplasmic carpet-stain.
\item[Grappling with a weapon-holder:] By grappling with a
weapon-holder, the attacker gives the weapon-holder a +4 bonus to both
to-hit and damage.
\end{description}

\newpage
\ \\
\vspace{7in}
\begin{quote}
``Fortune favors the bold.''

\ \ \ --- Terence
\end{quote}
\end{document}
