@@ -591,7 +591,7 @@ Casting spells in close-quarters combat works just like any other type of combat
This lets him use his Charisma + Seafaring total of +7.
If he wins, the spell succeeds.
He he loses the roll, he gets stabbed.
If he loses the roll, he gets stabbed.
\end{exampletext}
Casters must meet their usual \gls{tn} to cast a spell -- if this fails, then they lose to their opponent, and receive Damage as usual.
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@@ -617,7 +617,7 @@ Characters who have been rammed must be able to move far back enough as part of
\index{Combat!Sneak Attack}
Sneaking up on someone requires a Dexterity + Stealth check, vs the target's Wits + Vigilance, but circumstances will change this roll dramatically.
A sleeping target will suffer extreme penalties, while anyone attempting attempting this manoeuvre on a battlefield should receive a hearty laugh from the \gls{gm}, along with \gls{tn} 20.
A sleeping target will suffer extreme penalties, while anyone attempting this manoeuvre on a battlefield should receive a hearty laugh from the \gls{gm}, along with \gls{tn} 20.
Heavy weapons do not help much with surprise attacks, as one needs to swing them up into position.
Any weapon with a positive \gls{weight} adds its \gls{weight} to the \gls{tn}.