COMBAT

Combat should be fast and full of action. This system allows a great deal of freedom, and encourages you to come up with your own moves.

Skills in Combat: If you're using skills, substitute skill rolls for Strength and Agility rolls during attacks. If you're using the default skills, those are Fight and Shoot skills, respectively.

Powers in Combat: If you are using powers, how they affect combat (if at all) should be clearly stated in the power's description. The GM has the final call on all issues arising from the use of powers in combat.

Initiative
First, each side in the battle rolls a d6 to see who has initiative that round (that is, who will go first). Choose a player to roll for the heroes – the GM rolls for the bad guys. Whichever side got the highest result on the d6 goes first. Roll for initiative EVERY round. It’s possible that a side could go “twice in a row” by going last in a round, then first in the next one.

On the players' turn, characters act in order of Agility, with a d6 roll deciding ties.

On the GM’s turn, individual NPCs and monsters can go in whatever order the GM wishes.

Actions in Combat
Here’s what you can do on your turn:

  • Move twice
  • Move and Attack
  • Trick and Attack
  • Stunt and Attack
  • Trick twice (but not against the same opponent)
  • Ready/Recover and Move or Attack
  • Attack twice (if you can).

Note that if you are using powers, “Attack” and “Use a Power” can be considered the same action.

Move
In combat, characters start off at various ranges (extreme, long, medium, short, close) relative to each other. The exact distance doesn’t really matter.

When you chose to Move, you get one step closer or farther from your target – your choice. If you Move twice, it’s two steps.

If you’re in a fight and try to run away, your opponents will most likely get a free “parting shot” on you.

Trick or Stunt
Here’s where players get a chance to make the rules work for them. Rather than provide a long list of possible actions, this game gives players the freedom to come up with whatever special moves they think would give them an advantage.

Do this by declaring either a Trick or Stunt. Exactly what those are is up to you, but when it boils down to rolling the dice, this is the guideline:

Trick – Say how you plan to trick your opponent. This can include any mental feat designed to fool or fluster the enemy (see examples, below). Make opposed Mind rolls. If you win, your opponent’s next action is at -10. If you fail, your trick has the opposite effect – your opponent, seeing through the trick, actually gets a +10 on their next action. If you both fail, there is no bonus, but no penalty.

On a critical success with a Trick, you get a +20 instead of a +10.

You can trick someone you’re not fighting. You can make two Tricks on your turn, but not against the same person.

Stunt – A stunt is a heroic combat maneuver. This includes any creative use of surroundings or movement to give yourself an advantage over your opponent. Make opposed Agility rolls. If you win, you get a +10 to your next action. If you fail, you have a penalty of -10 on your next action (or more, depending on the exact nature of the stunt; stumbling and falling off a chandelier are two very different things). If you and your opponent both fail, you still suffer the penalty – failure assumes you’ve stumbled or fallen or something.

You can perform a stunt against someone you’re not fighting, although the penalty for failure may be more arbitrary (and totally up to the GM). You can only make one Stunt on your turn.

Like Tricks, a critical success on a Stunt results in a +20 bonus.

Please note that to “Move” is to open or close a range increment. Normally, a stunt will not result in this type of movement. Exceptions are when you slide down a banister, swing on a rope or chandelier. Ultimately, it’s the GM’s call.

Obviously, Tricks and Stunts leave a lot open for interpretation. The GM should allow most attempts, as long as the player is being creative. That being said, a Trick or Stunt should be something special, and players shouldn’t be able to get away with being vague.

Also, it should be noted that the same tricks and stunts will not always work over and over. Word gets around…

Ready/Recover
Use this to change weapons, reload a weapon, grab weapons that have been dropped, ready an item such as a scroll from your pack, etc.

Attack
There are two types of attacks – melee (hand-to-hand) and ranged (shooting or throwing something).

Melee – To make a melee attack, simply make a Strength roll (or the appropriate skill roll). If you succeed, you hit your opponent (unless he can defend). You can make a melee attack against anyone who is in the same range increment as you.

Ranged – To make a ranged attack, make a Agility roll (or the appropriate skill roll). If you succeed, you hit. Most ranged weapons cannot be dodged, but thrown weapons can be.

Ranges are close, short, medium, long, and extreme, as noted above. A weapon’s range is the maximum distance at which it is effective. There are no modifiers for range – “aiming” is an assumed action, and provides no further bonus. That being said, the GM is free to use common sense and provide a modifier every now and then.

Criticals – If you score a critical hit (01-05) on the attack roll, you do double damage (usually enough to kill most enemies). If you score a critical miss (96-00) your weapon breaks (if you are unarmed, you do unarmed damage to yourself).

(Optional): That Strength be too harsh for some groups. Alternatively, a critical hit will double the weapon’s damage die (i.e., d6 becomes 2d6, etc.), and a critical miss results in a fumble (must Ready/Recover).

Defense – If you are hit, make a Dodge or Block roll (your choice). If you succeed, you have avoided damage.

Rolling for Damage
If you hit someone, roll the damage dice for that weapon.

Damage reduction from Armor
If you take wounds while wearing armor, the armor will absorb some damage - how much is given in the armor's description. Example – You have a Sword, and do 10 damage to your enemy. He is wearing Leather Armor (2) and so takes 8 wounds.

Being Wounded
When you take wounds, they are subtracted from your Life. When your Life is reduced to zero or below, roll 1d4 on the Death Table (see page x). Add 1 to your roll for each point below zero. So, if you are at -3, roll 1d4+3 on the Death Table.

d4+ Result
2 KO
3 KO
4 KO
5 KO
6 Maim
7 Maim
8 Maim
9 Maim
10 Death
11 Death
12 Death

The GM may make combat more deadly by using a d6+X on the Death Table, or shifting the results column down for fewer KO results and more Death results.

Only read the result for the type of damage that makes you roll on the table. If you continue to take more wounds after rolling on the table once, don’t roll again – you’re automatically dead.

Knockout – You are knocked unconscious, but can be revived later with a successful Heal roll.

Maimed – You suffer some horrible disfigurement. The GM chooses the nature of the injury. Most likely this will be a lost limb, eye, serious scars, or whatever. The end result is that you’ll suffer a permanent -20 when you need that body part (-20 Agility to Climb if you have no hand, for example, or -20 Charm if you’re horribly scarred, etc.). The GM can determine the affected body part randomly (with a hit location die or some other means) or simply choose the most probable body part.

Death – You’re dead. Roll up a new character…

Healing
Characters naturally heal at a rate of 4 Life per day, provided they stabilize their wounds (a Heal roll). If you attempt to stabilize your own wounds, you do so at -10.

A successful Heal roll also restores 1d4 life immediately if the character has any Life at all. If the character has negative Life, a successful Heal roll restores the character to 1 Life.

Other Combat Rules
Unarmed Attacks – When you make an unarmed attack, do not roll damage dice for the weapon (because there is no weapon). Instead, just apply your Power. Unarmed attacks do Bash damage. You can’t Block an attack from a weapon if you’re unarmed.

Grappling – To grapple an opponent, make an unarmed Strength (or skill) roll; your opponent defends normally. If he fails the defense, instead of doing damage you grapple your opponent. Both of you are at +20 to hit, if any bystanders decide to attack.

The only thing your opponent can do is try to break the grapple. Starting the next round, both of you make opposed Strength rolls. If you win, the opponent stays grappled, and you can do unarmed damage (without a Fight roll) as if you had a damage die of d6 (that is, d6 + Power). This is Bash damage.
If your opponent wins, he breaks free.

Ganging Up – If there are multiple attackers on a single opponent, everyone gets +10 for each attacker beyond the first. This maxes out at +30, although other modifiers may still apply.

Running Away – If you flee combat, make opposed Agility rolls with your opponent. If you lose, your opponent gets a free attack on you from the rear. You can’t defend against this.

Assassinations – If you can attack an opponent who is completely unaware of you, you can simply kill him (or knock him out – your choice) with no attack or damage roll necessary. You must make a Sneak roll to get within Close range, then make another Sneak roll as you make the final approach (these are both opposed rolls, versus the victim’s Notice, as usual).

If the victim notices your approach, combat proceeds normally. If he does not, he’s done for.
You may also Assassinate opponents who are KO.

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