Martial Combat (Echoes of Dreams)
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Revision as of 20:26, 19 November 2009
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| I dreamed a world that dreamt of me | |||||||||
| Heroes: | Basics | Characters | Abilities | Backgrounds | Skills | Equipment | Symbionts | Property | Meta |
|---|---|---|---|---|---|---|---|---|---|
| Action: | Action | Social Combat | Martial Combat | Injury | Magic | Conditions | Business | Enemies | |
| Setting: | Overview | Language | History | Lands | People | Lore | Zoein | Artifacts | Campaign |
Sometimes words fail, lines are crossed, and blades are drawn. Martial combat is dangerous--your hero can be maimed or killed--but sometimes there is no other choice. Like social combat, martial combat is broken into rounds, each round being broken into two exchanges. Each exchange is 1 second long, so each round lasts 2 seconds.
In order to participate in combat, you must calculate your Ranged Pool (RP) and Combat Pool (CP). Your RP is used for ranged combat, and your CP is used for melee combat (see Action Pools for calculations of these pools).
In the case of your CP, you must divide the dice among the actions you will take in a round. This means if you will be attacking in the first exchange, you must decide how many of your dice you wish to use on the attack. If your opponent survives, you're going to want to have dice remaining to use against them. Certain actions cost dice to use (beyond what you allocate for them), representing an action more difficult than a standard attack or defense.
| Suit | Action |
|---|---|
| Diamonds | Magical |
| Clubs | General |
| Spades | Offensive |
| Hearts | Defensive |
To begin each combat, each participant must take four cards from a deck of playing cards, one card of each suit. At the start of combat, each participant will lay one of these cards face down on the table. When all participants have laid their cards, the ST will call for the cards to be turned over and revealed. What card you play depends on the action you want to take. This process will continue at the start of every exchange. Once a melee bout has begun, those involved no longer lay cards; their roles in successive exchanges will be determined by the outcome of the proceeding exchange.
All actions in the round happen simultaneously, unless two melee combatants are both attacking at once. However, actions are announced in a certain order. After each exchange, the winner of the previous exchange (the character that achieved more successes) in a melee bout becomes the attacker and the other character becomes the defender. Combat then proceeds to the next exchange. At the start of each round, CPs refresh to their full value; however, any action which depleted a character’s CP for the next exchange still applies (this means these actions are still effective in the second exchange).
Magic Actions
Magical actions are announced first. Magical actions generally involve the use of spells or powers. You cannot take any movement while taking a magic action.
- Begin channeling a spell
- Continue channeling a spell
- Cast a spell
- Activate a power
- Shapeshift
- Channel or Cast a Spell
- Anyone channeling to cast a spell announces that they are doing so. If they do not wish to announce what spell they are casting--for fear it would affect the decision of other players unconsciously--they may write the spell down, including the total force and any synergies used. They need not decide on targets and other variables until they reach the casting point (when they have finished channeling). When a caster has finished channeling a spell, the spell is cast on the following exchange (see Spellcasting).
- Activate a Power
- Activating a power requires 1 exchange unless otherwise noted. Its effects begin the following exchange.
- Shapeshift
- Shapeshifting takes 30 seconds (15 rounds), and thus is usually unwise in the middle of combat (see Shapeshifting). Powers can reduce this time.
General Actions
- Assess Situation
- Command
- Interact
- Intimidate
- Pick Up Object
- Ready Weapon
- Rest
- Run
- Stand
- Throw Object
- Assess Situation
- You to stop and look around. This allows you to look for additional information in scene besides what was immediately apparent. This may include means of escape, the numbers of foes you face, the source of a sound, and so forth. This action normally requires 1 second and is resolved with a Perception check. However, if you want more detailed information or a better chance of finding what you seek, you may spend a full round looking. Doing so grants a minor advantage to your check.
- Command
- You can speak up to 3 words as your action in an exchange. This is usually enough time bark orders to allies or something similar.
- Interact
- This action is used to interact with the environment--open or close a door, turn over a table, hide behind a barrel, or so forth. The time it takes to perform most such actions is 1 round (2 exchanges), but the ST must set specific times for the situation at hand.
- Intimidate
- You can attempt to intimidate another character within a few meters. Doing so requires 1 round (2 seconds). This requires an Intimidation check opposed by your opponent’s Mettle check. If your check succeeds your opponent hesitates for a number of seconds equal to your net successes. The ST may imposes advantages or disadvantages based on the conditions of the battle, the nature of the foe (beyond having a high Mettle, a dragon is rarely going to be intimidated by a man), and so forth. Penalties from pain apply to the foe’s check to resist intimidation.
- Pick Up Object
- Picking an object up from the ground requires 1 exchange. If you are in melee and need to pick up an object (if you were disarmed), you may use this action as a defensive action and may combine it with another appropriate defensive action (often a dodge or acrobatic dodge). However, if you do so, you must divide your dice between this action and the normal defensive action. This action then has a Threshold of 2; difficult terrain or a far off object are disadvantages. Failing one of these actions does not impede the other.
- Ready Weapon
- Drawing a weapon from a sheath at your hip or on your back requires 1 round. Pulling a weapon from around your shoulder (such as a bow), requires 2 rounds. A polearm or similar weapon strapped to your back requires 2 rounds to ready. Readying a throwing weapon is covered in Ranged Combat.
- You can attempt to ready a weapon more quickly using the Quick Draw skill. A successful check reduces the time to ready the weapon by half. If you wish to combine drawing a weapon with an attack or parry, see the Quick Draw offensive or defensive action. If you are a defender in melee you can combine this action with your defensive action (assuming that action does not require both hands), however, your defensive actions suffer a minor disadvantage during each exchange in which you are readying a weapon.
- Run
- A character normally moves when in melee as he and his opponent dance around each other. Inability to do so, in fact, is a minor disadvantage. However, a character can also choose to run in place of doing any other action and thus move farther (see Movement).
- Stand
- If you are prone, rising to your feet requires 1 round (2 seconds). If you are in melee, you may wish to use the Combat Rise action instead (as you cannot attack or defend while taking a general action). You can get up more quickly by kipping up with an Acrobatics (3) check, reducing the time necessary to 1 second.
- Throw Object
- Throwing an object requires 1 exchange. This does not cover throwing an item as a weapon (in which case it is an improvised Throwing Weapon), nor throwing something at a foe to distract them (see Toss offensive action). If you wish to throw an object to another character you and the other character must make Agility checks. The catcher’s Threshold is usually 1. Your Threshold for the throw is generally 1 per 3 meters of the throw. Use common sense when determining what can be thrown, how accurately, and how far, taking into account your strength.
Offensive Actions
A character announces his offensive action first, allocating however many dice from his CP he chooses to that action; rolls are not made until the defenders have also announced their actions. A character making an offensive action is an attacker. If there is more than one attacker, attackers announce their actions in order of lowest Reflex to highest Reflex. In the case of two characters attacking each other at the same time, both make Reflex checks to see who strikes first. In the case of a tie, they strike simultaneously. Weapon Reach Threshold penalties apply to this check.
At the start of a new exchange an attacker can choose to switch to becoming a defender. This breaks the melee bout. An attacker cannot do so on the exchange immediately after laying an offensive card (you cannot change your mind in mid-attack, but you can win the advantage and choose to back off).
Offensive actions require you to have a minimum number of skill levels in your fighting style before they are available. Only those with a minimum skill requirement of 0 can be used with Brawling. Some actions are more difficult with certain styles and impose a disadvantage (listed in parenthesis).
| Action | Skill Level | Styles (Disadvantage if any) |
|---|---|---|
| Strike | 0 | All melee |
| Beat | 3 | Bladestaff, Longsword, Polearm, Saber, Three Hands; Dual Blade, Sword & Shield, Woodpecker's Fang (minor) |
| Bind | 2 | Axe & Shield, Dual Blade, Heavy Weapon & Shield, Light Blades, Sword & Shield, Woodpecker's Fang |
| Block & Strike | 1 | Axe & Shield, Dual Blade, Heavy Weapon & Shield, Light Blades, Sword & Shield, Woodpecker's Fang |
| Combat Rise | 1 | All--must spend 2 CP |
| Disarm | 4 | Dual Blade, Heavy Weapon & Shield, Longsword, Saber, Sword & Shield, Three Hands, Woodpecker's Fang (minor); all other melee (moderate) |
| Dual Strike | 1 | Dual Blades, Light Blades, Woodpecker's Fang |
| Evasive Attack | 5 | All unarmed, Bladestaff, Light Blades, Longsword, Saber |
| Feint | 3 | Nazawyn (minor); All other melee (moderate) |
| Grapple | 0 | All unarmed (minor) |
| Grapple Strike | 0 | All unarmed, any weapon with WR 1 or less |
| Half-Sword | 2 | Longsword |
| Limb Break | 1 | Ahranazai; other unarmed styles (minor) |
| Lock | 0 | Nazawyn, Nazikelge, Undintai (minor); other unarmed styles |
| Master-Strike | 9 | Dual Blade, Longsword, Saber, Sword & Shield (major), Light Blades (major and must spend 1 CP) |
| Preemptive Strike | 0 | All--must pay 3 CP |
| Quick Draw | 4 | Light Blades, Saber (minor); Dual Blade, Longsword, Sword & Shield (moderate) |
| Shield Bash | 1 | Axe & Shield, Heavy Weapon & Shield, Sword & Shield (minor) |
| Throw | 1 | Ahgranazai, Nazikelge (minor); other unarmed styles |
| Toss | 1 | Any which leaves you a free hand |
| Trip | 2 | All unarmed, Polearm, Three Hands |
- Strike
- The most basic offensive action is the strike. The strike is using your weapon to cut, thrust, or bash your foe. If you achieve any net successes over the defender’s defense roll (commonly a Block or Dodge), you have struck him with your weapon (see Injury and Fatigue).
- Beat
- This action uses your weapon to knock the opponent’s weapon out of position. It is opposed as an attack. Instead of damage, if you achieve any net successes, the opponent cannot use their weapon on the next exchange. Moreover, the opponent losses 1 CP per net success you achieve.
- Bind
- This action is designed to use one of your weapons (an off-hand weapon or shield) to lock an opponent’s weapon for a single exchange. It is opposed as an attack. Instead of damage, any net successes you achieve reduce the opponent’s CP by 1 each. Whichever weapon you used to bind the opponent’s is not available for an attack on the next exchange.
- Block and Strike
- This action combines a strike with a block (defensive action). Divide your dice for the exchange between attack and defense. This allows you to both block an incoming attack and land one of your own. Roll your allocated defense against the opponent’s attack, then immediately (in the same exchange) roll your own attack. This action requires the use of two separate weapons, usually a one-handed weapon and shield or off-hand weapon. This action is most useful when facing more than one opponent.
- Combat Rise
- This action combines getting to your feet with another offensive or defensive action. You must succeed on an Agility (3) check for an offensive action, or (2) for a defensive action. If the Agility check succeeds you get to your feet. If it fails, you are at a minor disadvantage for your other action. Since you are prone while making the action, it also suffers the standard penalties for being prone. If used for a defensive action, you must also succeed on your defensive action in order to rise.
- As with the Stand general action, you can substitute an Acrobatics (3) check to kip up. In this case it does not allow you to rise more quickly, but does allow you to use your Acrobatics skill if this is higher than your Agility.
- Disarm
- This action is designed to knock an opponent’s weapon from their hands; it can be used as offensive or defensive. If the action is offensive, it is treated as a strike, which, if it achieves any net successes, the defender risks losing his weapon. If the action is defensive, it is treated as a block, which, if it achieves any net successes, stops the attack and causes the attacker to risk losing his weapon; however, on the defensive you incur a moderate disadvantage. A character that risks losing his weapon must make a skill check using his fighting style skill. The Threshold for the check is 2 + the disarmer’s net successes in the original roll.
- Dual Strike
- This action allows you to perform a strike action simultaneously with two separate weapons. The CP for the exchange must be divided between the two strikes. An opponent cannot block both strikes using the same weapon or shield (since it cannot be in two places at once). In order to become the attacker, the defender must successfully defend against both attacks.
- Evasive Attack
- This action combines a dodge (defensive action) with a strike. Divide your dice for the exchange between attack and defense. This allows you to both dodge an incoming attack and land one of your own. Roll your allocated defense against the opponent’s attack, then immediately (in the same exchange) roll your own attack. You receive a minor disadvantage for the dodge.
- Feint
- This action makes what appears to be an attack towards one location, but is in reality an attack towards another; often this appears to be a slash that turns into a thrust. Make a Guile check opposed by the opponent’s Perception check. Each net success you achieve reduces the CP your opponent allocated to his defense by 1. You then roll a standard attack opposed your opponent’s declared defense.
- Unlike other actions, do not declare a feint at first; instead declare a Strike. Once your opponent has declared his defense (before dice are rolled), declare feint. An opponent which has already seen one of your feints against him receives a moderate advantage to his Perception per time he has seen you use this action against him (even in prior scenes).
- Grapple
- Grappling can be used as an attacker or defender. It is the act of grabbing an opponent and wrestling with him in the hopes of pinning or throwing him, or breaking his bones. You cannot attempt a grab while holding a shield or while holding a weapon with WR greater than 1. You can only grapple using unarmed combat, though a grapple strike may be made with a weapon of WR 1 or less.
- Step 1) The attacker attempts to make a grab. The defender can either join the grab, in which case proceed to step 2, or else try to avoid. To avoid a grapple the defender can use most defensive actions, including dodge or block. If you block with a weapon and the block is successful, treat it as an attack against the grabber’s limb. You can also attempt to grab when being attacked, by stepping in to grab before an attack lands (thus canceling the attack). If the defender wins the check, he grabs the attacker; otherwise the attacker’s attack lands.
- Step 2) If a grab was successful, the character that made the grab becomes the attacker in the next exchange. Moreover, he adds his net successes from the grab to his CP for this action. From the grab, an attacker can lock, throw, limb break, or grapple strike his victim. See the appropriate offensive action. Once the grab has been made, both combatants continue to wrestle until one combatant breaks free. The end of a grapple always breaks the melee bout. Using a throw or limb break ends the grapple.
- The defender’s normal action on any exchange is normally to attempt to break free. This action opposes whatever action the attacker is making. If successfully, the defender breaks the grab and the attacker’s current action is wasted. Alternatively, if the defender wishes to continue the grapple, he may attempt to reverse. If this action is successful, he becomes the attacker; this option is more difficult, and thus imposes a minor disadvantage.
- If the attacker wishes to end the grapple, he becomes the defender; if his opponent wishes to maintain it, he becomes the attacker. If both wish to end the grapple, no roll need be made.
- Grapple Strike
- This action may only be performed when you have grabbed the defender with a grapple. In involves punching, kicking, head butting, or stabbing your foe. You can perform the action with a weapon of Weapon Reach 1 or shorter, but with a minor disadvantage, or a moderate disadvantage if not thrusting. You can only use ½ your STR for such a strike, and the defender can only use half his armor’s AV (unless it is a creature with natural armor and thus no chinks). The defender can attempt to block the strike with a moderate disadvantage, or else attempt to avoid it by breaking the grapple as normal. This action is otherwise like a normal Strike action.
- Half-Sword
- The half-sword action can be used with any long-bladed sword; however, if the sword does not have a special grip designed for it, you must be wearing metal gauntlets. This action involves using the off hand to grasp the blade of the sword near the hilt, turning the sword into a short polearm. This action reduces the weapon reach (see Weapon Reach) by 1 or 2 (user’s choice), allowing it to more effectively be used against an opponent in close quarters. It also changes the sword to a thrusting weapon with +2 damage value for purposes of piercing armor. This action can be used in the same exchange as another action, but then it applies a minor disadvantage to that action.
- Limb Break
- This action may only be performed when you have grabbed the defender with a grapple. You may attempt this action directly from a grab, or on a limb you have locked. If you are attempting to break a limb you have locked, you receive a moderate advantage. This is resolved as a standard attack inflicting bludgeoning wounds specific to the limb. Armor does not protect against a break. A 3rd degree wound creates a minor fracture; a 4th degree creates as major fracture; a 5th degree creates a compound fracture (it does not kill the target, causes damage of a 4th degree). A lesser wound only causes strain (see Broken Bones).
- It is more difficult to break a target’s neck or torso. Breaking a torso imposes a major disadvantage on your attack. Breaking a neck imposes a moderate disadvantage. Breaking either with at least a 4th degree wound paralyzes most targets (permanently). A 5th degree break to the neck or torso kills the target.
- Lock
- This action may only be performed when you have grabbed the defender with a grapple. If successful, this action allows you to trap one or more of the defender’s limbs, or perhaps their entire body. Each limb you wish to trap requires a Threshold of 2. Each arm, each leg, the torso, and the head all count as a separate limb. However, you may continue this locking after the initial exchange (usually one cannot achieve a full pin in the single second of 1 exchange).
- Each trapped limb reduces the opponent’s CP by 2, and your CP by 1 as you hold them in place. It is more difficult to lock an opponent larger or stronger than yourself. For every 2 full points the defender’s Potency exceeds yours, the Threshold is increased by 1.
- If you lock the head you can attempt to choke the victim. You cannot perform a choke while locking other limbs at the same time as the head. In this case the attack is treated as though it caused damage, though armor offers no protection. However, instead of damage, it only accumulates fatigue. When the total fatigue for the choking (which can be spread over multiple exchanges) exceeds twice the victim’s Mettle he loses consciousness (this does not include fatigue from other sources). If you continue the hold he will eventually suffocate.
- Master-Strike
- This action combines a parry with a strike, allowing a combatant with one weapon to attack as though he had two. It is sometimes called the hidden technique, for only true masters can pull it off. It is somewhat like a Counter which occurs within the same exchange and can be used on offense or defense. In reality, master swordsmen teach five such techniques, but they are mechanically similar. All are slashing attacks which can be performed only with swords. This action is most useful when using Longsword or Saber (since other styles may already have a shield or off-hand weapon to parry with).
- It is combined with a Strike or a Block (parry, not shield block). In either case, divide the allocated dice into attack and defense. The defense is rolled first. If it succeeds, roll the attack, with extra dice equal to the net successes on the defense (if the defense fails, the attack fails). If the opponent does not attack, the defense automatically succeeds (so every success on the check is a net success, but those that failed were wasted).
- Preemptive Strike
- This action can be used by the attacker or defender. You wait for your opponent’s strike then beat him to punch. If you successfully complete a preemptive strike your action takes place before your opponent’s rather than simultaneously. It has two main uses. The first use is if both combatants are attackers; by making a preemptive strike, you ensure your attack lands first, which may kill your opponent (since he cannot defend while attacking) before his attack lands on you (since you cannot defend either). The second use is for a defender that wishes to switch to an attack, usually because the attacker over-committed or made some other mistake.
- In order to make a preemptive strike, you announce what action you will take (you cannot later change, whether or not your preempt), set aside dice, and pay 3 CP. Both you and the character you are attempting to preempt roll Reflex checks. If you win the check you preempt him. If you fail you cannot attempt another preemptive strike this exchange. If an opponent successfully preempts you, you can pay the cost and attempt to preempt him; this can continue back and forth until one side runs out of CP or fails to preempt. Remember, you cannot pay dice from the CP set aside for your current action, meaning if you were the attacker and the defender attempts a preemptive strike, you can only use dice set aside for the second exchange.
- Quick Draw
- This action combines drawing a weapon with a strike or block; it can only be used with a hip-sheathed weapon. The action is usually used at the start of a duel, either formally, or because a combatant was caught unawares. Make a Quick Draw (2) check. If this check is successful, you may make the attack or parry normally. If the check fails, then your weapon is not available until the follow exchange; moreover, if were using a defensive action, you cannot block this exchange, even with another weapon, though you may dodge with a moderate disadvantage.
- Shield Bash
- A shield bash is similar to a Strike action but uses a shield. The DV of a shield is based on its size: buckler (STR-3), target (STR-2), heater (STR-1), and kite (STR). A shield bash can be dodged or blocked with another shield, but not parried with a weapon. Blocking a larger shield with a smaller one is a minor disadvantage. You cannot combine a shield bash with any other form of attack. A shield bash can knock your target prone; the attack has a knockdown rating equal to your net successes (see Conditions).
- Throw
- This action may only be performed when you have grabbed the defender with a grapple. If successful, this action leaves the defender prone and inflicts damage as though he had fallen 2 meters.
- Toss
- This action is used to throw some un-harmful but distracting object to or at an opponent, such as kicking dirt in his face, throwing a hat, and the like. The opponent can defend against the object normally. In your case, it is resolved as an attack that causes no damage. However, if the action is successful, your opponent losses 1 CP in the following exchange per net success you achieved.
- Trip
- This action attempts to trip an opponent, either with a sweep kick or the haft of a polearm (any other kind of weapon would simply be an attack to the leg). It is resolved as a strike against the leg that causes no damage. If you win the roll, you and the defender make opposed Potency checks; you receive bonus dice equal to your net successes on the attack roll. If you win the Potency check the defender falls prone and suffers 2 fatigue from the daze of the fall.
Defensive Actions
After the attacker has announced his offensive action, the defender announces his defensive action and allocates as many dice from his CP as desired. Both sides then roll at the same time. A defender may announce an offensive action, but unless he uses the Preemptive Strike action first, his action happens after the actions of those who declared as attackers. If at the start of an exchange you have CP left and an attacker has none, you immediately become the attacker (this usually results from the attacker overextending himself in some way). Additionally, if you are the attacker and do not allocate dice to attack, you become a defender at the start of the next exchange. If both characters are defenders, they circle each other for the entire round.
Like offensive actions, defensive actions require a minimum number of ranks in your fighting style before they are available. Many actions impose a disadvantage on the roll. Some offensive actions can be used defensively; see the table and description under Offensive Actions for details of these actions.
| Action | Skill Level | Styles (Disadvantage if any) |
|---|---|---|
| Block | 0 | All melee |
| Block Open | 5 | Axe & Shield, Heavy Weapon & Shield, Sword & Shield (moderate) |
| Beat Parry | 4 | Longsword, Saber, Three Hands (moderate); Bladestaff, Dual Blade, Polearm (major) |
| Break | 0 | All |
| Combat Rise | 1 | See offensive action for description |
| Counter | 2 | Bladestaff, Polearm, Three Hands (major); all others (moderate) |
| Disarm | 4 | See offensive action for description |
| Dodge | 0 | All |
| Half-Sword | 2 | See offensive action for description |
| Master-Strike | 9 | See offensive action for description |
| Preemptive Strike | 0 | See offensive action for description |
| Quick Draw | 4 | See offensive action for description |
- Block
- The most basic defensive action is the block. The block uses either a shield or a weapon to deflect or halt an incoming blow. Using a weapon, this is called a parry. If you achieve any net successes over the attacker’s attack roll (commonly a Strike), you have completely deflected the attack and suffer no injury. Even if you do not achieve more successes than the attacker, each success you do achieve reduces his net successes. You can block arrows and thrown weapons with a minor disadvantage. You cannot block bullets.
- If you are using a shield, you have a minor disadvantage to parry with a weapon (this is only likely if facing two attacks at once).
- If you are unarmed and attempt to parry a blow and fail, you suffer the damage to that limb, unless it was an unarmed attack (not counting the attacks of creatures with claws, teeth, tails, and so forth). Against weapons other than other unarmed attacks, you suffer a minor disadvantage against thrusting weapons, and a major disadvantage against slashing or bludgeoning attacks.
- Block Open
- This action is similar to a beat parry, except that it uses a shield to knock the opponent’s attack out of position. If successfully, you may attack in the following exchange (but not with the shield used) and receive bonus dice for the attack equal to your net successes in the block.
- Beat Parry
- This action combines a beat (offensive action) with a block. If the block is successfully, every net success achieved reduces the attacker's CP by 1. The block cannot be performed with a shield.
- Break
- The action attempts to withdraw from combat. It is resolved as a dodge with a moderate advantage. If the dodge is successful, the melee bout ends with you a number of meters away from your opponent equal your Move. You cannot attempt to Break in an exchange immediately following your own attack. You cannot Break unless there is somewhere for you to escape (for example, you cannot use this action when backed into a corner). You can attempt an acrobatic escape in the same manner as an acrobatic dodge (see Dodge). You flip, roll, or handspring to safety. Just as with an acrobatic dodge, failure means you fall prone.
- If you wish to attempt a Break action when attacked by multiple enemies (see Multiple Opponents), you must succeed against all opponents (including those if there are more than 3 enemies around you), splitting dice for each. Thus it is very difficult to successfully Break from more than 2 enemies.
- Counter
- This action allows the defender to prepare for an immediate attack, turning the attacker’s own attack against him. It is resolved as a block or dodge (you must become the attacker, so you must have at least 3 net if you dodge). If the defense is successful, every die the attacker used is added to your attack in the next exchange, assuming you make an immediate attack.
- Dodge
- This action allows you to avoid an incoming blow by ducking, sidestepping, or otherwise getting out of the way. This is accomplished using CP as a normal defensive action. Each success you achieve reduces the attacker’s net. If you achieve as many successes as the attacker, you avoid the attack entirely, however, the attacker remains the attacker and you remain a defender. If you achieve at least 3 net successes you become the attacker.
- You can attempt an acrobatic dodge, escaping an attack with a flip, roll, or handspring. Doing so imposes 1 fatigue. Make an Acrobatics (2) check; each success beyond the Threshold grants you +1 die for the dodge. The dodge is then resolved as normal. If you fail to meet the Threshold you fall prone, receive no bonus dice for the dodge, and instead suffer the normal penalty for being prone to your dodge.
- Dodging an attack allows you to reposition yourself to some extent. The ST will set the limit, in part based on any net successes on the dodge. You can use a very successful dodge to move the fight by up to a meter, to switch sides with an opponent, or the like.
- You may also dodge outside of combat. In this case, you do not allocate dice from your CP; instead, make an Agility check.
- You can dodge arrows and thrown weapons with a minor advantage. You can dodge bullets and spells that fire some form of attack with a major disadvantage.
Multiple Opponents
It is possible you may face more than one opponent in combat. This is a situation you should avoid if at all possible. While any number of opponents can surround you, only up to 3 creatures of roughly the same size can attack another creature of roughly the same size (man-sized, in this case); any more would interfere with one another.
You can take actions against multiple foes, by splitting your dice amongst those actions. However, remember that a given weapon or shield can only be in one place at a time. Thus you could parry one attack with your sword, block another with your shield, and dodge a third, but you could not block all three with the shield. It is possible to become the attacker against one foe and defender against another. However, if you lay an offensive card in the first exchange you are an attacker against all foes (performing a Block and Strike or Evasive Attack is advisable in this case).
You can only join a melee at the start of a round. This means you round up the number of rounds it takes to reach a melee (and start new bouts on new rounds); for example, if you move 4m per round and are 10m away, it takes 3 rounds to reach the melee, and you can begin to act on the 4th round.
Weapon Reach
It is easier to keep an opponent at bay with a longer weapon. All weapons and natural attacks have a Weapon Reach (WR), which is a number ranging from 0 (unarmed strike) to 5 (a very long polearm). Some giant-sized creatures may have even longer reaches. When you make an attack against a defender using a longer reach weapon, the Threshold for your attack is increased by the difference in your WRs. Once you have met the Threshold with a successful attack, even if you inflict no damage, you are inside the target’s reach, and the penalty is reversed.
For example, if you are wielding a shortsword (WR 2) against a soldier with a spear (WR 4) your Threshold for a successful attack is increased by 2. This means your first two net successes do not count for damage, but are used to move inside the reach. You roll an attack with 2 net successes, just meeting the Threshold, and therefore inflicting no damage. However, you have moved so close to the soldier he cannot effectively use his spear. He now suffers the +2 Threshold penalty until he makes a successful attack against you or there is a break in the melee bout.
Movement
During a melee bout you must be free to move about and circle your opponent. You each move a number of meters equal ½ your Move. If you are prevented from moving in this way you suffer a minor disadvantage. Outside of melee you can move a number of meters equal to your Move, or sprint (increasing fatigue) twice this distance. In either case, use the Run general action. A character cannot move while using a magical action.
In addition to standard movement in combat, while in a melee bout you can attempt to control the movement of the bout; this is called positioning. Positioning also covers any movement beyond the standard, such as trying to gain a superior position. In order to attempt to position yourself or your opponent you must spend 2 CP. You can attempt this only at the start of a round. You can then gain superior position over a foe by making a Move check opposed by his Move check. For example, you could leap on a table to gain a height advantage, force your opponent back onto a patch of ice, or position yourself so your foe has the sun in his eyes. In order to jump on something or maintain balance on a slippery surface, you must also make the appropriate check (Athletics or Acrobatics for jumping, Agility for balance). Either character may allocate dice from his CP to add to his Move check if desired. This allows an opponent desperate to control the fight to do so at the expense of his ability to attack or defend.
Your opponent can also pay 2 CP to attempt to counter your positioning. If you won the original roll, but he succeeds on his second roll, he can counteract your advantage. He might leap on the edge of the terrace with you, or roll off the ice at the last minute.
You can also use a positioning roll to make some kind of cinematic action, such as swinging from a chandelier, attacking while swinging from rigging, or so forth. In this case, rather than an opposed Move check, the ST will set a Threshold based on the difficulty of the maneuver in question. In some cases there may be a relevant attribute or skill check, as well (swinging from something is usually an Agility check, for example). This may allow you to make some kind of acrobatic attack (with an appropriate Agility, Athletics, or Acrobatics check), such as kicking off a wall, during a cartwheel before an attack, or so forth.
You can use positioning to lead an opponent in a desired direction, as well. In a normal fight, the fight moves back and forth over several meters as the attacker changes. However, using this option you attempt to guide the fight towards the desired location. An attempt to lead while the defender is more difficult, suffering a moderate disadvantage. If you succeed in the roll, you move the fight a number of meters equal to your net successes.
- Avoiding Multiple Opponents
- You can also use positioning in such a way as to keep one opponent between you and other opponents; this positioning roll lasts for only 1 round. You may make one attempt to do so at the start of each round by spending 2 CP. Then make a Move check opposed by the Move check of each opponent after you (even if there are more than 3). You may outmaneuver any opponents whose Move check you beat, though the Threshold for the check increases by 1 per opponent beyond the first. You must keep at least one opponent on you.
- For example, you are being attacked by five enemy soldiers (a very bad situation). At the start of the round you spend 2 CP and make a Move check adding 2 more dice from your CP (you’re down 4 dice). You achieve 6 successes. Your opponents achieve 6, 5, 4, 4, and 3 successes. You fail to outmaneuver the opponent with 6 successes, so he is still able to attack you. You outmaneuver the first that achieved 5 successes. Your Threshold is increased by 1 (thus negating 1 of your successes), but you still outmaneuver opponent 3 (you have 5 successes over his 4). You fail to outmaneuver opponent 4 (you both now have 4 successes), but successfully outmaneuver opponent 5. You face two opponents this round.
Mounted Combat
If you are riding a mount in combat, you will need to make a Riding check each round in which you move the mount. You must also make an Animal Handling check to keep control of the mount; a war trained mount grants a major advantage on this check. If you happen to be riding alongside a foe, the combat proceeds as normal (until one rider Breaks), except that if you fail the Riding check you have a minor disadvantage on all your checks that round.
If you mount is slain while you are riding it you can attempt to dodge to avoid it falling on you. The Threshold for a warhorse-sized creature is 3; if you meet the Threshold you are prone, if you exceed it you immediately roll to your feet.
A mounted character has several advantages, and a few disadvantages:
- Superior melee position over a character on foot (minor advantage).
- Uses the mount’s Move, and Move penalties for the rider’s armor do not apply (barding may apply penalties to the mount).
- May use Riding instead of Move for positioning rolls, and may position at no CP cost
- Some weapons and fighting styles receive penalties or cannot be effectively used while mounted (including most polearms other than spears, Woodpecker’s Fang, and unarmed styles).
- Dodge and Break are at a minor disadvantage (acrobatic dodge or escape are impossible). The Break penalty does not apply if you are using ride-by or ride alongside attacks.
- Some actions are more difficult or impossible (use common sense and ST discretion)
- When you must guide the mount with your knees, either because you are attacking with a two-handed weapon, or have a shield (or another weapon) in your off hand, you receive a moderate disadvantage on the Riding check for the round. When not actually attacking (or not using your off-hand shield or weapon), you can hold the reins with your off-hand or in the same hand as a shield and thus do not receive the penalty.
- Ride-By Attacks
- The typical tactic while mounted is to ride the mount past an opponent and take a single swing, whether the opponent is also mounted or on foot. This minimizes the chance for the opponent to attack, especially if they are attempting to defend against your attack. You must make a Riding check to attack while the mount runs; on level ground the Threshold is 2. If you succeed on this roll you are only present for the first exchange of a round, and thus the foe has only one chance to attack or defend. If the roll fails you are unable to move past the opponent and thus are present long enough in the second exchange the opponent can act.
- Because it takes time to turn your horse for another pass, it generally requires at least 3 rounds to get back to the same target (though you may have melee bouts against other targets in between).
- Kick
- A horse (or similar mount) can kick an opponent behind it. This counts as the rider’s action, except that in place of your fighting style skill determining your CP, use your Riding skill for this action. A kick cannot be parried with a weapon. A kick causes STR + net damage, with a WR of 2.
Ranged Combat
| Range | Modifier |
|---|---|
| Point Blank | Minor Advantage |
| Optimum | None |
| Long | Minor Disadvantage |
| Extreme | Major Disadvantage |
Ranged weapons are usually too slow to use while you are engaged in melee. Ranged weapons have 4 ranges: point blank, optimum, long, and extreme. The weapon lists the maximum value of each range; a weapon is ineffective beyond extreme range. Firing a weapon at a range other than optimum is an advantage or disadvantage applied to the attack roll.
To use a ranged weapon it must be prepared to fire. This means you must draw an arrow from a quiver or from the ground, nock it, draw the bow, and take aim. To throw a weapon, you must draw the weapon and cock your arm. A loaded crossbow or firearm need merely be raised and fired. Preparing a ranged weapon is a general action. Remember that you cannot dodge or use other defensive actions while taking these actions. Remember each second represents 1 exchange. Therefore to draw an arrow from a quiver, nock it to the bow (already in hand), draw the bow, aim to full, and fire requires 8 seconds (4 rounds).
| Action | Time |
|---|---|
| Pull arrow or bolt | from quiver 2 seconds; from ground 1 second |
| Fast Pull | from quiver 1 second; from ground 0 seconds |
| Nock arrow | 1 second |
| Draw Bow | 2 seconds |
| Span and nock crossbow | 6 seconds (crossbow); 8 seconds (arbalest) |
| Aim | 1-2 seconds |
| Shoot | 1 second |
| Grab thrown weapon | from other hand 0 seconds; from belt/baldric 2 seconds; from concealed location 4 seconds |
| Cock thrown weapon | 1 second |
| Throw weapon | 1 second |
| Load gunpowder | 10 seconds |
| Load bullet | 6 seconds |
When you have you prepared the weapon you gain your RP dice from your skill only. After 1 exchange of aiming, you gain the dice from your Aim. After two exchanges of aiming, you also gain your Wits dice (making your RP full).
Attacking with a ranged weapon is a special offensive action. This means you must lay an offensive card to use it. You can continue to hold a shot or cocked weapon. To hold a shot from a bow you must lay general cards; to hold you can lay defensive, and thus be allowed to dodge (and only dodge), but if you do you lose the benefits of any prior aiming. A moving target is more difficult to hit, imposing a minor disadvantage.
You cannot move while preparing a bow to fire or while holding the shot, though you can prepare any step prior to draw bow and continue moving (you can walk with an arrow knocked). You can move with a knife cocked, or loaded crossbow or firearm, but lose the benefits of any prior aiming.
If you are in melee with one opponent and fearing a ranged attack from another, you can attempt a positioning roll in order to keep your melee enemy between you and the ranged attacker. If this roll succeeds and the ranged attacker still tries to make a ranged attack against you this round, he is at a major disadvantage. Moreover if he fails to meet a Threshold of 3 successes before your defense, he has struck his ally.
A defender can defend against a ranged attack with a shield block (with a disadvantage) or a dodge. Most other forms of defense are ineffective. A combatant unaware of incoming fire cannot defend against it. A target outside combat aware of the attacker can attempt a dodge using an Agility check.
It is possible to fire two loaded firearms or crossbows, or throw two weapons at the same time. Doing so requires you to divide your dice between the two projectiles. It is not possible to aim at two different targets, so if you are attacking with two weapons, you cannot benefit from Aim unless both attacks are against the same target.
- Fast Pull
- By accepting a minor disadvantage on your shot, you can attempt to reduce the time necessary to pull an arrow by 1 second. To do so you must make a Quick Draw (2) check. If you fail, pulling the arrow takes an additional second, instead.
Surprise
Surprise occurs when you are unaware of an incoming attack or not expecting one. Usually it is determined by a Perception check opposed to the Guile of the attacker. If your check failed, you either didn’t see the attacker, or didn’t realize they were about to attack. If surprised you hesitate for 1 full combat round (2 seconds).

