Core Combat System
From Bean Me! Pedia
Combat System
Combat is not two people walking forward, swinging a sword twice, and then walking back to where they started to await the enemy to do the same. It is people moving, hitting and running, dodging, blocking, parrying, feinting, and doing whatever they can think of to survive in combat. The NAR system guarantees Players can take the choice of their actions into their own hands – so they best hope they are the right ones.
Pieces to Combat
Combat is comprised of deciding who goes first (Initiative), how much people can do in a Round/12seconds (NAR), how well they hit (AB), how well they do at not being hit (AR), not running away (Morale), and how much of a beating they can resist or give (3P’s/AC/MS/PR/Damage). Many of these factors are improved by Level and by chosen Major Skills.
Initiating Combat
Combat has several ways to begin. The most common is when two parties meet and draw their weapons. The first hostile action starts combat, until then any actions performed do not count towards a character’s NAR. Some examples of a hostile action are:
-Drawing your weapon and charging towards an opponent
-Notching an arrow and taking aim at an opponent; assuming the opponent(s) notice this will initiate combat
-Beginning to cast a Spell for which your opponent recognizes/assumes is harmful
-Both parties meet and know right away they will have to attack/defend themselves (i.e. have fought before)
Note that if your opponent does not notice a hostile action taking place then combat is not initiated and thus Initiative is not rolled until an attack has been made (see Combat Modifiers, Ambush).
Once combat has been initialized Initiative is rolled. All involved combatants will take their turns in the order of their Initiative roll from highest to lowest until everyone has gone, then it is up to each combatants’ NAR to figure out who goes from there; if Initiative changes during combat the effect will be immediate and the order redone.
Determining Order
Number of Actions a Round <NAR>
A combatant’s NAR determines how much they can do in a Round, additionally it plays a role in deciding the order of the combatants’ turns. After Initiative the flow of combat is entirely based off of the combatants’ NAR, Initiative acting as a tie breaker.
12 Seconds
Regardless of the amount of NAR a person has a Round will always be 12seconds. As such to keep better track of time and make it more synchronous to real time the number of ‘NAR rows’ or ‘actions’ per Round is 12. Using an ‘up/down gap group system’ the system spreads out the NAR, makes it easy to determine the passage of time (which might be important in the case of certain Abilities/Spells or actions), and allows faster people to see a certain advantage when they use all their NAR at once rather than 1NAR and wait for others to act for the next. As most average people will have 12NAR (10Base + 2 from Reflex) it should remain fairly consistent and fairly simple. The other advantage to ‘12 Seconds’ once figured out per person as long as their NAR stays the same regardless of Initiative their NAR will be used at the same time.
| Round 1 | Round 2 | ||
| Action | Combatants | Action | Combatants |
| 1 | A,B,CC | 1 | CC,A,B |
| 2 | B,C | 2 | C,B |
| 3 | A,B,CC | 3 | CC,A,B |
| 4 | B,C | 4 | C,B |
| 5 | A,B,C | 5 | C,A,B |
| 6 | B,C | 6 | C,B |
| 7 | A,B,C | 7 | C,A,B |
| 8 | B,C | 8 | C,B |
| 9 | A,B,C | 9 | C,A,B |
| 10 | C | 10 | C |
| 11 | B,C | 11 | C,B |
| 12 | C | 12 | C |
Even if someone has less than 12NAR this system can still be used to fairly determine NAR order based on Initiative. They will have ‘gaps’ of NAR starting at 12 then every other NAR row going up, when it reaches the top it starts again at 11. The reverse is done for someone with more than 12NAR, the extra NAR is added to 1 then every other NAR row another is added.
In the example A has 5NAR and highest Initiative in Round 1 but second in Round 2, B has 10NAR and second highest Initiative in Round 1 but lowest Initiative in Round 2, and C has 14NAR and lowest Initiative in Round 1 but highest in Round 2. Initiative does not influence NAR placement per row and only decides who spends NAR first in each row.
The table below shows the static placement of NAR per Round. If you have the listed NAR that is how many NAR you get per NAR row. To go beyond 12NAR per Round add the NAR row positions of a lesser amount to 12NAR (i.e. with 16NAR you add 4NAR to 12NAR giving you 2NAR on rows 1, 3, 5, and 7).
| NAR per Round | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | ||
| NAR Row | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| 2 | 1 | 1 | 1 | 1 | 1 | 1 | |||||||
| 3 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | ||
| 4 | 1 | 1 | 1 | 1 | 1 | ||||||||
| 5 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |||
| 6 | 1 | 1 | 1 | 1 | |||||||||
| 7 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | ||||
| 8 | 1 | 1 | 1 | ||||||||||
| 9 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |||||
| 10 | 1 | 1 | |||||||||||
| 11 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | ||||||
| 12 | 1 | ||||||||||||
Combat Order
Once you have decided on the action you wish to perform, mark the amount of NAR it takes and find out when it will be completed. Quick attacks such as a jab of a dagger or simple Spells will happen instantly, while others, such as summoning a spirit to fight for you or preparing for an accurate shot will take a bit of time before they happen. Players should make sure the OM knows what is happening and when.
Combat, unless a special circumstance such as an ambush arises, follows a set order of operations. As long as all combatants know their needed information before battle (such as pre-roll 3D’s, AB/AR, and Init and total APP, DAP/NAR, and DR) combat should be a smooth and painless ordeal. It is when it gets to the individual Abilities, Skills, and Spells that it might slow down. Combat conducts as follows:
Combatants roll for Initiative, the Round begins
Order of combat begins highest Initiative to lowest
Depending on who spent the least NAR determines who goes again next (they finish first and go again soonest), if there is a tie it goes to the higher Initiative
Once each has chosen an action to take you repeat choosing actions until each combatant is out of NAR and a new Round starts with new Initiative
Cool Down Versus Charge Time
Abilities and Spells, and any action really, will be listed as either Cool Down (CD) or Charge Time (CT). These two methods of use vary greatly. CD means when they use the action it happens immediately and they cannot perform any NAR activated actions until the CD NAR amount has passed (unless an Ability says otherwise). CT means when they use the action it starts to activate but finishes when the listed amount of NAR has passed. While ‘in CT’, a person may extend its NAR by performing things such as a 3D with NAR if they are out of DAP.
An example of three people, each with 9NAR, A has the highest Initiative, B has the second, and C has the lowest:
| 1. A chooses a Heavy Attack; 3NAR Cool Down; their attack happens. B chooses a Spell; 2NAR Charge Time. C chooses a Light Attack; 1NAR; their attack happens. |
| 2. B’s Spell happens. C chooses a Light Attack; 1NAR; their attack happens. B & C have spent 2NAR. B has the higher Initiative and thus chooses first. |
| 3. B chooses a Spell; 3NAR. C chooses a Medium Attack; 2NAR; their attack happens. |
| 4. A chooses a Light Attack; 1NAR; their attack happens. A & C have spent 4NAR. A has the higher Initiative and thus chooses first. |
| 5. A chooses a Light Attack; 1NAR; their attack happens. B’s Spell happens. C chooses a Heavy Attack; 3NAR; their attack happens. A & B have spent 5NAR. A has the higher Initiative and thus chooses first. |
| 6. A chooses a Medium Attack; 2NAR; their attack happens. B chooses a Spell; 2NAR. |
| 7. B’s Spell happens. A, B, & C have spent 7NAR. The order of choice is A then B then C. |
| 8. A chooses a Medium Attack; 2NAR; their attack happens. B chooses a Spell; 1NAR; B’s Spell happens. C chooses a Heavy Attack; 3NAR; their attack happens (they will start next Round off at 8NAR, -1NAR from the first NAR row, due to spending more NAR on their CD than they had available this Round). |
| 9. B chooses a Spell; 1NAR; B’s Spell happens. |
Each of the three has spent at least 9NAR. In each of the conflicts of who would act/choose first Initiative solved it. After the choice is made as to what to do the Ability itself gives the specific rulings and whether it is Charge Time (happens at the end of the NAR) or Cool Down (happens now and you wait until the full NAR has passed before acting again).
Combat Actions
There are actions which every person can perform regardless of prowess or skill. These help form the basis of an ‘interactive combat’ that is not so much ‘step and swing’ and when used with the 3D’s can allow a person to survive otherwise overwhelming odds. Because everyone can use these actions their base use is entirely based on Attributes. For specific Abilities that must be learnt, usually gained through acquisition of a Skill (depending on the Template), see each Template’s own Abilities/Spells section for more details.
Standard Attack
Attack Bonus is the basis of your likelihood to hit and is what you add to your roll when you try to attack someone or something directly and it attempts to 3D or the attack is a Ranged Attack. Attack Bonus (AB) when totalled with the dice is sometimes known as AB, Attack Roll, or Attack Total. It is totalled as follows:
Level AB + Attack Type Coord Bonus to AB + Skills + Special (Abilities/Spells/etc) + d20
| Attack Type | NAR | Coord Bonus to AB | Str Bonus to Damage (Melee) |
| Light/Hasty | 1 | Mod | 1/2Mod |
| Medium/Regular | 2 | Stat | Mod |
| Heavy/Steady | 3 | Stat + Mod | Mod + 1/2Mod |
Unless the target has Cover, attempts a 3D, or has other special bonuses all attacks made against a target within range ‘automatically hit’ the largest face of the target (see Random Rules, Size is Important for details).
Melee Attack
A Melee Attack can be Light, Medium, or Heavy. All regular Melee Attacks occur the same action they are performed, but they take a specific amount of NAR to recover from, they are CD.
A standard Melee Attack is an attack made using a close-ranged (hence melee) weapon that you hold on to or is attached to your body (unless thrown). The weapon does not fire/launch/loose any projectiles. If it did it would be a ranged weapon and would perform a Ranged Attack.
Ranged Attack
A Ranged Attack can be Hasty, Regular, or Steady. A Ranged Attack does not happen until its NAR cost has passed, they are CT.
A standard Ranged Attack is an attack made using a ranged weapon. A ranged weapon is anything thrown or that fires/launches/looses a projectile. If it is used to hit people without being thrown or by firing/launching/loosing a projectile it would be a melee weapon, and would perform a Melee Attack.
Should you happen to miss with a Ranged Attack (other than for 3D/Cover) then for every AB you are from hitting it, it lands 25.5mm/1” in a random direction from the target determined by a d8. The direction is chosen as displayed on the adjacent table using standard ‘compass’ rule of 1N, 2NE, 3E… (for ease it is considered 45° from the target when it is further/shorter and to a side).
| Roll | Effect |
| 1 | further straight (higher) |
| 2 | further and to the right |
| 3 | to the right same distance |
| 4 | not as far and to the right |
| 5 | not as far straight |
| 6 | not as far and to the left |
| 7 | to the left same distance |
| 8 | further and to the left |
OM Note: Unless the weapon is an explosive or it is important where the ammunition will land, for the speed and flow of the game it is advisable not to roll this every Ranged Attack, even if it has a chance to hit someone else.
Distance Increment
When firing a ranged weapon the greatest concern of the attacker is almost always the range to the target. The greater the range the harder it is to gauge the arc and angle of their attack and the more impact each will have. At extreme ranges even the slightest fraction off can change the outcome of a shot. Thus it is not only the actions of the target but the precision of the shooter that can determine the hit or miss of a ranged attack.
When making a Ranged Attack you multiply the AB by 1.5m/5ft + Special (Ability, Skill, Spell, Weapon, etc), if the target is within this range, known as Distance Increment (DI), the attack is made as usual and 3D’s/Cover are taken into account.
OM Note: This should only be used when seeking realism or if attacks are being made at ranges exceeding the rational or immobile objects taking into account its size AB penalty/bonus (see Random Rules, Size is Important for details). Without the DI rule being used, assume that attacks made beyond Ranged Weapon listed maximum range automatically miss.
Holding Fire
There are two primary considerations for a person aiming a weapon ranged weapon: gauging their weapon and leading their target. In most cases the gauging of the weapon, whether steadying it and their own body or considering its arc of fire or environmental factors on the weapon, is more important than the target itself. A moving target might cause problems in its own regard but if you cannot gauge your weapon you might not be able to hit even a still target.
Once a weapon is ready to fire you can spend the NAR to mentally and physically prepare to fire and ‘hold it’ until you fire or put the weapon away/unready it. You use up to 2NAR CT then when you next attack you add that NAR towards its attack type (i.e. use 2NAR in ‘holding it’ then add the ‘held 2NAR’ to later make a ‘1NAR Steady attack’).
Range Increment
The further a projectile travels the more air friction reduces its forward momentum. As damage from ranged weapons is essentially their speed and weight, this effect reduces damage the further they travel.
The standard Range Increment (RI) is 1/10 the distance listed on weaponry for its intended maximum range use. For every RI that the ammunition travels the attack suffers -1damage. If a weapon has a 30m/100ft maximum range and someone fires it 22.5m/75ft it is at 7RI or -7damage. This makes it possible to fire beyond a weapon’s maximum range but makes it far more difficult to damage anything (at least -10damage). Certain weapons might list their own RI rather than using just 1/10. Damage penalties from RI cannot go into the negatives.
Basic Avoidance Actions
When attacked a person has a few passive properties they can rely on such as Cover, Damage Reduction, and HP. However, at times they may feel this is not apt or it is too dangerous to take the blow. As such they have the option to actively try to avoid an attack by Blocking, Dodging, or Parrying.
3D’s
The 3D’s are three different defensive options a person can attempt to perform. Each of the 3D’s can allow a person who is attacked the chance to avoid being struck and even allow certain Abilities to activate (i.e. a riposte after a successful Parry). Once an attack is declared and the defender knows if they will be struck they may choose to Block, Dodge, or Parry, each of which has their own special rulings for avoiding an attack and equivalent ‘NAR cost’ called Defensive Action Points (DAP).
Each Round a person has DAP equal to Ref Mod/2 + 10 + Level Bonus. If someone is in a CD or CT they can still use 3D without extending the action by the spent DAP.
As well NAR may be spent as a DAP rather than an attack or other action, this cannot be done if they are in CD or their next NAR is not ‘used’. If they are in CT it will increase it by the 3D’s DAP cost, using NAR for a 3D is CD.
Against an attack a person can attempt one Block or Parry per limb and one Dodge, each 3D using its own amount of DAP.
If a person spends NAR to attempt a 3D they can make one Block or Parry per limb they can use (this is dependent on whether they have attacked or not, if they declared a one handed attack and have a shield they could not attempt to use regular NAR as a 3D, if they declared a ‘dual attack’ and attacked with one hand but not the other then they could attempt a 3D with their regular NAR for that limb).
The total outcome of a 3D attempt is known as Armour Rating (AR) or ‘3D total’.
I.e. a person has 11DAP/11NAR per Round.
- • They perform a Heavy Attack for 3NAR, they have 11DAP/8NAR remaining
- • They are attacked and perform a 2DAP Block, they have 9DAP/8NAR
- • They are attacked again while still in CD, they perform a 3DAP Block, they have 6DAP/8NAR
- • They perform a Medium Attack for 2NAR, they have 6DAP/6NAR
- • They are attacked twice while in CD and use two 3DAP Dodge, they have 0DAP/6NAR
- • They perform a Light Attack for 1NAR, they have 0DAP/5NAR
- • They are attacked, their next NAR is not ‘used’ and they perform a 1NAR 3D, they have 0DAP/4NAR
- • They are attacked again but their next NAR is ‘in use’ and they are out of DAP and cannot attempt a 3D
- • On their next NAR they perform a Heavy Attack for 3NAR, they have 0DAP/1NAR
- • They are attacked three more times and cannot attempt a 3D then use their remaining NAR for a Medium Attack for 2NAR (1NAR counting against their first NAR row next Round)
- • They are out of NAR for this Round and will begin next Round with 11DAP/10NAR
Golden Rule: It is best to start a Campaign by declaring optional/clarifying rules such as these: Attacker Wins, Defender Wins, or Tie Breaker. In Attacker Wins if the Attack Bonus and Armour Rating tie then the attack is successful. In Defender Wins if the AB and AR tie then the attack fails. In Tie Breaker you settle by Stats, if there is a tie you put the attacker’s Coord vs. the Defender’s Ref for Dodge, Str vs. Str in the case of Block, and Coord vs. Coord in the case of Parry, the higher Stat holder is the winner, if the Stats are the same then each rolls a d20 and the higher roll wins.
Block
Putting an object in the way of an incoming attack in an attempt to stop it immediately before it can do harm. Although the common objects put in the way of an attack are melee weapons and shields, other objects such as your own arm, a chair, or anything inflexible enough to stop the attack can be used to Block an attack.
To Block an attack you make an ‘attack’ against the oncoming attack choosing Light, Medium, or Heavy Attack and spend the DAP or NAR to match (i.e. a ‘Heavy Block’ takes 3DAP/3NAR). Your Str bonus of the chosen type is added to the Block roll AR but the attacker’s chosen Str bonus (Light, Medium, or Heavy) is added to their AB as well.
If the Block roll AR is less than the AB the attack makes it through and damage is applied, if the Block roll AR is higher than the AB then the attack is successfully Blocked and the defender is not hit. A Ranged Attack uses the attacker’s Coord instead of Str (as the melee Str damage bonus for their Attack Type) and unless specified otherwise by the Template, assume magic uses the Mod of the Attribute associated with the Skill that allows the magic to be cast.
Level AR + Attack Type Coord & Str Bonus + Special + d20 vs. AB + Str Bonus (melee only) OR + Coord Bonus (ranged only) OR Caster Type Attribute Mod (magic only)
Dodge
Getting out of the way of an attack in hope it does not hit you. This can involve moving your entire body or only the portion in danger. If your Dodge roll AR is greater than the AB you Dodge and are not hit, if it is less then you are hit.
1DAP/1NAR - Ref Mod + Level AR + Special + d20 vs. AB
2DAP/2NAR – Ref Stat + Level AR + Special + d20 vs. AB
3DAP/3NAR - Ref Stat + Ref Mod + Level AR + Special + d20 vs. AB
Parry
Deflecting an incoming attack so it does not harm you. Not as direct as its 2D cousins, Parry is an attempt to redirect/deflect an incoming attack so it does not damage you, not simply getting out of the way or brutishly smashing the oncoming weapon in hope to prevent damage.
To Parry an attack you make an ‘attack’ against the oncoming attack choosing Light, Medium, or Heavy Attack adding the AR bonuses from Levelling instead of the AB Level bonus (in case a race or Template uses alternate Levelling methods) and spend the appropriate DAP/NAR. If the Parry roll AR is less than the AB the attack makes it through, if the Parry roll AR is higher than the AB then the attack is successfully Parried and the defender is not hit.
Level AR + Attack Type Coord + Special + d20 vs. AB
Note: To Block or Parry a missile or non-solid projectile (i.e. a Ranged Attack or fire Spell) with anything without a broad face (i.e. a shield but not a sword), add the largest face Size Category AB of the projectile to the attacker’s AB (if unspecified in a Spell assume 25.5mm/1” or +10AB, see Random Rules, Size is Important, for details).
OPTIONAL RULE: Heavy Weapon Advantage. Melee weapons that are heavier, longer, or overall more dangerous are often more difficult to block or deflect and can more easily push aside or stop smaller weapons. As such providing higher dice category melee weapons a bonus versus lower dice category weapons (melee or ranged) is plausible. Per dice category greater than the opposing weapon a melee weapon gains +1AB versus a Block/Parry and +1AR when Blocking/Parrying. :ELUR LANOITPO
OPTIONAL RULE: Ranged Strength Scalability. In the real world the likelihood of blocking a ranged attack has more to do with the power behind the attack or in game terms the damage, which is why you are able to block an arrow but not likely a ballista bolt. However, game-wise damage does not scale as evenly as everything else and thus for game mechanics Coord is used instead.
Though if an OM desires to have realism rather than basing the Str on Coord of the attack type and for magic use the caster type Attribute Mod (i.e. the Skill that lets you cast magic it Intu based, you add your Intu Mod against any Blocks attempted against your Spell) it would be based on the damage dealt for a Ranged Attack (i.e. 56damage has 56Str with 28Mod).
Allowing artillery and non-infantry weapons to use ‘damage = Str’ method while infantry weapons such as bows and guns to use ‘Coord = Str’ method is also plausible. :ELUR LANOITPO
Actions
In combat there are things anyone can do regardless of Abilities or Skills. While they may not do as well as a trained person, they can still attempt to perform the action. In addition to standard attacks and avoidance actions, any person can perform any of these actions in combat. As they are ‘universal’ they are based on Attributes alone. Certain Skills and Abilities/Spells might modify the success/outcome of these actions and will list as such.
Aimed Shot
An attack directed at a particular body part or object. Unless stated as an Aimed Shot all attacks are considered to be ‘aimed at’ the torso (or the largest body part otherwise). Each body part has its own, usually, decrease in attacker’s AB based on size; this will decrease the attacker’s AB if they shoot at that body part. Each body part is as follows:
| Head -3 | Arms -1 | Legs -1 | ||||||
| Eyes | 7 | Forearm | 2 | Upper Leg (thigh) | 0 | |||
| Ears | 6 | Biceps | 2 | Lower Leg (calf) | 0 | |||
| Mouth | 6 | Elbow (joint) | 7 | Buttocks | 0 | |||
| Chin | 7 | Knee (joint) | 2 | |||||
| Forehead | 0 | Hands -3 | ||||||
| Cheek | 5 | Fingers (joint) | 5 | Feet -3 | ||||
| Neck | 4 | Palm | 5 | Toes (joint) | 7 | |||
| Temple | 7 | Wrist | 1 | Heel | 6 | |||
| Achilles Tendon | 5 | |||||||
| Torso -1 | Ball | 5 | ||||||
| Chest | 0 | Arch | 4 | |||||
| Stomach | 0 | |||||||
| Pelvis | 2 | |||||||
| Shoulder | 2 | |||||||
| Spine | 8 | |||||||
If you wish to aim for a specific part of a limb (such as a finger or an eye), you subtract the base AB penalty of the larger piece to the smaller piece. Shooting someone in the eye would give you -10AB while shooting the head would only be -3AB.
OM Note: If they should miss the target there is still a chance of hitting the person. If the AB is high enough to hit a connected limb (such as hitting the forearm instead of the hand) then it hits. Always assume it hits the larger of the targets connected to the missed limb. Alternatively OM’s can rule that missing the smaller target misses the person altogether. Whether absolute miss or hits a larger limb, it is their choice.
An Aimed Shot increases the NAR of the attack by +1NAR CT (spent before the attack can be made). This is because it takes time to first locate and debate available targets before attempting the shot.
An Aimed Shot can be used to bypass Cover. If a specific body part is out from the Cover an Aimed Shot can be called to bypass some of the Cover, reducing it by 10% Cover per additional +1NAR but the attack suffers -1AB per 5% Cover remaining in addition to the limb size -AB. The +NAR to reduce the Cover 10% is in addition to the standard +1NAR required to make an Aimed Shot (+2NAR = -10% Cover, +3NAR = -20% Cover, etc). In this instance a miss means you hit the Cover or blatantly just miss the area overall (judgment is made by OM, should be based on Attack Roll).
These targets are based on a 1.8m/6ft human using the Size is Important rules in the Random Rules section. Instead of recalculating it for every slightly different height, for most average human-sized humanoids this should be accurate enough. But in the case of the really small or the really large you may wish to redo the table. To convert to another size the ratios for overall height to limb size for the average humanoid are as provided:
Head: 1/8
Forehead: 1/12 (two thirds of head)
Temple: 1/72 (ninth of head)
Eye: 1/72 (ninth of head)
Ear: 1/36 (two ninths of head)
Cheek: 1/24 (third of head)
Mouth: 1/36 (two ninths of head)
Chin: 1/72 (ninth of head)
Neck: 1/18 (four ninths of head)
Torso: 1/3
Chest: 1/6 (half of torso)
Shoulder: 1/12 (quarter of torso)
Stomach: 1/6 (half of torso)
Pelvis: 1/12 (quarter of torso)
Spine: 1/36 (sixth of torso, going by width, not height)
Arm: 1/3
Bicep: 1/6 (half of arm)
Elbow: 1/24 (eighth of arm)
Forearm: 1/6 (half of arm)
Hand: 1/12
Palm: 1/24 (half of hand)
Finger: 1/24 (half of hand)
Wrist: 1/72 (sixth of hand)
Leg: 1/2
Thigh: 1/4 (half of leg)
Knee: 1/12 (sixth of leg)
Calf: 1/4 (half of leg)
Ass: 1/4 (half of leg)
Foot: 1/8
Achilles Tendon: 1/24 (third of foot)
Heel: 1/36 (two ninths of foot)
Arch: 1/18 (four ninths of foot)
Ball: 1/24 (third of foot, width of ball, not length)
Toe: 1/72 (ninth of foot)
Blind Fire
An attack where you jump out from cover, fire around a corner, or otherwise attack with a weapon without looking in an attempt to stay protected yet hopefully hit.
With a melee weapon it will only work if a person is immediately where you attack but you will have no Coord bonuses to the attack (but might count as an Ambush/Off-Guard attack).
With a ranged weapon you choose the direction of the shot and roll a d20 as per normal but do not gain Coord bonuses, the attack is automatically made against everyone on the line and follows normal rules for whether or not it will hit ignoring DI, the attack travelling until it hits something or reaches the weapon’s maximum range. NAR as attack
Body Check
An attack where you slam your body/shoulder into an opponent in hopes of knocking them back/down. First you must make a successful unarmed attack, BlRa/Block/Parry vs. a Body Check will not have any effect, only a Dodge vs. a Body Check can be a successful 3D.
If you succeed in hitting your opponent then you make opposing Str Checks gaining Speed/10 bonus due to momentum behind you. If your Str Check is greater then the defender suffers Knock Back of 0.3m/1ft per point your check is over the defender’s total (see Random Rules, Knock Back for details on Knock Back).
The defender then rolls a Coord check. If it is above your Str Check they stay standing, if they fail then they fall to Prone as well as suffer Knock Back. If your Str Check is less than the defender’s then the you require a Coord check vs. defender’s Str Check or you will fall down to Prone. NAR as attack
Brace
A defensive action, you position your body to best absorb impact and negate its effect. Whenever you are Braced you gain +Str Stat bonus (instead of usual Str Mod) against Knock Back Abilities (i.e. Body Check).
While Braced with a weapon you automatically make a 0NAR no Str bonus to damage only Coord Mod to AB Melee Attack against a Charge Attack, gaining damage as a Charge using the Charger’s Spd bonus. Whoever has the longer weapon hits first and the other then hits - assuming they live. If the Braced person has a RAP they may make their attack before the charger (if they spend the RAP).
It takes 1NAR or a RAP to enter a Brace stance and is automatically cancelled by moving but not attacking.
A Braced person with a RAP can use the RAP to attack, unlike normal RAP rules (see Reserving NAR in this chapter for details).
Charge Attack
An attack made while moving quickly. If the Charge hits you deal Damage + Spd/10 (i.e. if you are moving at 20Spd you add 2damage, 20/10=2).
If the defender uses Brace then the person with the longer weapon hits first. If a Braced opponent waiting against the Charge has a RAP they may make an attack vs. the Charger before the Charger’s attack happens (if they spend the RAP).
If anyone attacks a Charger before their next NAR they gain the Charge bonus to their damage as well.
To count as going the chosen Spd you must have moved for at least 1NAR, if you Charge Attack the same NAR you started moving your Spd counts as half (i.e. you are moving at 60Spd for 1NAR, next NAR you attack, you gain +6damage, you begin moving at 60Spd and attack the same NAR, you only gain +3damage). NAR as attack
OPTIONAL RULE: Charge Multiplier. The option of Speed/30 * Damage is plausible. A Sprinting average human could at most deal *2 damage, a Sprinting average mount could at most deal *4 (20Spd * 6 =120/30=4). :ELUR LANOITPO
Defend Other
Taking an attack meant for another. As long as you are close enough and have the ability to Dodge into the way or Block or Parry the attack you can attempt to do so. If you fail to arrive in time or use the defensive action (i.e. your AR is lower than the attacker’s AB) then the original defender must act on their own.
Certain actions such as Dive can be used in correlation with Defend Other so be sure to check for special rulings. You can only use Defend Other when you can Block/Dodge/Parry yourself (i.e. have a Reserved Action Point, DAP, or NAR). DAP/NAR as 3D
Defensive Stance
A stance anyone can enter where the body is positioned to maximize its defensive capabilities. It provides +Ref Mod to AR on all 3D’s, doubles a shield’s Block Rating, and they gain an additional DAP each Round which is useable at anytime they are in the stance. It costs 1NAR or RAP to enter the Defensive Stance and any attacks or actions beyond moving or a 3D cancels the Defensive Stance.
Disarm
An attack meant to remove a weapon from someone’s hands. You must first make a successful Aimed Shot against the weapon (if a person 3D’s a Disarm use their AR).
If your attack succeeds it becomes a Str Check vs. Str Check or Coord Check vs. Coord Check, attacker’s choice. The amount of Str gained is dependent on attack type (Light/Medium/Heavy), the defender always gains Str Mod to their check or Stat if wielding it two-handed.
If the attacker wins the weapon is disarmed (most likely falling to the ground), if the defender wins the weapon stays in hand.
If it is a Ranged Attack use the Coord of the attacker as their Str, you cannot choose Coord vs. Coord when attempting to ranged disarm. As it is an ‘Aimed Shot’ attempting a Disarm increases the attack by +1NAR.
Dive
You leap to move into or out of the way of something. Your body goes parallel and you land in Prone position. If you do not wish to land Prone you may make a Ref Check. The check is a flat rate of 20 to end in Kneel or 25 to end in a roll to Standing position, you choose which you want to attempt before making the check. Failure in either trying to Kneel/Stand has no adverse effects other than staying Prone.
Performing a Dive adds distance dove in 0.3m/1ft increments to Dodge, and thus to Defend Other as well, and half that to AC rolls (if they dove 1.5m/5ft they would gain +5Dodge, +2AC).
A person will Dive Str Mod/2 * 0.3m/1ft at a stand still, if they are moving they also gain current Spd/20 * 0.3m/1ft. Diving requires 1NAR and can only be attempted when you could perform a ‘non-DAP’ 3D (such as when you have a RAP or are out of CD) or have just moved and not acted. If in CT it will increase its NAR by +1.
Drop to Prone
You drop your body parallel to prone in hopes of using the sudden de-elevation to aid in avoiding an attack. You gain ½ your Ref Mod to your AR and Prone’s AR bonus of 4AR (see Combat Modifiers, Positions for details). You can also Drop to Prone to increase your AC check by ½Ref Mod and +4 from suddenly moving to Prone. Drop to Prone does not cost any extra DAP/NAR (except to get back up).
Emergency Action
Desperate to perform an action you forgo some of your defensive reserves to act immediately. You spend 3DAP to gain a RAP, this can be done at anytime during anyone’s action. The RAP is used as a normal RAP as described in Reserving NAR in this chapter.
Grapple
An attack used to latch onto the opponent and hinder their movement. The attacker must attempt a Melee Attack/Ranged Attack with their limbs or special weapons with Grapple capabilities. If the defender attempts a 3D they gain +1AR versus the Grapple per 10% bigger they are than the attacker, if the attacker is bigger then they gain +1AB per 10% bigger they are than the defender.
If the attack successfully lands they have latched onto the target. While Grappled the defender loses all Coord/Ref bonuses (such as to AR, Initiative, NAR) and the ability to use 3D’s/attack or make an AC check.
For 1NAR they can attempt to break the Grapple. To break the Grapple the defender must make a successful Str vs. Str check or Coord vs. Coord Check to escape, defender’s choice. While Grappled the defender cannot act or move and the attacker cannot Block/Parry with the used limb(s).
The attacker can attempt to crush the defender by dealing Str Mod damage each NAR as NLD and if the attacker is strong enough to lift the opponent they can move with the defender (see Random Rules, Lifting Capacity for details).
The defender counts as Helpless while Grappled.
For each limb the attacker uses they gain and additional Str Mod to their check and deal an additional Str Mod damage each NAR.
NAR as attack to attempt a Grapple (while it deals no damage it does affect AB).
OPTIONAL RULE: Targeted Grapple. Rather than an ‘overall Grapple’ with one complete effect, having the penalties of a Grapple apply based on limb Grappled is logical.
A ‘body Grapple’ would add their weight to the Grappled and reduce their capabilities accordingly.
A ‘limb Grapple’ would disable the Grappled limb, thus making it hard to move, swing a weapon, etc, and only add the bonus Str Mod of additional used limbs on the same limb.
Hit Location in the Combat Modifiers section has the penalties for a disabled limb. To target a specific limb would require an Aimed Shot. Remember, just because someone is latched onto a limb does not mean it will be disabled (to a giant a human would be as a fly), an OM should consider a limb disabled if the Grappler’s Str total is greater than the defender’s or their weight is greater than the defender’s Lifting Capacity (see Random Rules, Lifting Capacity for details). :ELUR LANOITPO
Holding Back
Sometimes when fighting you do not wish to kill your opponent. At anytime you can choose the maximum damage you inflict on a roll (all 1’s minimum on roll). As well, on Bludgeon attacks you can instead deal NLD (see Random Rules, Damage Types, for details). Almost any weapon can deal Bludgeon damage without being so listed at 1dice category less (1d6 Slash instead deals 1d4 Bludgeon). Very few weapons cannot deal Bludgeon (i.e. a ‘+’ shaped blade with point on both ends without a handle would always deal Hack/Pierce/Slash). If using the pommel of a weapon only use weapon weight for Dice Category (see Random Rules, Dice Categories and Leverage for details on both). Holding Back is made as any other attack for AB/NAR/Skills.
Push
The use of hands to try and knock back someone else. First you make an unarmed attack vs. the defender’s AR if they 3D. BlRa/Block/Parry vs. a Push will not have any effect, only a Dodge vs. a Push can be a successful 3D. If it hits the attacker and defender make opposing Str checks. If the defender loses they suffer Knock Back of 0.3m/1ft per point they lose by, otherwise if their Str Check is greater than the attacker’s nothing happens. NAR as attack to attempt a Push (while it deals no damage it does affect AB).
Reserving NAR
Reserved Action Points and Reserved Rounds are two options in combat.
Instead of acting on your NAR you can opt to do nothing and reserve it for your next NAR or use it as a reaction to someone else as a Reserved Action Point (RAP), such as when using Brace to make the first attack regardless of weapon length or as a 3D.
If you do not use the RAP on or by your next NAR you lose the RAP NAR.
The RAP can be used for defensive actions (i.e. 3D, Brace, Defensive Stance, Dive, etc) or certain Abilities/Spells when it is not your NAR or on your action you can use it in addition to your regular NAR, such as making an additional Light/Hasty Attack, or with 1NAR to make one Medium/Regular Attack and complete CD/CT, or as part of a Heavy/Steady Attack CD/CT.
A RAP used for defensive purposes counts as both 1DAP/1NAR for the action and 1DAP/1NAR for the 3D and more DAP/NAR can be spent to improve the action (i.e. you are Diving behind Cover, the RAP initiates the Dive and counts as a 1DAP/1NAR Dodge, you decide you want better chances of Dodging so you spend +2DAP/2NAR to make a 3DAP/3NAR Dodge).
However you cannot attack/use Abilities/Spells when it is not your action unless they specify you can.
As well, if you do not wish to act in a Round you can make it a Reserved Round (RR). A RR means you do nothing for the Round and carry over any Level or Ref based DAP/NAR leftover to the next Round with a higher Initiative.
You may still attempt 3D’s, first taking from your base 10DAP then Level/Ref DAP then using base 10NAR then Level/Ref NAR. Any leftover DAP/NAR except the base 10DAP/10NAR carries over to the next Round.
As well, in the next Round you double the d20 of your Initiative roll.
If you attack or use any actions/Abilities/Spells that do not use DAP your RR ends and you ‘join combat’ losing NAR based on the time passed. A RR can only be used after combat has already been initiated.
Roll
A quick roll across the ground to avoid attacks and move while being able to right yourself easily. A Roll adds distance Rolled in 0.3m/1ft increments to Dodge, and thus to Defend Other as well, and half that to AC (if they Rolled 1.2m/4ft it would be +4Dodge, +2AC).
Rolls ends in a Squat Position without added checks. To end in Kneel or Standing you must roll a Ref Check of 15 or 20 respectively, you choose which you want to attempt before making the check. Failure in either trying to Kneel/Stand has no adverse effects other than staying Squatting.
A person Rolls their height in distance forward or backward and half that to either side, if they are moving they add current Spd/20 * 0.3m/1ft to the distance Rolled but had to be moving that way to begin with (i.e. if they are moving forward they Roll forward).
Rolling requires 1NAR and can only be attempted when you could perform a ‘non-DAP’ 3D (such as when you have a RAP or are out of CD) or have just moved and not acted. If in CT it will increase its NAR by +1.
Shot on the Run
Shooting a projectile weapon while running is possible, it just makes things harder. This rule only applies to a Ranged Attack; a Melee Attack would become a Charge Attack. A Shot On The Run lowers the AB by -2AB for Walking, -4AB for Jogging, -6AB for Running, and -8AB for Sprinting.
This covers the two issues: the rise and lower of your body as you move and the constant adjusting to hit the target. As well this might be affected by the Moving Target rule (see Combat Modifiers), another issue for a Ranged Attack.
For a person who is not moving under their body’s propulsion you instead go by Spd/20 to find the AB penalty (i.e. at 107Spd you would suffer -5AB). Shot on the Run is made as any other attack for AB/NAR/Skills.
Slide
An attack or avoidance action executed after a run where you slide along the ground. As a defensive manoeuvre (using DAP for a Dodge) you gain current Spd/10 to Dodge, and thus to Defend Other as well, and half that to AC.
As an attack (using NAR) it deals Str Mod + Charge bonus NLD and attempts an automatic Trip at +1AB/Coord check bonus per 10Spd (i.e. 60Spd adds +6AB and +6 to the Coord check to Trip). To hit it counts as an unarmed Melee Attack and you must make an attack but only against Dodge, Block/Parry have no effect against a Slide.
After a Slide the Slider will end in Prone position but can end in Kneel or Standing but must make a Ref check of 20 or 25 respectively, you choose which you want to attempt before making the check. Failure in either trying to Kneel/Stand has no adverse effects other than staying Prone.
A person slides current Spd/10 * 0.3m/1ft forward.
If used as a defensive manoeuvre and someone is in front of you it automatically makes a Slide attack against them as well as a Dodge/AC.
DAP/NAR as attack and can only be attempted when you could perform an attack/3D with NAR/RAP and have moved for at least 1NAR before the attempt, if in CT it will increase its NAR by spent NAR.
Sweep Attack
An attack against multiple people in an arc from one side of your body to the other. First you declare either left to right or right to left and then make a Melee Attack. Each person within reach on either side and in front of you then chooses whether or not to attempt a 3D in order of your attack (left to right or right to left).
If any make a successful BlRa/Cover roll or a Block/Parry the others ‘after them’ are automatically missed without having to make a 3D (i.e. the attack is made left to right or ‘West to East’, the third ‘North’ target Blocked the attack, the ‘Northeast’ and ‘East’ targets are not hit). Attempting a Sweep Attack increases the CD of the attack by +1NAR.
Tackle
A dive plus a body check where you can grapple to hold on as you and your target both fall. First you make an unarmed attack, if it succeeds you make a Body Check roll but gain Spd/5 instead of Spd/10 to the check, BlRa/Block/Parry vs. a Tackle will not have any effect, only a Dodge vs. a Tackle can be a successful 3D. If the Body Check succeeds you may either attempt a Grapple or a Roll. If it fails you count as though having failed the Body Check (i.e. bounce off of the defender harmlessly and fall to Prone yourself). NAR as attack
Trip
An attack that attempts to unbalance an opponent and cause them to fall. The attacker makes an unarmed attack against the defender. If the attack hits they make a Str Check vs. Str Check or Coord Check vs. Coord Check, attacker’s choice.
If the defender succeeds they keep their balance and stay upright. If they fail they lose their footing and fall to Prone. If the attacker is Sliding they gain Spd/10 to their Check. As a Trip is something of an Aimed Shot it takes the NAR of the attack type +1 to attempt (except on Slides) even though the attack deals no damage the attack type does affect AB.
Wait
A momentary delay in action in attempt to act later than when you are prepared but before another might be. Not quite as severe or absolute as a RAP, to ‘wait’ is to essentially lower your Initiative for that second/NAR row and acting later without having to enter RAP.
To use Wait you set your target Init and re-roll your Init (whether you know everyone else’s Init is up to the OM).
If new Init is equal to or above your current Init your Init does not change.
If new Init is below current but above or equal to target Init your Init becomes target Init.
If new Init is below target Init you instead enter RAP.
Wait is used on your action of the NAR row.
Combat Modifiers
Combat Modifiers are things that can occur in combat that change how combat itself is handled. They can be environmental such as the terrain, what starts battle, where a person is struck, how people move, and how one’s body is handling being battered.
Ambush
Ambushes can be a nasty ordeal. The attackers have almost all of the advantage and at least an entire action with which to batter the defenders. Before a defender acts in an Ambush they are considered caught Off-Guard. They cannot use any NAR or perform a 3D until it reaches their Initiative when caught Off-Guard in the Ambush Round (see Random Rules, Status Afflictions for details on Off-Guard).
An Ambush is the result of one side of the conflict catching the other(s) unaware. If attackers are in the cover of trees and fire upon a caravan that does not see them, if they manage to attack from above or below without being seen, or if they cannot be seen when they first attack are all examples of – but not only – what could start an Ambush.
The Ambushers’ first action of the Round, assuming they are co-ordinated enough to attack as one, giving lead time for some to prepare, happens before the Ambushed/non-Ambushers get to react and does not count towards their total NAR of the Round. After the Ambushers’ prepared action(s) happen Init is rolled.
Once the ‘Ambush Round’ is over the other Rounds of the combat return to normal. Should an Ambush by new comers occur mid-battle for that action the defenders are caught Off-Guard and the new comers have remaining NAR as though they had been battling until that point.
Keep in mind if you cannot see your opponent you are Off-Guard so until the ambushed party finds the ambushers (i.e. through a Minor Skill, magic, the ambushers come out of hiding) the ambush will essentially ‘last’.
OPTIONAL RULE: Ambush Recovery Time. When an ambush occurs you often do not know where from or by whom and are in a state of semi-shock. As such, it takes most people time to look about, find the enemies, and recover their wits. As such an OM can choose to have the ambushed lose 1NAR row/second looking for their enemy/recovering. Or even a harsher amount such as 1d4seconds or their base 10NAR or 5NAR. :ELUR LANOITPO
Cover
Cover gives a percent chance for attacks to hit the Cover instead of the intended target/miss the target. It is useless, naturally, if you come out from the Cover or the Cover is not between attacker and defender. As well it can be used in melee if the defender can move around it to block attacks or make the attacker unable to see and hit the defender.
There are two types of Cover: Physical and Visual.
Physical Cover, such as walls, outright blocks and takes the attack for the person with Cover. Physical Cover aids in stopping area of effect damage and with 100% Cover you cannot be damaged unless they come around the Cover or destroy it.
Visual Cover, such as smoke or illusions, makes it difficult for the attacker to pinpoint the exact location of their target and thus hit their bulk. Visual Cover will not affect AC and will not prevent area of effect damage and can at most be 99%. As well while within Visual Cover with any 3D’s you make you also roll the Cover check, if your roll is above the Cover your 3D is attempted as normal, if your roll is below the Cover your 3D automatically fails (the DAP/NAR is still spent) as the same factors which make it difficult for someone to pinpoint and hit you work against you in pinpointing them and their incoming attack.
Cover is a simple rule. The defendant chooses their Cover that has a % assigned by the OM/rulebook which should roughly equal 1% Cover per 1% of the body covered (i.e. a shield, tree, or thick smoke, generally discounts anything not a wide face such as twigs or weapons unless there is a lot of them) or based on how much of your body is covered by the object (i.e. if half the body is covered you gain 50% Cover). When the attacker attacks they roll a d%(d100) and if the percentile’s % is greater than the Cover % they hit (assuming their AB then beats the defender’s AR if they perform a 3D).
Certain Abilities/items can give bonuses to the attacker’s d%(d100) or pass through the Cover altogether, specifying Physical or Visual or if it simply says ‘Cover’ then both.
Remember, Aimed Shots can reduce Cover.
If there are multiple Covers between the attacker and defender roll highest Visual and recalculate Physical based on body % visible. If it matters which Physical Cover is hit assume the lowest % starts at 1% then after its % the next smallest and so one (i.e. 1st Cover provides 10%, 2nd 13%, and 3rd 20%, the roll is 22% and thus hits the second/13% Cover because 1-10% is 1st, 11-23% is 2nd, and 24-45% is 3rd).
If a person is next to immobile Cover or is Grappling an object they can roll a Dodge check and gain +1AR per 5% of the Cover, if they have a RAP they can Dive/Roll/Slide behind the immobile Cover and thus incoming attacks roll against both Cover and 3D or they can move the Grappled Cover in front of them with their RAP then decide whether they want to 3D further.
Cover Roll: Attacker Rolls d% + Special vs. Defender’s Cover Bonus (note that a sword and similar objects will not provide Cover, they instead can be used to Block/Parry)
Then, if Attacker succeeds (d% > Cover), they move onto AB vs. AR if a 3D is made (to save time consider rolling the d% and d20 at the same time, if the d% succeeds then you already know whether or not you hit, if it fails then you ignore the d20)
High Ground
The high ground provides a fairly decent bonus to those who use it. It is the attempt to put a large part of your body and vital locations out of striking range by elevating yourself while at the same time put your enemy’s vitals into easy reach and allow you to more easily move to put their full body within striking range. You duck a little to hit them, they would have to jump or over extend themselves to hit you.
This natural height bonus without a size increase means your Melee Attacks gains +1AB and your 3D’s against Melee Attacks gain +1AR per 0.3m/1ft your ‘planted self’ is above the ground (or the ground the enemy is on). It is not just where your feet are, it is where you are ‘planted’ (which is usually your feet). If you are sitting on a table and your weight is on the table, then it is calculated that the table’s height is your ‘planted height’. For example, the average horse is about 1.5m/5ft tall for where you sit (or are planted), this means in melee the rider gains +5AB/AR.
If someone makes a melee Aimed Shot for a lower limb (i.e. legs dangling from a horse), then the AR bonus from high ground instead goes by the height that limb is off of the ground.
Hit Location
There are a few things to consider when attacking someone. Where you hit is perhaps the most important (after actually hitting of course). Limbs can be severed, damaged limbs can stop functioning fully, and cool/ugly battle scars can occur. While the ‘default’ hit, including area of effect damage, is the torso or largest portion of any creature, other limbs can still sometimes get in the way or a ‘Critical Hit’ might happen and you want to know how serious the damage is. Each limb has its own rules on how to deal with damage.
For arms and legs (shoulders to hands and hips to feet) their individual HP is ¼ of max HP. Once this damage has been dealt anything ‘beyond the wound’ (i.e. fingers on a damaged arm) is useless and cannot function. Fingers and toes each have ½ this HP (1/8 max HP).
Any damage dealt to a disabled limb beyond its max HP will not take from the ‘body HP’ but instead count as NLD; this includes if the hand is disabled first damage dealt to the rest of the arm no longer counts towards ‘body HP’ such as the lower arm.
If full ‘body HP’ is dealt to a limb it is severed, separated from the body and will not heal/regrow without unnatural regeneration or surgery to reattach. A severed limb will bleed out at 1damage per Round unless immediately treated or they make a successful PR check vs. 25 (making one check each Round), if pressure is applied (i.e. a hand on the wound) each second for the Round the Bleed damage is not dealt.
If the digits of the limb, fingers and toes, are damaged the damage only counts as NLD up to their max HP.
Losing a limb, whether it is temporarily disabled or severed, reduces its Coord/Ref/Str to 0 until it recovers or is replaced. The exact penalties of damage to a specific area are as follows:
| Arm | Arm loss means it cannot be used for anything, offensive or defensive. |
| Foot | Each foot loss lowers Speed by ¼. |
| Finger | Each finger lost lowers AB with that hand by 1 and Minor Skills that use the hand by 10SR. |
| Hand | Hand loss means you can no longer grip things or use it effectively (no weapon swinging). It reduces Minor Skills that use hands by 50SR (climbing, etc). |
| Leg | Each leg loss lowers Speed by ½; you can still go at Inch Speed (unless arms are lost in which case only 1Speed). |
| Toe | Each toe loss lowers Speed by 0.2 (5 toes and you lose 1 Speed). |
Prosthetics return half the loss of a limb unless otherwise stated (cybernetics might return all or more while a peg leg only returns the minimum).
Determining Location
Deciding a random hit varies on desire of variety. Using different dice to determine hit location:
| Roll # | The d6 | The d8 | The d10 | The d12 | The d20 |
| 1 | L.Leg | L.Leg | Lower L.Leg | Lower L.Leg | L.Foot |
| 2 | R.Leg | R.Leg | Lower R.Leg | Lower R.Leg | R.Foot |
| 3 | Torso | Lower Torso | Upper L.Leg | Upper L.Leg | Lower L.Leg |
| 4 | L.Arm | L.Arm | Upper R.Leg | Upper R.Leg | Lower R.Leg |
| 5 | R.Arm | R.Arm | Lower L.Arm | Lower Torso | L.Knee |
| 6 | Head | Upper Torso | Lower R.Arm | Lower L.Arm | R.Knee |
| 7 | Neck | Upper L.Arm | Lower R.Arm | Upper L.Leg | |
| 8 | Head | Upper R.Arm | Upper L.Arm | Upper R.Leg | |
| 9 | Torso | Upper R.Arm | Lower Torso | ||
| 10 | Head | Upper Torso | L.Hand | ||
| 11 | Neck | R.Hand | |||
| 12 | Head | Lower L.Arm | |||
| 13 | Lower R.Arm | ||||
| 14 | L.Elbow | ||||
| 15 | R.Elbow | ||||
| 16 | Upper L.Arm | ||||
| 17 | Upper R.Arm | ||||
| 18 | Upper Torso | ||||
| 19 | Neck | ||||
| 20 | Head | ||||
NOTE: The lower torso refers to the stomach/pelvis area while the upper torso refers to the chest/shoulder area.
If desired, instead of rolling twice with the d20 method, you can just use the attack die (d20 used to see if you hit). If you cannot remember the numbers, what limb is which number, always remember it goes ‘left-to-right-bottoms-up’.
Vitals
The neck and head are very vital body parts. While being smaller targets both are susceptible to damage and too much damage will result in death or unconsciousness (unlike just disablement of the arms or legs).
The neck and head have ½ your max HP; once either’s HP is reduced to less than 0 you count as Dying using their HP only.
If the neck is reduced to below ½ its HP by Bludgeon damage (or ¼ normal HP) the throat or bone can be crushed causing minor paralyzation, effectively acting as though the person is Wounded (see Pain Tolerance) but if it is ‘severed’ by Bludgeon damage even if the person lives they will be paralyzed from the neck down (OM discretion advised).
With the other kinds of physical damage the neck is opened and will bleed out 1damage per Round until tended to or they make a successful PR check vs. 25 (making one check each Round), if pressure is applied each second for the Round the Bleed damage is not dealt. If the neck is fully severed it will cause immediate death (HP is set to Con *-1).
Eyes
Eyes, as other organs, are extremely weak targets. Their particular vulnerability however is their exposure and value to keep and value to remove. Eyes only have 1/8 the total HP of the body. Once their HP is reduced to 0 the eye will stop functioning and Coord counts as half and any further damage to the eye will be negated. If both eyes are lost you become Blind (see Random Rules, Status Afflictions for details).
OPTIONAL RULE: Healing Limbs. Disabled limbs do not heal quite the same as a damaged body. Some will not heal at all without medical treatment if too much damage is done. Even though resting will recover the overall bodily health full functionality of a temporarily disabled limb might take longer or never recover at all (i.e. like in the case of an eye). To reflect this, an OM can consider changing limbs to their own healing process of 1HP per hour/day/week or it regenerates at ¼ or 1/8 the rate of the body. :ELUR LANOITPO
OPTIONAL RULE: Soft Limbs. To keep using a disabled limb, roll a PR check vs. 10% HP lost beyond 0 + 1 per attempt to use it (i.e. if you have 60HP, 15HP for limbs, and an arm takes 23damage it has lost 8HP beyond 0 and would require a PR check of 5 + 1 each time you attempt to use it). Your arm might work for one NAR then stop for the next. It is all about playing through the pain. :ELUR LANOITPO
Moving Targets
A moving target is an annoyance for someone making a Ranged Attack. Although in combat or normal circumstances people will not be walking or running it is true at times they may be running away or otherwise moving about the battlefield. The attacker suffers –1AB per 10Spd their target is travelling at (remember, Spd is 1.5m/5ft every 12seconds). This is because the attacker must be constantly either readjusting or changing their aim to compensate.
If the target is moving directly towards/away from the attacker they suffer only ½ the AB penalty, adjusting only slightly up/down for an arc instead of left/right to ‘lead’ the target.
A person can attempt a ‘zigzag’, easier than turning on the spot it allows a person to move forward as well as sideways in attempt to avoid being struck. Every NAR of movement they must make a Coord check vs. Speed Type (Walking +2, Jogging +4, Running +6, Sprinting +8) + 10.
Success means they successfully zigzag and the attacker loses AB equal to 1/10 the zigzagger’s current Speed if they are moving toward/away from the attacker. They suffer only ½ that AB penalty if the defender is moving left/right of the attacker’s field of fire. Failure means the zigzagger slips and fall Prone.
While zigzagging you move half as far forward than had you been running in a straight line.
This AB penalty is in addition to standard Moving Targets rule.
Pain Tolerance
Base Pain Tolerance (PT) of everyone is 50% of max HP. Once they have less than half their maximum health remaining (below PT) they are considered Wounded. While Wounded all Abilities/Spells and actions are increased by 1DAP/1NAR of its type (CD or CT, if unlisted assume CD added at the end of the Ability/Spell, if they use DAP it increases DAP use, if they use NAR it increases NAR use). Racial modifiers, Skills and Abilities, and other such things might alter a person’s PT.
Severe PT is reached at 10% of maximum health. Once their current HP is 10% or below they are considered Severely Wounded and all Abilities and actions are increased by another 1DAP/1NAR (stacks with Wounded, total 2DAP/2NAR). By this time they would be very battered, bloodied, and exhausted (hopefully their opponent is too).
OPTIONAL RULE: Pain Overload. A Pain Roll is the chance of losing consciousness due to pain. Whenever damaged a person makes a PR check against a check determined by their %HP of maximum loss from damage and remaining HP% after damage. The check is determined as follows:
Remaining HP > 50% max: PR check +1 per 5%HP loss
Remaining 10% < HP < 50% max: PR check +1.5 per 5%HP loss
Remaining HP < 10% max: PR check +2 per 5%HP loss
Failure on a Pain Roll results in unconsciousness.
If in the HP>50% range it is for 1second per point of failure.
If in the HP 10% to 50% range it is for 1minute per point of failure.
If in the HP<10% range it is for 1hour per point of failure.
Otherwise failure has no extra affects (beyond the damage and being that much closer to death). See Random Rules, Status Afflictions for details) ‘Unconscious’ for more details.
I.e. you have 70HP max, at full health you take 25damage (35% loss) and you remain within your top 50% HP, the check is 7; at 45HP you take 27damage (60% loss) and are now in 10% to 50% HP range, the check is 18; at 18HP you take 13damage (72% loss), and are now in the bottom 10% HP, the check is 28.
Since most people cannot or are highly unlikely to fail a PR check within the first 50% of their HP not rolling Pain Rolls until they are below 50% HP is plausible. :ELUR LANOITPO
Personal Bubble
Combatants will need a square about double their shoulder width in order to be able to fight properly. Shoulder width is about ¼ of a person’s height, humans on average require 0.9m/3ft square.
In most circumstances they also require enough space to move their arms and weapon thus extending their personal bubble to about 1.5m/5ft for the average human (an arm is about 1/3 the size of a person’s height without the hand, wrist to fingertips the hand is about ¼ the arm length).
If they do not have at least the ‘shoulder space’ they suffer –1AB per 5% less (i.e. their shoulder space is 0.9m/3ft, an enemy closes to 0.6m/2ft, you suffer -6AB (0.6m/2ft / 0.9m/3ft=66%, 100-66=34, 34/5=6.8, round down to 6). Certain weapons (i.e. guns) can ignore such rules.
Positions
Positions determine special rules for movement, attacking, and being attacked. Each position has a specific rule to determine its functionality. Penalties cannot cause AB/AR to go into the negative. Standard combat positions are as follow:
Stand
- • Normal position. No affect on AB/Melee Damage/AR
- • Changing positions requires 1NAR
- • Movement: Any
Duck
- • -½Coord Mod to AB, no affect to damage, +1AR and -½Coord Mod to Block/Parry
- • Changing positions to/from Stand does not require NAR, changing to other positions requires 1NAR
- • Movement: As Stand
Crouch/Squat
- • +0AB, ½Str to melee damage/Block, +2AR, -Ref Mod to Dodge AR unless Diving/Rolling, ½Str to Block
- • Can only Dive/Roll half as far
- • Changing positions requires 1NAR
- • Movement: Can only Crawl
Kneel/Seated
- • -Coord Mod to AB, no affect to damage, +2AR, -Ref Mod to Dodge AR unless Rolling and –Coord Mod to Block/Parry AR
- • Can only Dive/Roll half as far
- • Changing positions requires 1NAR
- • Movement: Can only Crawl
Prone/Laying
- • ½ Coord to AB, ½Str to damage, +4AR, Ref counts as ½ for Dodge AR unless Rolling and Coord counts as ½ for Block/Parry
- • Can only Roll half as far
- • Changing position to Crouch/Kneel requires 1NAR, to Stand/Duck requires 2NAR
- • Movement: Can only Inch
Terrain
Terrain is an important piece of combat, it provides cover and obstacles that may greatly change the face of combat and allow weaker people to tactically outmanoeuvre stronger opponents such as corralling their enemies for a trap. It is based primarily on natural and manmade objects and ground modifications. Hiding behind these objects provides a person Cover (see Cover for details). Moving across certain types of terrains such as rubble or slopes can slow down or speed up people moving across them and possibly give penalties to AB/AR or other rolls (see Random Rules, Terrain Rules for details).
Special Combat
Not everything is on the ground, two people walking towards each other, or as few as two people. Below are a list of some special combat types that might be encountered in Templates (Random Rules section will have more details for things such as falling damage, drowning, etc).
Aerial Combat
Aerial combat is a 3D version of ‘normal’ ground combat. Also, unless hovering, it will almost always be in motion. Charge Attack, Moving Target, and Shot On The Run rules will be in effect for most of Aerial Combat. Size differences aside, the most number of combatants/defenders around a person is 26, unlike ground 2D combat of 8 around a person. Special mounts/flying vehicles may add bonuses or negatives to AB while flying.
Underwater Combat
Underwater combat can be a 3D combat, with combatants above and below in addition to the normal 2D combat. However, the resistance of water halves Base NAR (from 10 to 5), Coordination, Reflex, Speed, and Strength capabilities of those not designed to function underwater. At too great of depths, the pressure might just crush people unprotected from the pressure.
The Random Rules chapter has more details on the effect of being in water in its Water Rules section.
Vehicular Combat
Vehicular combat uses the Charge Attack, Moving Target, and Shot On The Run rulings as well it might use Cover and Obstacles. Mounts or driven vehicles might shield the driver and thus, whether the mount wants to or not, provide Physical Cover to the driver. More often than not Vehicular Combat will be based entirely on the Template’s Major or Minor Skill rules for specific details.
| Core |
|---|
| Attributes | Skill System | Parts of Every Character | Character Progression | Combat System |
| DREAD | Equipment | Morale | Materials | Random Rules |

