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Combat in the Midian is essentially simple for anyone familiar with any
game involving a 20-sided die. This
is a rather long chapter of concepts that should be quite simple once you have
the hang of it. There is also a
bit of repetition, but this is to ensure that you understand what we are
getting at with the rules. Like
the other (non-martial) skills, this is a free-form system that allows your
character the potential to attack just like your favourite anime character.
I have always found examples of play to be more helpful than the text
that they were illustrating… that is, when the examples don’t cause
further confusion. That said, I
will begin with a story of play first and have the rules section later.
Italicised terms are explained after the story.
If you want to skip strait to the rules (i.e. you already know what to-hit
means), go ahead a few pages.
“A monkey walks into the room—social challenge… I mean… I pick
the lock.”
“Are you sure we can’t wait until morning?”
“Positive.”
“All this because you’re too cheap to pay for the armour you
commissioned. Jesus Tim, you are
one cheap bastard.”
“Roll for it,” this bit from the GM who finally wakes back up.
“Stupid effing die. I
haven’t made a skill check yet tonight.
Can I use my luck to retest?”
“No, Tanya has very lucky; you have strange luck.
There is a difference. She
gets the 2 free retests. You
are about to get hosed.”
“What?” Tim.
“What?” Tanya.
“All of the noise you two have been making has alerted the city
watch. They are coming around the
corner now.”
“Wait; one of my contacts is the captain of the guard.”
“That’s in another city. Dumb
bitch.”
“While you were arguing, you got surrounded—lock pick in hand.”
“Who’s the dumb bitch now? I’m
going to try and talk my way out of this mess.”
“O.K. what exactly are you going to say, Tanya…”
“Fuck this—I’m throwing my lock pick at the eyes of the closest
one.”
“Tim, you prick.”
“Do you have the skill ‘throw pathetically small weapon at large
angry armoured person’?”
“no…”
Well then, roll a D20 at minus 5 to-hit.”
“Why –5?”
“Standard penalty. You
don’t know anything about throwing, and it’s a ranged weapon.
Plus, it’s a lock pick. Wait,
make that –8 since you are throwing it and -10 since your weapon is
pathetic.”
“Screw you, Kenny. It’s
sharp, balanced, and perfect for attacking someone’s eyes.”
“It’s flexible, curved, light weight, and it’s not sharp.”
“Damn, that means I have to get a critical hit since they have
an armour class of 12 from their chain mail.
I got…a 19! Yes!
Do you know what this means, Tanya?”
“It means that you are a pathetic loser, Tim.
A 19 minus 10 is only 9. You
still can’t hit anything.”
No, a 19 is a critical hit. I
hit any armour class with that. Plus
I do double damage; plus special results—Kenny?”
“Well, since you were aiming for the eye; I’m going to rule that he
is blinded and in shock enough to be out of the fight for now.
Since Tanya was talking to them, I’ll give you this first attack for
free. Now roll a D10 for initiative.”
Tanya: “I rolled a 6.
Tim: “I got a 5, plus I’m
wicked quick. That gives
me a +3 on initiative for a total of 8. Take
that, Tanya.”
Kenny: “well, since the
guards bonuses are the same as the speed penalty for claymores; they have a 7
for initiative and will go between both of you.
Kenny what are you going to do?”
“I’m going to kick the next nearest in the nuts.
This time I do have the skill for it.”
“You actually have a ‘kick in the nuts’ skill?”
“No, stupid, I have high kick at 2nd level which
makes him sing soprano for a while.”
“O.K. Tim, roll to-hit.”
“Rolled an 8 plus 2 for my skill and another +1 for my agility, so I
got an 11.”
“Clang! You hit his
heavily armoured codpiece. No
damage.”
“Screw you Kenny.”
“Hey, you rolled it. The
armour class is 12.”
“The guards are drawing their swords.
What are you going to do, Tanya?”
“Well, I’m going to try and look for an escape route before this
dumb bastard gets my character killed. Again.”
“The guards have drawn their weapons now.
Tanya, you are completely surrounded.
You will have to get past at least one of them in order to run down the
alleyway and hopefully to safety. O.K.
that was the first round, and since no one did anything to affect initiative;
roll again.”
Tanya: “damn; 2.”
Tim: “yes!
9! That plus the 3 gives
me a 12. I get 2 attacks this
round!”
“The guards also got a 2, but since your wits is higher, you get to
act before them, Tanya.”
“ I’m going to wait.”
“O.K. the guards are advancing closer, but not attacking just yet.
They seem like they are attempting to take you prisoner.”
Tanya: “in that case, I’m
going to shove past the one that’s in my way and let idiot-boy here get
killed.”
“Thanks a lot, dumb bitch.”
“Don’t call me that.”
“Anyway, I’m going to go for the nut-shot again.
I rolled an 18 this time that plus bonuses gives me a 21.”
“Alright, Tim. That’s
not a critical hit since it wasn’t a natural 19 or 20, but each
number above 20 adds to damage.”
“I got a 2 plus 1 for my strength and another for the high roll, so I
did 4 points between his legs.”
“Not exactly. 4 points
doesn’t penetrate the damage resistance of his armour.
You did no damage.”
Tanya: “hah!”
“Now it’s your turn, Tanya. Roll
to see if you can shove past the guard.”
“Damn, I rolled a 2. Critical
fumble. Wait a minute—I
have a retest from being very lucky. This
time I got a 9.”
“Since you were only shoving past you didn’t need to get past his
armour so as to damage him, then that 9 connects.
Now we roll for a contest of strength to see if you can shove
past him or if he stands fast. Roll
2D20 and try to get as close as possible to your strength without going
over.”
“I got a 7. That’s 4
under my strength.”
“O.K. the guard rolled a 25. Failure.
He would have had to roll under his strength to stop you.
Since he rolled over his strength score, you automatically win.
Tim, it’s time for your second attack.”
“Left nut in the corner pocket—I got a 14.
So I did…”
Kenny rolls; “doesn’t matter; he blocked it.”
“What do you mean?”
“The guard rolled a 17 to parry your kick.
Apparently he knows something about footwork, too.”
“Damn. Why don’t you
help out instead of running away?”
“Because I know a lost cause when I see it.”
“You’re the lost cause, dumb bitch.”
At
this point Tanya throws a nearby brass candelabrum at Tim’s head.
Tanya in real-life throws better than Tim’s character does and hits
Tim dead between the eyes. Critical
hit. God deems that this causes
unconsciousness—or at least Tim has suddenly gained the wisdom to play dead.
She then proceeds to pick the candelabrum back up again to finish the
job. Fortunately, Kenny—although
far from being either large or strong—is quite fast and stops her from
making a mess on his carpet that he would rather not explain to the
authorities.
And
now the explanation of terms:
Skill
check:
attempting to do something, usually not involving combat—see the
section on skills for details
Lucky,
very lucky, strange luck:
these are traits—see the appropriate section for details on each
Retest:
this enables someone to re-roll the dice to try to come up with a more
favourable outcome; the results of the retest are final—unless you have
another retest available
Contacts:
people you know; since Tanya doesn’t have guard contacts in this
city, her being acquainted with the other captain doesn’t help here—see
the interaction section for details of contacts
Throw
pathetically small weapon at large angry armoured person & kick in the
nuts: Tim
doesn’t actually have these martial skills, nor will you find them on the
skill list, Kenny & Tanya were making fun of Tim (which is entirely too
easy to do)
Roll
a D20:
the standard die used to determine how well your character does in
combat is the 20-sided icosahedra die
To-hit:
rolling
the 20-sided (D20) die to determine whether or not you actually connected with
your target
Ranged
weapon:
anything that attacks from a distance:
an arrow, thrown knife, or in this case—a lock pick; weapons are
either ranged or melee (up-close and personal)
Critical
hit:
rolling either a 19 or 20 on a D20; also called a natural 19 or
natural 20 because critical hits are only when the number actually rolled
(before bonuses) is either number; when you get a critical hit you always
connect regardless of penalties or armour class and you do double
damage plus any extra goodies the Game Master grants such as disarming,
crippling, unconsciousness, or blinding; in addition any amount rolled above
20 (after bonuses) adds to damage done; as an extra bonus critical hits cannot
be defended against (such as with a dodge or parry)
Critical
failure or critical fumble: just
the opposite: this is when you
roll a natural 1 or 2; you miss regardless of bonuses and something nasty can
happen such as your weapon breaking or being dropped or you may trip and fall,
as examples; also called a catastrophic fumble
Armour
class:
this is the number that you must roll at or above in order to hit your
target; being agile or wearing armour add to your armour class
Initiative:
this is how you find who attacks first in combat and whether or not you
can do so multiple times; the highest roll on a D10 acts first.
If you have a result of more than 10 then you get to have multiple
actions—just keep subtracting 10 after each to determine how the multiple
actions fit in with the pacing of everyone’s actions.
Kenny didn’t have anyone roll for initiative on the first round
because no one was expecting a lock-pick to come flying towards anyone’s eye
(this is called being surprised).
Actions made during one round (such as receiving damage) can affect
your initiative in the next.
Wicked
quick:
another trait; this one was the result of bribing the Game Master with
Canadian whiskey
High
kick:
a skill that Tim does know; each level of a martial skill adds to the
to-hit roll; in this case, Tim gets to add +2 on his to-hit roll for having
the skill at 2nd level
Damage
resistance:
armour not only protects with increased armour class, but also reduces
the amount of damage done per attack
Contest
of strength:
or other attributes—in order to determine who wins an outcome that is
directly resisted (for example an arm-wrestling contest) you roll 2D20 (as in
an attribute check) and the winner is the one that rolls as close to his or
her attribute without going over. If
both fail to roll under their attributes or the result is a tie, then the
contest is unresolved for this round—try again the next round
Parry:
blocking an attack with a
weapon, shield, or body part. If
you have an appropriate martial skill (such as melee weapon) then you may
parry for free as many attacks per round as you have levels in that skill
divided by 2 (round up). If you
do not have any appropriate skills, then each parry counts as your action.
Kenny
was kind of a dick for making Tanya roll to-hit to shove past the guard, but
it does make the example easier.
Killing
Things: the
simple way
Roll 1D20 (a 20-sided die). If
you rolled the enemy’s armour class or higher, then you hit.
Roll damage.
The complicated way is simply adding bonuses to the 2 rolls mentioned
above. Add in any to-hit bonuses
to better your chance of successfully connecting with the target (i.e. putting
the smack down). If the number
rolled (before bonuses) is a “1” or “2”, then the roll is a critical
fumble or critical failure. The
Game Master will then ruin your day in an unpleasant way.
If the number rolled (before bonuses) is a “19” or “20,” then
the result is a critical hit or critical success.
You do double damage (yes, after everything else has been added in) and
possibly have something cool happen like knocking your foe out or crippling
them in a gory manner (Game Master decision as to what exactly happens).
The Game Master may even decide that the result of a critical hit is
instant death in an unfortunate manner regardless of the number of hit points
remaining to the victim.
Any amount rolled above ‘20’ (after bonuses) adds to the damage
done. So, having a +4 to-hit and
rolling a natural 19 means that you do 3 extra points of damage—before the
result is doubled.
Let’s look at each part of the game mechanics individually.
I.
Pre-round chaos:
combat
usually starts when someone states that he or she is doing something stupid—like
Tim throwing the lock pick. The
players then tend to shout out their intentions simultaneously, much to the
chagrin of the Game Master who usually simply smiles evilly and says, “Roll
initiative.”
II.
Initiative:
this determines who
goes first and when. Initiative
is rolled on a 10-sided die. Add
in any initiative bonuses and subtract any penalties such as weapon speed. If
double-digit numbers result, then the character has multiple actions in this
round. Subtract 10 and the result
is when you get to go again. Continue
to subtract 10 as long as the result is still a positive number.
Example: when Tim rolled
an 11 for initiative he goes before everyone else who rolled less than 11 and
his second action takes place as though he rolled a 1.
Had he rolled a 23, then he would act at 23, 13, and 3.
Another example: if
someone rolled a 28 for initiative they would get to go twice before anyone
else (3 times before those that rolled under 8).
Certain actions may mandate that initiative take place in a certain
order rather than rolling the dice. For
example, if you surprise your opponent, then you get in a free shot; or if you
are charging someone who has set his or her weapon to receive a charge, then
whoever has the longest reach hits first.
The Game Master will determine these special cases.
The Game Master will also decide if there is an initiative penalty or
bonus for an action—or even require more than one round to accomplish the
task.
III.
State Actions:
the Game Master then asks each player what he or she is doing in order
from highest to lowest initiative (“okay, did anyone get higher than 9?
All right Tanya, what are you doing?
Okay, 9, 8, 7…”). The
Game Master states what non-player characters are doing in the appropriate
order of initiative. To keep the
flow of play moving resolve each action as it comes up.
If you change your mind about your action after you state it, then the
Game Master may require that you make a Wits check to pre-empt someone—this
only applies if you have higher initiative than your opponent.
Some actions are easy to change after the fact:
if you are alone and committing arson, you simply put the flames out;
if you decide that you would rather use a different attack in the middle of
combat you have a greater problem. The
Game Master also determines the length of time that it takes to change your
action—if any. As a default, it
takes place 4 places behind where it was originally:
if you rolled a 12 initiative—but decided later you wanted to do
something else—then your effective initiative for the new action is now 8
(which means you no longer get your second attack).
The Game Master may choose to only require the Wits check or a Wits
challenge to change actions, or automatically allow someone with higher
initiative to change an action that would pre-empt someone else’s attack.
What this means is that having a higher initiative may enable you to
react faster than someone with a lower result.
IV.
To-hit:
roll
1D20 (plus any bonuses such as weapon skill or high agility)—If the total is
higher than your opponent’s armour class, then you hit.
Against unarmoured opponents, a result of 5 or better hits with close
weapons and 8 or better hits with ranged weapons—effectively everyone has an
armour class of 5 for melee and 8 for ranged attacks.
If you don’t need to get past the opponent’s armour (such as a
grapple attack, or in the story above with Tanya), then you only need to roll
a 5 (or 8 for ranged attacks) to hit. If
the total is higher than 20, the amount over is added to damage.
Don’t forget about critical hits and fumbles:
19-20 always hits & does double damage, 1-2 always misses &
fumbles catastrophically.
V.
Defence:
you have the option of trying to stop an attack from successfully
hitting you. This is covered in
more detail in Part II: Ow,
that hurts…
VI.
Damage:
add together weapon and strength damage plus the amount rolled over 20.
If you are using a weapon with 2 hands (assuming the handle is large
enough), your strength damage is your normal bonus plus 1/4th your
Strength Score. Additional damage—such
as from a flaming weapon or a jagged edge—causes additional damage, if
applicable. The doubling for a
critical hit does apply to additional damage.
VII.
Resolution:
This is where the Game Master determines special results such as
effects of critical hits. Any
damage taken during a round is a penalty (as shock) to all
actions made for the remainder of this round & the initiative for the next
(yes this does stack up).
Time
Each round is about 4 to 6 seconds long—figure 10 per minute if
necessary. Note that there is a
difference between game-time and real-time.
A battle may last less than a minute in game-time, but take several
hours in real-time. Game-time may
also move much more quickly than real time.
For example, the Game Master may state, "You spend the rest of the
month healing your wounds and tending to your estates," which moves the
story up to the action quickly. In
other words, just because you stopped playing in the middle of a battle, you
don't get 7 hit points back just because the next time you play is a week
later.
The first time you witness combat you suffer from certain penalties.
The first time you actually participate in combat, you suffer a
different set of penalties. If
you have never seen battle before, you are at:
-6 initiative, -4 to hit, & -2 damage.
If you have observed, but never actually fought, the penalties are
halved: -3 initiative, -2 to hit,
and –1 damage.
Ability
Checks & Challenges
This is an oft-used game mechanic to determine whether you are smart
enough, strong enough, convincing enough, etc.
You attempt to roll under the appropriate attribute on 2D20 for an
ability check. Any bonuses or
penalties are applied to the ability score, not the number rolled.
For example, if you have the heightened smell trait & are
required to make an awareness check to see if you smell something, you
make the roll as if your awareness was 3 higher than what it actually is.
Ability challenges are similar, but 2 or more people are making the
roll opposed to one another to determine who is stronger, quicker, etc.
Make the ability check as normal, but the winner of the challenge is
the one who rolls highest without going over the ability score.
If neither makes a successful roll, or the result is a tie, then the
challenge is undetermined; try again next round.
The standard penalty for repeated actions is –1 for each additional
time that you attempt something. The
Game Master is, of course, free to assign additional penalties, or to not
assign any penalty at all (or even give a bonus).
As an example, if you are trying to force open a stuck door, then you
try to roll under your strength attribute on 2D20; if you fail the first
check, each additional checks are as though your strength were one less.
Retests allow you to reroll the dice when you fail at a certain task.
Even when a retest does not state how frequently it may be used (i.e.
"once per day or game session"), each retest may only be used ONCE
per situation. However, you may
have more than one applicable retest. For
example, let us say that you possess the traits Inner-strength
and Divine Blessing.
If you are dying in battle, you may retest your system shock roll with Survival.
Should you fail that roll, you get one more try with Divine
Blessing. Neither trait may
then be used to reroll further system shock rolls during that battle.
Surprise
Ambush situations can often eliminate the enemy before they can
retaliate. If the Game Master
determines that one side has surprise over another, the ambusher’s get in a
free round of attacks without rolling for initiative while those surprised don’t
have any active defence (i.e. no parries or doges) and cannot counter-attack
until next round. If both parties
are surprised you all stand there with dumb looks on your face for one round,
then roll initiative normally. The
Game Master may allow an Awareness check to notice a potential ambush ahead,
or may automatically grant surprise if an assault came from out of nowhere
(Dwarven artillerists are notorious for their night-time catapult “deliveries”).
If no one is surprised, proceed with combat normally.
Waiting
If you choose to wait for something—for example to see what your
opponent will do—then you voluntarily lower your initiative one ‘step’
at a time until you use your action. This
may prevent you from having multiple attacks if you reduce your initiative
until it is 10 or lower. The Game
Master counts each initiative step (10, 9, 8…) until you decide to act.
If you had initiative over someone, but waited to see what he or she
will do, you must make a Wits challenge with your opponent to see if you can
act first. This assumes that the
Game Master allows the possibility that you can pre-empt your enemy.
Interrupts
You may use your
interrupts to defeat someone's actions in combat.
Instead of going at your normal place (based on the initiative roll),
your action takes place just barely before your opponents—thus ruining their
attempt. For example, an
alchemist (who has the higher initiative) is attempting to throw a canister of
a flaming substance at the player characters.
The rogue with a high Wits score chooses to interrupt the alchemist's
actions by flinging her sword at his face.
If her attack roll is successful, the alchemist is too busy dodging (or
bleeding) to throw the canister. His
attack is ruined for this round. Had
she missed, the alchemist would be sending a sticky, fiery doom towards the
group instead of possibly being covered in his own flaming goop.
Some tasks take time to accomplish.
Obviously long actions, such as putting on armour, require more than
one round to complete. Other
actions, like most combat actions, can happen within a fraction of a second.
Success in trying to stop someone when you do not have an interrupt
depends on the initiative roll. An
action that gets a bonus for initiative happens too quickly to be stopped
without an interrupt. Actions
that have an initiative penalty take longer to accomplish and may be stopped
in progress. Figure that an
action begins with the base (or natural) number rolled, and end with the
initiative penalty added. For
example, lighting and throwing the flaming canisters in the example above has
an initiative penalty of -4. If
your opponent rolls a natural 7 on the initiative check, his attack begins at
7 and ends at 3, when he throws it at you.
If your initiative is between 3 and 7, you stop him mid-attack.
This rule is only important in cases when it is important whether you
stopped your opponent before or during his action.
In the 'fiery goop of doom' example, the canisters explode on contact.
If your attempt to stop the alchemist breaks them, or causes him to
drop them, the explosion still occurs. If
you stopped him before he lit the canister (i.e. your total initiative roll
exceeded 7), they do not explode.
What
to Do with Your Hands
Always a big question in life, much more important in combat, “What
do I do with my hands?” Each
option has benefits and flaws that must be weighed to determine what best fits
your character’s style.
Both
hands free:
the option of both bad-assed martial artists and the totally
defenceless; if you encounter someone without obvious weapons, they tend to
fall into one of these two categories almost exclusively
1-hand:
this leaves the other hand free for punching, grappling, or scratching
yourself
1-hand
& shield:
good option for both attack and defence
Just
shield:
this is a total defence option—unless you have a spiked shield—in
which case this is similar to 1-hand attacks above, but with the added
defensive bonuses
2
shields:
unless your shields have spikes or blades, this is just plain nuts
2
weapons:
you have a weapon in each hand; see Attacking with 2 Weapons
below
2-hands:
by keeping both hands on a single weapon, you get added leverage to do
more damage—you do 1/4th your Strength score (round up) as bonus
damage; i.e. if you have an 11 Strength you do +1 damage (your normal bonus)
plus 1/4th your attribute (11 divided by 4 is 2.75) rounded-up to
3, for a total of 4 additional points
Attacking
with 2 Weapons
While some may argue that having two weapons should grant an initiative
bonus (your opponent doesn’t know which the will attack come from, increased
initiative will integrate multiple attacks better into the combat engine),
some argue that there should be substantial penalties to using 2 weapons
simultaneously in combat (harder to coordinate, cannot change-up grips
easily). The reality is that
being untrained makes using multiple weapons difficult to use for fighting
while having the necessary training gives you additional options in combat.
The multiple weapons penalty is –3 to-hit plus an additional –3 for
off-hand use. Ambidexterity
reduces the penalty to –3 for both weapons and having appropriate skill for
2-weapon style (such as Florentine style) negates the penalty altogether.
The shield skill includes the necessary training in using both weapon
and shield and so has no penalty for using both at once.
Obviously, you cannot use a weapon that you couldn’t hold and use
one-handed for 2-weapon attacks. If
you don’t have proficiency in a weapon, there is an additional –5
unskilled penalty for a possible total –11 penalty.
Either both weapons must be light encumbrance or lighter, or one weapon
may be medium weight if the other is light.
See the section on Weapon Encumbrance in Part II for details.
Using 2 weapons at once in combat grants you a few options:
strictly for attack, for attack and defence, defensive attack, or total
defence. Note that initiative is
based on the initial attack; using your second action for a (slower) follow-up
attack occurs at the normal initiative point for your second action unless
otherwise specified.
I.
You
may use the second weapon for only attacking, in which case you get an extra
attack for each action in the round, but you cannot parry with either.
The Game Master may require that weapons of differing speeds attack at
the point that they would normally based on their individual speed rather than
from the initial attack if using this option—this option does require more
per-round bookkeeping.
II.
If
you choose to both attack and defend (the most common and perhaps best
all-round choice), you gain an extra attack after your last action each
round with the secondary weapon. You
may still parry once per two skill levels (round up) with your secondary
weapon only.
III.
Defensive
attack is using only the primary weapon for attacking and the secondary weapon
for defending. This option allows
you to parry once with your primary weapon as well as once per skill level
with your secondary.
IV.
Total
defence allows you to parry once per level with each weapon per round.
Total defence, of course, precludes attacking in that round.
These rules also apply to using shields.
In most circumstances, the shield counts as the secondary weapon.
See Shield Use below.
Ranged
Weapons
If you can slay your opponents before they close to attack you, then
you will have few worries in this world.
Each ranged weapon has a ‘range increments’ notation listed in its
description in the equipment chapter. Each
time that the distance to the target surpasses the range increment, there is a
cumulative –2 penalty to the attack roll.
For example, a throwing spike has a range increment of 10 feet.
If the distance to your enemy is 34 feet, you have a –6 penalty to
hit. In this example, the
penalties accrue when the range passes 10 feet, 20 feet and 30 feet.
You are not penalized if your target is within the first range
increment. Longer-range weapons
tend to be more accurate at long ranges.
Any weapons that are very accurate—but have short ranges, or any
weapon that is lethal for a great distance—but has poor accuracy even at
close range, will have range modifiers detailed in the descriptions of those
weapons. Ballistic ranged weapons—such
as arrows or any thrown weapon—require a ceiling of at least 1/4th
the linear distance. For example,
if you fire an arrow down a corridor at a target 80 feet away, you need at
least a 20 foot ceiling. Line-of-sight weapons—crossbows and firearms—do
not have this requirement; they have less ballistic flight paths.
Firing ranged weapons into melee requires that you have a line-of-sight
to your target. A body in the way
(whether friend or foe) provides about 40% cover.
An aware obstacle can modify this percentage by 10% either way.
That is, they can try to protect your target, or they can try to not
get themselves hit. If your
attack roll fails because of the cover provided by someone being in the way,
you may have struck them instead of your intended victim.
If the attack roll was good enough to strike the obstacle, then they
were hit instead.
Called
Shots
Most of the time there are no penalties when attacking a specific
target; i.e. "I'm swinging my axe at his neck."
However there are times when a target will be especially difficult to
hit, because it is small, fast, etc. The
Game Master assigns a penalty to the to-hit roll; -2 for something relatively
easy, such as stabbing someone in the eye; or -5 or more for something more
difficult such as cutting a rope with an arrow at 100 feet, or shooting into a
crowd without hitting an innocent bystander.
There are times when the penalty for a called shot is worth the
additional effort. For example,
if your opponent is so heavily armoured that you need a critical hit just to
connect, then you could go for the eyes instead.
The converse is true when your target is substantially easier to hit.
Swinging you sword indiscriminately through a tightly-packed crowd will
get a lot of people hurt. Another
example would be a bonus to hit a building with a melee weapon (damaging it
however…) of at least +1 unless your Game Master is in a pissy mood—more,
(as in automatic—it is a building) if you bribe her with pizza.
Movement
in Combat
For melee combat, the attackers can run top speed or just stand there
slugging it out—it really doesn't matter.
For ranged combat however, movement is definitely a factor.
Each point of speed the attacker moves subtracts one from the to-hit
roll. If the target is moving,
divide the speed by 5 to determine the penalty.
That is an average Human moving (Speed 10) is –2 to hit with ranged
attacks, whereas an Elf with a Speed of 20 is twice as hard to hit with a –4
penalty (of course you get +2 to offset the penalty for your bonus to hit
something in the back when the pointy-eared bastard tries to run away).
Charging and setting against a charge screw with the normal initiative
process. Charging is an act borne
of desperation and is often used by those who continually lose initiative and
wish to force their opponent to stand in the path of an oncoming maniac on
horseback with nothing but a spear and a look of panic to defend with.
Whoever has the greatest reach actually hits first whenever some fool
chooses to charge. In order to
charge, one must first have at least 20-30 feet to build up speed, and run
full tilt into one’s opponent. Note
that this is relevant, so that a charge may be a dive from a falcon or a ninja
squirrel jumping down from a tree onto someone’s head while biting
ferociously. The advantage of
charging is that you do double damage on a hit.
The disadvantages are that your opponent does double damage as well if
they ‘set’ a weapon against your charge (God bless you, Sir Isaac), and
you cannot actively defend (no dodges or parries).
Hit or miss, multiple attacks are generally precluded by having to turn
around after running past.
‘Setting’ a weapon against a charge typically involves jamming the
end of a spear or other polearm into the ground and angling the business end
towards a charging foe. You do
double damage if you hit the one charging (and hit first if you have greater
reach) but must simply stand there and pray you survive—you also get no
active defence. If you choose to
defend or attack some other way, then treat this as a regular attack/defence
(greatest reach still connects first). Hit
or miss—as with the charger—multiple attacks are generally precluded by
the one charging having to turn around after running past (follow-up combos
are nastily effective, however).
There are no additional to-hit bonuses or penalties for either the
attacker or the defender because of a charge.
The speed you are moving may reduce your accuracy, but your inertia
helps you get past defences (such as armour).
It is possible for someone to charge against someone who is charging
him or her. This is what jousting
is all about.
Unarmed
Attacks
Those untrained in fighting hand-to-hand roll to hit at only their base
attack bonus—hands are natural weapons, so there are no penalties—but
damage is only the strength bonus (if any).
Untrained brawlers use up an action to parry with their bare hands.
Putting your hand in the way of a weapon hurts.
It hurts a lot. Damage
from a bare hand parry depends on the weapon you are blocking.
Even on a successful parry, smashing weapons do one-quarter damage to
an untrained brawler.
Successfully grappling with someone requires an attack roll, but his or
her armour class bonuses for armour or thick hide do not apply.
Damage resistance from armour or toughness still applies, however.
Continuing a hold precludes rolling for initiative for the rounds that
you are grappling, and damage done is assessed at the end of the round—after
the first. In other words, your
first grapple attack does damage just like a strike, but for the following
rounds, you do not need to roll for initiative or to hit.
You automatically do damage--if there is any.
Unskilled grappling (i.e. you do not know any holds or throws) has a
penalty of -5 on checks to resist or break a hold if you do not possess any
grappling skills.
To escape from a hold or joint lock, make an opposed challenge using
either Strength or Agility—both combatants get to choose.
Add in any applicable bonuses and penalties such as the -5 non-grappler
penalty or bonuses from the Escape
or Grab skills.
The winner gets to choose whether the hold continues or is broken.
Note that it is possible to use a grappling move on someone who is
holding you. For example if you
are wrestled to the ground, you may not be able to bring your sword into play
effectively, but you can choke the son-of-a-bitch.
Multiple holds are figured separately—you can break free of his hold,
but maintain your own.
Joint locks are an advanced form of holds that are painful, but do not
cause damage unless the victim struggles to escape, or the grappler uses an
action to hyperextend/hyperflex the joint.
This can cause a sprain, dislocation, or even a broken bone.
Disarm
To knock a weapon out of someone's hands, roll D20 and add in any
bonuses to hit. The defender also
rolls D20 and adds in any bonuses for parries.
If you roll higher, you knock their weapon loose; if they roll higher,
they get to keep their weapon. A tie result means that the weapons are locked
up—roll again next round. Whoever
uses both hands to hold onto their weapon adds in +4 to the roll. If you
critically fail (roll a one or two), you lose your weapon instead.
The Game Master determines where the fallen weapon lands (unless you
are a master of the disarm), but an easy method is 1 foot per point the roll
was made by in the direction of the winner’s dominant arm.
On
Being a Sneaky Bastard
An immobile or unaware victim of slaughter is an easy hit.
If you attack someone from behind, or from an angle that they cannot
easily defend against, you receive a +2 to hit.
Your opponent cannot block or parry your attacks—dodge is the only
active defence possible. In
addition, if you successfully sneak up on someone—or they are otherwise
unsuspecting of an attack (nudge, nudge), then you gain a round of surprise.
An unconscious or immobile opponent is an automatic hit with melee
attacks if you are not in a combat situation.
Even in the middle of a fierce battle, you get a +4 to strike someone
who is already unconscious or tied up. You
also gain the +4 attack bonus any time that you strike a helpless or unmoving
target with a ranged weapon. Attacking
someone from a blind-spot is called “flanking,” and is considered a ‘good
tactical move.’ Let’s tell it
like it is… you are an underhanded backstabbing bastard.
Good work, congratulations.
When you knock people down, not only to you get the +4 to hit them
after they are on the ground, but also they are at -4 to hit you.
Ganging up on someone so that you and your companion are on opposite
sides of the opponent, gives both of you the bonus.
In addition, flanking a target in this way prevents him or her from
blocking or parrying all of your attacks.
If someone that you are ganging up against turns all of his attention
to one of your allies (so that only you get the bonus), then he cannot
actively defend against you at all; and cannot tell what you are doing.
Other sneaky tactics can more easily be used then.
Up to 8 people can gang up against a single target on open ground.
Larger victims may face more people, and thousands of tiny opponents
can gang up on one target—ants, for example.
Critical
Hits
Any
time that someone rolling to hit gets a natural 19 or 20 (that is if the
number actually showing is 19 or 20) then the result is a critical hit.
Damage done is doubled & the Game Maser assigns a special
punishment for the unfortunate who was just hit so severely.
If the attacking character has modifiers to hit that effectively place
the roll over 20 then that amount is added into the damage done before
doubling. The Game Master has the
right to declare that a critical hit causes instant death to speed up combat
(especially against unimportant, easy to kill minions).
A critical hit chart for this game system would be stupid—i.e. if you
are trying to drop a brick down on someone but the chart says that their
hamstring was severed—instead we will have a list of possible effects.
Feel free to add your own.
Beaten
senseless/dazed
Blinded
(eye lost or from blood dripping down)
Blow
to jaw or base of skull (unconsciousness)
Crippled
(achillies tendon cut, knee smashed)
Decapitated
Equipment
damaged
Volatile
equipment set off
Fingers
smashed (hand mostly useless)
Funny
bone hit (drop weapon, and arm is numb & useless for 1D6 rounds)
Hit
in ear (loss of balance -3 to hit & parry, dodge impossible)
Hit
in the nuts—this one is just wrong
Knocked
down (must spend 2 rounds getting back up)
Knocked
back (nothing funnier than watching someone get hit hard enough to fly through
the air)
Leg
mangled (cut Speed in half & -2 Grace)
Nose
broken (possible Appearance loss)
Paralysed
Ribs
broken (-4 to Stamina & cannot run)
Severe
throat wound (death in 2D6 rounds)
Shocked
(just sits there staring straight ahead or acts slow & confused)
Spleen,
kidney, or liver damaged (will slowly poison themselves)
Teeth
knocked out
Thumb
of sword-hand cut (cannot hold weapon in primary hand)
Wind
knocked out (-6 to all rolls for (1D8 rounds)
Combination moves are not recommended for beginning characters, and as
such do not require expending skill points.
You must know all of the skills involved and practice using them
together in your combo. The Game
Master may restrict combos to knowing a specific level of a skill, or having a
needed character level. Feel free
to create your own combos—the combat engine was designed to allow this.
Sample
combinations:
Neck
Hold/Choke:
requires both skills and has the bonus that your victim must break both
holds
Grab/Attack:
requires the Grab skill and
any other martial skill and is done simultaneously; roll to hit separately
Grab/Kick:
requires the Grab skill and
any other martial skill and is done simultaneously; roll to hit separately
Reverse
Turn Kick:
this spinning kick requires Dodge
and any kick skill; roll to dodge first and if successful, roll to kick; this
only uses one action total
Parry/Attack:
this rapid one-two combo allows you to make an immediate attack after a
successful parry; you still have the same number of attacks in a round, but
this may step up their effective order in initiative; roll for success
separately
Hand
Power Block:
requires any hand-to-hand skill and Power Block; you do your normal
hand-to-hand damage on a successful parry against another unarmed attacker
Drunken
Stagger:
useful to fool people into thinking that you are more intoxicated than
you really are; requires Acting and
Dodge; your dodges look more like
happy accidents
Sticky
Hands:
requires Dodge and Grab;
you hold onto your opponent with one hand (a light touch is all that is
needed), and read his or her actions; you receive a +3 on dodges against that
person, and may have cover from their body against attacks from others
Rolling
Attack:
requires Tumbling and either
Ground Fighting or any hand-to-hand
skill; you roll along the ground and trip your opponent; use Tumbling
as your attack skill
Leg
hook:
requires either Body Check or
Pin, and either Leg
Hold, Anke Lock, or Knee lock;
you knock someone down with a trip and immediately have them in a hold
Dragon
Kata:
this famed combo of the Killian people requires Battle
Cry, Take It Like A Man, and Timing;
you do nothing but "power up" by shouting for the round
(incoherent--not insults) in order to do double damage on the next round; you
may not defend yourself the round that you "power up"
Explosive
Attack:
requires Timing and Battle
Cry; you wait until the 3rd round to use your Battle
Cry skill; this is even more impressive when you only defend for the first
2 rounds; you receive the total bonuses for both skills
Automatic
Flip:
requires Hand Parry and any
flip; you may flip someone automatically after a successful parry; this does
count as an action
Chi
Attack:
requires Akijutsu V (two-finger)
and Atemi:
Pain Touch; both skills stack (an exception to the Atemi skill);
you push your opponent back, and the result of the attack roll over 10 is the
stun damage
Roll
With Blow:
requires Breakfall and Dodge;
you may use your retest from Breakfall
to overcome the result of a failed dodge; the retest allows you to roll a save
against crushing attacks to reduce the damage from an attack to half;
Jump
Kick:
also called a flying kick; requires both skills and does double damage
if both checks are successful
Flying
Spin Kick:
involves other combos—Reverse Turn Kick and Jump Kick; you dodge by
jumping and spinning into the air, with your foot landing hard on your
opponent; this looks impressive as hell
Pommel
Strike:
combines Feint with any
melee weapon proficiency; you fake a strike over your opponent's shoulder—a
near miss (or should that be a 'near hit?')—and hit him or her on the back
of the head with the hilt of your weapon
Grab/Headbutt:
requires Wrestling III; roll
to grab and to smash separately, but the attack happens with one action;
doubles headbutt damage
Hand
Hold/Strike:
you hold onto your opponent's hand while simultaneously attacking; roll
both attacks separately; requires Grab
and Hand Parry; you may also
combine this with Wrist Lock to add
insult to injury; this hold is especially hard to break—your opponent's
Strength and Agility are effectively -2 for the escape challenge; Bruce Lee
loved doing this
Grab/Slash:
a favourite of the Killian samurai; requires Grab
and melee weapon proficiency with a hacking weapon; this is a sneaky move that
involves grabbing someone and pushing them away—when they resist
(instinctive), you pull them toward you and slide the weapon up into them; if
both attack rolls are successful you do an extra D6 damage with the weapon
Kick/Knife
Parry:
requires Florentine style, Melee
Weapon: Hand, and any kick;
you lock up an opponent's weapon with the paired knives, and simultaneously
kick; using the blades counts as a parry (you must roll over the opponent's
attack roll), and the kick counts as an action—but happens immediately
regardless of initiative order; the kick cannot be blocked or parried
Pistol
Whip:
you may use a ranged weapon that can be used one-handed to attack in
melee by striking with the handle; requires any hand-to-hand skill and the
appropriate ranged weapon skill; use the hand-to-hand skill to hit; damage is
1D4 points
Parry/Grab:
requires Grab and Hand
Parry; you may grab automatically with a successful parry; may also be
combined with Wrist Lock
Closed
Strike:
so called because this manoeuvre was originally usually used for sai in
the closed-hold position; requires Rear
Defence and Melee Weapon:
Short or Medium; by placing the weapon upside-down along your
forearm, you are able to attack foes behind you; you ideally want a weapon
that extends a few inches past your elbow; this may be considered a sneak
attack (no defence)
Neck
Flip:
combines Neck Hold with Shoulder
Flip to attack someone from behind and throw them onto the ground; this is
normally quite difficult with a normal shoulder flip; don't forget your +2 to
attack from behind
Throat
Strike:
requires proficiency with a flex weapon, and either Choke
Hold or the Neck Flip combo; you may use your weapon proficiency to choke
or flip someone when you strike his or her neck; this happens with one action
Pull
Punch:
requires Timing and either a hand-to-hand skill or a non-flex melee
weapon proficiency; anyone can strike with less than full force, but you have
it down to a science; you can decide how much damage you will do--up to your
normal amount
Parry/Kick:
requires weapon proficiency and any kick; you parry with the weapon
while kicking your opponent; you roll separately, but both occur
simultaneously
Power
Block/Parry:
in this turn-of-events manoeuvre you parry with your weapon while
smashing your shield into your opponent; requires Power Block, Shield, and the
appropriate weapon proficiency; the shock value of this unusual nature gives a
+3 bonus on both the parry and attack rolls
This is also called a tactical withdrawal.
It enables you to continue trying to strike your opponent while
concentrating on not being hit yourself.
You receive a +2 to parry, but -4 to hit.
Part
II: Ow, that hurts…
This is the section on those things that can affect your character
during combat, as well as ways to prevent injury (other than running away).
Getting
Hurt
The damage you take from each attack subtracts from your hit points.
When your hit points are all gone—you are in serious jeopardy—your
life points are taken away next. When
your life points fall to 3 points or below, you must make a system shock roll
to avoid passing out. As long as
your life points remain a positive number, you only have to roll for system
shock immediately after you take damage.
For example, if you are hit with an axe that reduces you to only 3 life
points, you must make a system shock roll.
If you succeed—and run away—you need not make any additional rolls;
however, should you keep fighting, the next time you take even a single point
of damage, you must roll for system shock again.
Each point of damage you take (after reductions such as from armour or
toughness) reduces every roll you make for the rest of this round and for the
initiative roll next round from the shock of the injury.
When your life points fall to 0 or below you must make a system shock
roll each round to stay conscious.
When you are at negative life points, you take additional wounds equal
to the amount below zero each round. These
wounds are received at the end of each round.
If you are brought to -1 life points at the end of the first round, you
take one wound at the end of the round. Now
you are at -2 life points beginning the second round, and you take 2 more
wounds at the end. For the 3rd
round, you are at -4 at the beginning and
-8 at the end. As you can
see, this adds up quite quickly. Remember
that all rolls are made at a penalty equal to the damage received—including
the system shock rolls. It
doesn't take long for someone to become unable to continue to fight.
Even if they still stay conscious, they will soon collapse and expire.
If you receive treatment to your wounds, you stop taking additional
damage, but are in a coma when you fall unconscious unless you are at 0 life
points or higher. If after having
your wounds bound and you are at exactly 0 life points, you may continue to
act, but must still make system shock rolls to stay active and conscious.
Wounds
Each time that you take 10 points of damage from an attack you are
considered to have a serious wound (bit of an understatement, since 10 points
can easily kill someone). Each
wound of this calibre you take continues to bleed (even smashing attacks can
cause internal haemorrhaging) and cause further Hit Point damage—one
additional point of damage per round. This
damage is taken at the end of the round, so if your wounds are tended to you
stop taking damage. Conversely,
if your wounds aren’t bound, then you could dispatch your opponent only to
die shortly thereafter from your own wounds.
This extra point of damage from each wound also subtracts one from each
roll made, just as any other damage causes from shock.
Defending
against attack
You have the option of parrying, blocking, or dodging an attack.
Parrying an attack involves using your weapon or other object to knock
aside your opponent’s weapon. Blocking
is simply a parry using a shield. Dodging
is getting yourself out of harm’s way.
In order to perform any of these manoeuvres, you must roll equal or
higher than your opponent’s to-hit roll on a 1D20 (plus any bonuses you
might have). If successful, you
aren’t really hit. Note that a
critical hit cannot be defended. A
skilled combatant receives a free parry (that doesn’t use up an action) for
every two levels in the combat skill used for defence (a martial art, or skill
in the weapon used to parry, for example).
You don’t have to declare that you are dodging, blocking, etc. until
after the attack roll has been made.
Armour
Class
This is the number you need to roll on a 20-sided die to hit someone.
An unarmoured person has an armour class of 5, although ranged weapons
don’t hit unless the roll is 8 or higher.
This is not to say that everyone has a base Armour Class of 8 against
arrows; just that it is harder to control something flying through the air
instead of in your hand. Armour
is listed with both a base number as well as a bonus—these are the same
thing—the base number is the bonus +5.
This is to reduce the math you have to do… if you are creating a
character you add your other bonuses to the base; for characters adding armour
later, add the bonus listed to your pre-existing bonuses.
Shield
use
Shields effectively follow the same rules as 2-weapon attacks.
You receive a +1 per each level for blocks/parries with a shield.
Normally every two levels of shield skill allow you to block one attack
per round. However, you may use a
shield for total defence, normal attack/defence, defence with shield rush or
punch, or full out attack.
I.
Full
defence grants double parries with your weapon as well as double blocks with
your shield, but prevents you from attacking that round.
In other words, you may parry once per skill level with your weapon, as
well as once per skill level with your shield.
II.
Normal
attack/defence allows you to parry once with your weapon as well as block once
per level of skill with the shield.
III.
Defence
with shield rush or punch grants you your full amount of shield blocks and an
attack with your shield immediately following your last action of the round.
This option doesn’t allow parries with the weapon, however.
IV.
Total
attack is when you rush or punch with your shield immediately before or after
each attack action with your weapon. This
doesn’t allow for either parries or blocks.
No active defence can be performed.
Shields
add to armour class in addition to usually providing bonuses to block/parry.
A block is simply a parry done with a shield—the two terms are
interchangeable. Unskilled use of
a shield still gives the armour class bonus, but each block counts as an
action and has a –11 penalty (only –8 if ambidextrous or using the shield
in the primary hand). You have a
–5 penalty for unskilled use, -3 for using something in each hand, and –3
for off-hand use. Shield punches
may only be performed if the effective encumbrance of the shield is light or
none.
Parrying
& Dodging
Each 2 levels of proficiency with a weapon (rounded up) allow you to
parry once per round. For
example, having Melee Combat VI allows you 3 parries per round.
You also get a +1 bonus to parry for each skill level.
Not having the skill in the weapon used to parry causes a –5 penalty.
Dodging counts as an action, the dodge skill merely grants bonuses to
the dodge roll. There is no
penalty for dodging if you do not possess the skill, however.
If you do not attack, but instead only defend in a round, then you
receive twice the normal amount of parries—i.e. one per skill level—and
may dodge twice for each action. Anything
that takes your concentration prevents this, however, so your mage cannot take
total defence each round while still performing magic.
Total Defence also grants +2 to Armour Class for that round, but you
cannot attack.
Resistance
There are two types of damage reduction.
There are specific resistances to certain types of damage:
hacking, stabbing, smashing, fire, etc.
These are listed as a percentage, i.e. 10% smashing resistance.
There is also total damage resistance such as from toughness.
This reduces damage received from all attacks.
Specific resistance, hacking et al, reduces a percentage of damage
received for that specific type, rounded up.
For example, a Dwarf has a racial 10% smashing resistance; if she is
hit with a club for 8 points of damage, she only takes 7.
If she is hit for 20 points of damage, she only takes 18 points (small
concession). In another example,
if a character with 30% stabbing resistance is stabbed for 10 points of
damage, 3 points of damage are ignored. Specific
resistance percentages do stack, so a dwarf which has a natural 10% smashing
resistance also has armour with a 20% smashing resistance, has a total 30%
resistance to smashing weapons. If
you have a 100% or greater resistance then you are completely immune to that
type of damage.
This is an easy guide to exactly how effective different levels of Resistance is to reduce damage. For example, for 20% resistance, subtract one point from every 5 points of damage done to your character.
Resistances Delineated
5% 1:20
points
10% 1:10
points
20% 1:5
points
25% 1:4
points or quarter damage
30% 1:3
points
40% 2:5
points
50% 1:2
points or half damage
60% 2:3
points
75% 3:4
points
90% 9:10
points
100% total
immunity
Saving
Throws
You may be granted a chance to reduce or avoid the effects of certain
terrible things that may befall your character.
These are called saving throws, or saves.
For example, if your character is bitten by a poisonous insect, the
effect may be lethal. The Game
Master determines that if a character can make a saving throw versus poison
of 15 or higher then he shrugs off the effects of the venom.
The Game Master determines the number needed for a success if one isn’t
already noted. A successful
saving throw may either eliminate or reduce whatever would otherwise affect
you, depending on the description of the effect or the Game Master’s
decision.
Types of saving throws include: disease,
radiation, poison &other chemicals, fire, heat, cold, crushing attacks,
mental attacks, paralysis (or other neural assaults), & petrification (or
other shapeshifting assaults). Other
types of saving throws are possible. The
Game Master is free to require a roll for any reason, at any number needed to
succeed.
Some examples of saving throws include:
saving against crushing at 15 or higher to take half damage from a
fall, saving against paralysis at 14 or higher to shrug off the convulsions
from an electrical attack, ignoring the effects of a body-twisting spell by
saving against shapeshift/ petrification at 13 or higher.
No, you don’t a save against crushing blows when you are hit by
smashing weapons.
You may have more than one bonus (yes, they stack, as do most bonuses
in Midian) that applies to a roll.
For example, an Elf receives a racial +3 bonus against mental control;
this combines with any possible bonus for resisting mental attack from a high
Willpower when resisting a hypnotic suggestion, but doesn’t help against a
psychic knife—only the Willpower bonus applies.
Armour
No
Encumbrance: No penalties
Light
Encumbrance: Skill penalty (swim,
climb, sneak, acrobatics, etc.)
Medium
Encumbrance: ¾ Speed penalty,
skill penalty
Heavy
Encumbrance: -2 Initiative
penalty, ½ Speed penalty, skill penalty
Very
Heavy Encumbrance: -8 initiative,
-8 to-hit, -5 damage, 1/3 Speed, -12 additional skill penalty
Heroic
Encumbrance: Barely able to
move/fight, -12 initiative, -10 to-hit, -8 damage, skills nearly impossible
–20 additional skill penalty, 1 point of fatigue per round
No
Encumbrance: No penalties
Light
Encumbrance: -2 to-hit penalty,
-3 additional skill penalty (swim, climb, sneak, acrobatics, etc.)
Medium
Encumbrance: -2 initiative
penalty, -3 to-hit penalty, ¾ Speed penalty, -5 additional skill penalty
Heavy
Encumbrance: -5 Initiative
penalty, -5 to-hit penalty, -2 damage, ½ Speed penalty, -8 additional skill
penalty
Very
Heavy Encumbrance: -10 initiative
penalty, -12 to-hit, -7 damage, 1/3 Speed, -15 additional skill penalty
Heroic
Encumbrance: Barely able to
move/fight, -15 initiative, -12 to-hit, -10 damage, skills nearly impossible
–25 additional skill penalty, 1 point of fatigue per round
Weapon
Encumbrance
Related to armour encumbrance is weapon encumbrance, although the rules
are simpler. Training doesn’t
affect weapon encumbrance. Light
weapons may be used in either hand. Medium
weapons should be used in both hands, but can be used in one hand with a
–2 initiative penalty. If
attacking with more than one weapon, only 1 medium weapon can be used (see the
section on Attacking with 2 Weapons in Part I).
Heavy, Very Heavy, & Heroic weapons must be used in both
hands. In addition, very heavy
weapons have a –2 initiative penalty & -1 to-hit penalty.
Heroic encumbrance cause you to have a –5 initiative penalty & -3
to-hit penalty.
Using a weapon with both hands enables you to bring more of your
strength to bear and grants one-fourth of your Strength attribute (not
Strength just damage modifier) to damage.
This doesn’t apply to device-propelled ranged weapons such as bows or
pistols. If the handle isn’t
designed for both hands, then the bonus is only +2.
Shock
Shock is when you take damage in combat.
Each point of damage you receive (after reductions for damage
resistance) is a -1 to ALL rolls for the remainder of the round and for
the initiative roll next round. If
you continue to receive damage, then the penalties stack up.
For example, if you take 3 points of damage from one attack and 5
points in the next then you are at -8 for attack, damage, initiative, etc.
Evasion
Also called multiple-dodge, this is usually used against missile fire
or when running a gauntlet (but then why are you running & cowering?
Wimp). This usually
involves running in a zig-zag pattern, bobbing & weaving.
Roll once to dodge at -6 and use this single result for all incoming
attacks. Some skills will allow
evasion in melee. Since evasion
is an all-out defence, you may not attack that round.
There are two types of cover: hard
cover and soft cover--also called concealment.
The only difference between the two is whether the enemy's weapons can
easily breach through your cover. Cover
is especially useful for ranged weapons, otherwise whatever you use for cover
also helps your opponent. Note
that you cannot have 100% cover and still be able to attack in that round.
90% is the maximum--this is just your head and weapon sticking out.
If you cannot easily see or strike your opponent, a penalty for cover
applies. Every 10% of cover
subtracts one from the to-hit roll. For
melee weapons, cover applies equally to both combatants.
For ranged weapons, as long as you can effectively use your weapon, you
suffer no penalty. This is how
arrow loops work. The archer
moves from total cover (100%) to either of a pair of slits that provide 3/4
cover (75% or -7 to hit). 100%
cover or concealment means that no part of you is visible to attack.
Hard cover can sometimes provide a saving throw bonus in certain
situations.
Some examples of cover and concealment:
Crouching down when being shot at 20% (-2), crouching behind a 3-foot
wall 75% (-7)
Fog that only allows 20 feet of vision no effect for melee, between
0-100% for ranged weapons, greater than the visibility range is a blind shot
Lying flat on the ground 40% (-4) for ranged attacks (except from
directly above), easy picking for melee weapons
Melee fighting among the trees 45%
(-4), launching a crossbow bolt from behind a tree 75% (-7, less of
your body needs be exposed)
Hiding behind someone else 50% (-5, may hit your living shield instead
if the attack misses you but was good enough to hit them)
Fighting from a doorway or window 30% (-3)
Poor light 0-100%, affects ranged weapons more than melee attacks
Special damage considerations
Keep
in mind that this works both ways. Not only is this a more graphic way of
depicting violence on an innocent victim, but players may have specific damage
applied to them as well. Just because your Hit Points have all healed, doesn't
mean that your arm is no longer broken.
Other
Things that can Go Wrong
These
are the specific types of damage that can affect your unfortunate character,
or can affect him or her negatively in some way.
Falling
The amount of damage you take from a fall depends on distance fallen
and surface impacted. If you fall
onto stone or hard ground you take 1D8 per 10’ fallen.
If you fall onto soft ground with ground cover, you might only take 1D6
points of damage for every 10 feet fallen.
Falling onto rocks could cause 1D10 or more points of damage per every
10’. Of course, landing on
spikes & such could cause substantially more damage.
Make a saving throw versus crushing blows for half damage.
The number you must roll above is equal to ½ the distance that you
fall.
Fatigue
Fatigue rules are simple. Any
time that the Game Master feels that the character should be tired, she
assigns a point or more of fatigue. Each
point of fatigue acts as a penalty to all rolls made until the Game
Master has decided that the character has rested up properly.
Initiative, damage, social skill checks, all rolls are reduced when you
are tired. Points of fatigue may
be given as a result of combat, environment (either too hot or too cold),
illness, lack of sleep, or too long of an extended action.
The Game Master may decide that resting for 2 minutes recovers a point
of damage, that simply having time to catch your breath eliminates all
penalties, or that even getting a full nights sleep doesn’t completely
reduce all fatigue points (we’ve all had mornings like that).
Heroic levels of encumbrance cause one point of fatigue per round.
Paralysis
There
are two types of paralysis, magical and neural.
Magical paralysis holds a character (or item in some cases) rigid and
immobile. Neural paralysis (or
true paralysis), on the other hand, is the inability of the nerves to send
& receive signals from the skeletal muscles.
This causes the victim to fall down limp.
There are some few instances where neural paralysis causes rigidity,
some types of seizures or some electrical shocks, for example.
Regeneration
Regenerating creatures must make a system shock roll if reduced below 0
Life Points to survive & begin healing.
-5% for point below 0 that the damage caused.
That does mean that you can keep attacking a regenerating opponent
while it is down until it is at least -20 Life Points to keep it dead.