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Attack [AP depending on weapon]

In order to attack an opponent, the character has to be in reach of said opponent. This reach is defined by the character’s weapon. He then has to make an attack roll:

 

Attack roll = 1D12 + Weapon Attribute + Weapon Bonus + misc

 

If the attacker is trained in the weapon they are using, they can also add their Combat Level.

The target of the attack now has multiple options: Dodge, Block, Parry or take the hit. All of these actions - except taking the hit - require a successful check and a specific amount of AP. The DV for the check is the attack roll. The defensive action may prevent any damage from happening. Otherwise, the attacker rolls damage according to his weapon and adds the relevant attribute modifier. The defensive action may reduce that damage, and the rest is dealt to the defender’s health.

 

Fumbles and Critical hits

When you roll a Natural 12 on a Weapon attack roll, you automatically hit as if the defender would take the “Take Hit” action and deal damage as if the defender wasn’t wearing armor. This is called a “critical hit”, and some enemies are immune to it or have a chance to resist a critical hit.

When you roll a Natural 1 on a Weapon attack, you automatically miss your attack.

 

Dodge [Defensive; 3 AP]

Dodging requires an Agility check against the attack roll. If the defender are trained in the armor they are wearing, they can add their Combat Level to this check. If the defender succeeds this check, they move one passus to a free spot and take no damage. If there is no free spot, or the defender’s roll failed, they take full damage. Dodging can be used against melee and ranged attacks.

 

Block [Defensive; 2 AP]

Blocking requires a Weapon attack roll against the attacker's attack roll. If the defender succeeds this check, they roll a weapon defense damage roll and add the result to their armor rating before reducing the attacker’s damage by the total. (When wielding two weapons or a weapon and a shield, the defender may choose one of the two) Blocking can be used against melee and ranged attacks.

 

Take Hit [Defensive; 0 AP]

Taking the hit is the default defensive action, therefore it doesn’t cost AP. The attacker automatically hits, and when he didn’t roll a critical hit (A Natural 12), the weapon damage is reduced by the defender’s Armor Rating. Taking the hit can be used against melee and ranged attacks.

 

Parry [Defensive; 5 AP]

Parrying requires two rolls: A Strength check against the attack roll in order to prevent any damage from happening, and a Perception check against the same DV in order to open up an opportunity for a counter-attack, costing the same amount of AP as if the defender was attacking on his round. If the first check fails, the defender takes damage normally and the second roll doesn’t happen. If the first check succeeds but the second check fails, the defender takes no damage, but can’t retaliate. Only melee attacks can be parried. If the defender is trained in one of the weapons they are wielding, they can add their Combat Level to the ST check.

 

Move [1 AP per passus]

In order to move in a strategic manner, the character has to pay 1 AP per passus (approximately 1.5m, or 5 feet) moved.

 

Run  [1 AP per 2 passus]

In order to run to a specific position, the character loses 1 fatigue per 2 passus. If two characters try to run to the same spot at the same time, an AG-check decides wo arrives first. If one of them is further away from their goal, this contestant gains a malus of 1 for every passus of difference.