Combat

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Conflict

Combat is slightly more complex than a simple roll to see whether or not a character succeeds. The Combat Round is broken down into a series of steps for characters to resolve their actions. This section explains how opposed rolls and deals with combat.

Step One: Initiative

A character’s (Initiative / 10) indicates how many Actions a character has per Round (6 Seconds). At the beginning of the Round, all characters roll 1d12 to add to their Initiative. The total indicates when the character’s first Action begins. If this pushes the character’s Initiative total high enough, they may even gain an additional Action during the Round. Each Action has a Base Initiative 10 less than the one before it. Each Action then gains a 1d12 roll to see when in the Round it happens. These are called Action Phases.

  Example: A character with an Initiative of 23 has a minimum of 3 Actions per Round. If 
  the character rolls an 8 for Initiative, their Initiative becomes 31 (4 Actions). These 
  Actions happen on Initiative 31, 21, 11, and 1. The character rolls 1d12 for each Action to 
  see when they happen in a combat Round, adding the result to each Action. If the character
  rolled a 9, 2, 8, and 12, the character would act on Phases 40, 23,19, and 13.

Turns

A character’s Turn begins at their highest Action Phase and ends at the beginning of their first Action Phase upon the following Round. Full Round Actions usually take effect at the beginning of the character’s Turn on the following Round.

Step Two: Actions

To perform an action, a character waits until their Initiative Phase, then declares the action they wish to perform. When more than one person acts on the same Phase, there is an ‘order’ in which characters act: Spiritual Actions go before Mental Actions. Mental Actions go before Physical Actions. Physical Actions go before Social Actions. In the case of two characters being tied and performing the same type of Action, the character with the highest appropriate Attribute goes first. If the two are tied in Attributes, the character with the highest Base Initiative goes first.

Action Types

A character can choose between four types of Actions, which depend on what the character is doing. These four Actions are called Free, Instant, Standard, and Full-Round. These four Actions are then broken down into the Attribute being used for them: Physical Actions, Mental Actions, Social Actions, and Spiritual Actions.

  Free: A character can perform a Free Action at any time. A Free Action does not use 
  up one of the character’s Actions during the Round – this Action is ‘free’. Performing 
  something which takes almost no effort is a Free Action, such as talking.
  Instant: A character can perform an Instant Action outside of their Initiative Phase.  
  Instant Actions are usually performed in reaction to some outside event, such as responding 
  to an attack by declaring an Active Defence. Instant Actions use the character’s Actions 
  during the Round, starting with the last Action the character has during that Round, and 
  working toward the highest Action Phase the character has.
  Standard: A character performs a Standard Action during their Action Phase. A 
  character can use one Standard Action on each of their Action Phases, though any Additional 
  Actions the character gets from outside of their Initiative can be used as well.
  Full-Round: A Full Round Action sacrifices all the Actions that the character has, 
  and has the character’s Action take part on their first Action Phase in the following Round. 
  A character is allowed to perform Actions before using their Full Round Action, but a number 
  of effects give bonuses the more Actions are sacrificed to perform the Full Round Action.

Additional Actions

Some characters gain Actions from outside sources (such as Powers, or Advantages). These Actions are granted outside of those determined by Initiative. The character may use these Actions during any time they would normally act in the Round, giving the character a chance to act two or three times in the same Action Phase.

Off-Hand Actions

A character can perform an off-handed strike in addition to their normal attack. Attacking with a character’s off-hand imposes a +3 Difficulty normally. Using the same Action to attack with two weapons (or two unarmed strikes, or some other combination involving two strikes) inflicts a +3 Difficulty to both actions, making the attacks +3 Difficulty and +6 Difficulty.

Declaring an Action

When a character wishes to perform an Action that has a chance of failure, they roll. The Difficulty of the roll is determined by the type of Action they wish to perform. Before this is explained however, the Die System for FurryFaire should be explained first.

The Difficulty of the Action depends on what kind of Action is being performed. If the Action is being performed without someone opposing it, the Difficulty is determined by determining how skilled the character must be for the task to become ‘routine’, then use that for the Difficulty.

Skill

  • 1 (Trained), Difficulty 0
  • 2-3 (Trained), Difficulty 2-4
  • 4-5 (Skilled), Difficulty 6-8
  • 6-7 (Master), Difficulty 10-12
  • 8-9 (Legendary), Difficulty 14-16
  • 10 (Epic), Difficulty 14-16

The Difficulty system is geared with the idea that a character who has maximized everything towards the roll, and is working on something they would consider ‘routine’ for their Skill level, has two dice to roll. If the character wishes to do better at this type of task, and has the proper equipment, the character uses the equipment bonuses to give them an additional edge.

Opposed Actions (Attacks) When a character wishes to make a roll against another person, the person who is targeted may be Resisting or Relenting. A relenting character sets their Base Difficulty at 0. Modifiers may adjust this Difficulty to be higher than 0 however. If the target is resisting however, the Difficulty of the action being made against them depends on the type of Action being made. There are exceptions to the Trait used to defend against any particular Action, but below is the Traits normally used.

  *Physical Action: Resisted by Target’s Defence
  *Mental Action: Resisted by Target’s Resolve
  *Social Action: Resisted by Target’s Resolve
  *Spiritual Action: Resisted by Target’s Resistance

Active Defence

A character may spend an Instant Action to perform an Active Defence. A character can perform an Active Defence at any time that they are not Helpless. Active Defence requires 1 Essence to be spent, and adds an appropriate Skill to the Difficulty. This bonus lasts until the character’s next Turn.

Ranged Attacks

Ranged Attacks do not use an opponent’s Defence. Instead, the Difficulty is determined by Range, then modified by the target’s use of a shield and cover, plus either the Acrobatics, Dodge, or Shield Skill of the character uses Active Defence.

  • Range x 1/2:Difficulty 0
  • Range x 1: Difficulty 2
  • Range x 2: Difficulty 4
  • Range x 3: Difficulty 6
  • Range x 4: Difficulty 8
  • Range x 5: Difficulty 10

Cover

  • No Cover: +0 Difficulty
  • Half Cover(Direct): +2 Difficulty
  • Full Cover(Direct): +4 Difficulty
  • Half Cover(Indirect): +6 Difficulty
  • Full Cover(Indirect): +8 Difficulty
  • Direct: The character is aiming at the target directly, and can shoot through the cover.
  • Indirect: The character is aiming high to drop the attack on the target, and can not shoot through the cover.

Step Three: Damage and Soak

When a character hits with a damaging attack, they may inflict Damage (or Wounds). A weapon has a Damage, which is the number of Wounds it inflicts. If the character has more than one attack that can be used at the same time (such as from Powers or Abilities), this Damage does not add together. Instead, they overlap. The character chooses the most damaging of the attacks, and then increases it by +1 for each additional Damage the character can inflict.

  Example: A character has Stone Hands, which augments Unarmed Damage, making his unarmed 
  Damage 3. He also has Natural Weapons, a Power which does the same. His Order then gives him 
  an Ability which augments Unarmed Damage to 3, and the character activates a Gift which
  makes his Unarmed Damage 4. The character’s Unarmed Damage becomes 4 (Gift) + 1 (Talent) + 1 
  (Power) + 1 (Ability) for a total of Damage 7.

A character who is hit for Damage may resist this with a Soak Roll. The character rolls the appropriate Attribute (usually Physical) plus any Soak Dice they may have. The Difficulty of this roll is the number of Successes the opponent had on the Attack Roll. If the character has more than one method of Soak, they may augment their Soak in the same manner that an attacker can for damage – choosing the highest Soak and increasing it by +1 for each additional method of Soak they possess.

For each Success the character has on the Soak Roll, the amount of Wounds inflicted is reduced by one, to a minimum of zero (no damage).

Step Four: Death Saves

Once a character has been reduced to 0 Health, the character must make a Death Save. This roll is normally made using the character’s Physical Attribute against a Difficulty of 0. The number of Successes rolled indicates how many Rounds the character has to live before they die from their injuries. If a character is treated before this time has passed, the character may survive. Regeneration and other exceptional healing methods can still help the character recover. If the character rolls more than three successes, the character remains conscious during this period.

Excessive Damage

If a character suffers more Wounds in a single attack than the character’s maximum Health, the character has suffered excessive damage. The character’s Death Save suffers a penalty equal to the number of points the damage surpassed their maximum Health. A character may still roll one die minimum on the Death Save.

Trait Damage

A character may suffer losses to their Traits as a form of damage. This form of damage is exceptional, and causes the character’s natural abilities to suffer over time. Usually, trait damage is done to a character’s Attributes or Essence. Other Traits are damaged only temporarily (usually a Scene). If a character’s Attributes reach 0 due to Damage, the character must make a

Death

Save using the affected Attribute’s maximum (normal) value. If the roll fails, the character may suffer a negative effect, dependant on the Attribute damaged. This is a simple pass / fail roll.

  Physical: A Physical of 0 indicates the character may suffer death from their body 
  shutting down. Passing the Death Save means the character is too weak to move or act to the  
  world around them.
  Mental: A Mental of 0 indicates the character’s mind has left them. The character may 
  die from shock. Passing the Death Save means the character has either gone catatonic.
  Social: A Social of 0 indicates the character’s mind has left them. The character may 
  become a vegetable and be effectively dead. If the Death Save passes, the character suffers a  
  complete loss of identity with no sense of self or any will to act or react to the world 
  around them. The character could become autistic.
  Spiritual: A Spiritual of 0 indicates the character’s soul has been ripped from them. 
  The character may simply die from this.  If the Death Save passes, the character has nothing 
  to drive them forward, and the character behaves without personality or response. The 
  character can become possessed.

Step Five: Healing

Characters heal one point of Health and Essence per day, naturally. A character can use the Medicine Skill to attempt to heal someone sooner, or the Herbalist Skill if they have the proper materials (Brew Poultice). Attribute Damage is also recovered at the rate of one point per day. Alternatively, if a character wishes to use a Skill to increase healing, they can – the method is listed under the individual Skill.

Step Six: Advanced Options

This section deals with a variety of mechanics not covered simply by ‘combat’, and character creation. This includes special rules that can alter the way a character performs actions, or disadvantages which can hinder a character’s ability to act.

Aiding Another

A character can attempt to lend aid to another, thus augmenting their die roll. A character can have a number of people assisting equal to the rank of the Skill they are using. Assistance counts as a ‘gear’ bonus, thus the first person assisting grants a +2 die bonus and each additional assistant grants a +1 die bonus. Any other gear bonuses would grant an additional +1 die bonus each.

Aiming

A character can attempt to perform an aimed attack. Aiming is a Full Round Action, and each Action sacrificed for Aiming grants the character a +1 die bonus on the attack roll. The character can only gain a maximum bonus equal to the character’s Skill being used.

Breaking Equipment

A character can attack someone’s armour, shield, or weapon, rather than the character themselves. Because most people are trained to avoid an attack, rather than getting their equipment out of the way, the target’s Defence against the attack is equal to the appropriate Skill minus the item’s Size, rather than their normal Defence. Against armour, the Defence is equal to the target’s Dodge Skill. If the attack is successful, the item being struck rolls Hardness against the Damage of the attack, using the Successes of the attack as a Difficulty. If the item is reduced to 0 Health, it is destroyed, otherwise the item loses Damage (Weapons), Defence (Shields), or Soak (Armour) equal to the Damage inflicted in the attack. An item reduced to 0 in any of these Traits is not destroyed, just rendered mostly useless until repaired. The Cost for a craftsman to repair an item is equal to the amount of Damage it has sustained, and it takes one day of crafting for each point of Health that is being restored. The Difficulty of repairing the item is equal to the item’s Hardness.

Held Actions

A character can choose not to act during their phase in a Round. This is called Holding an Action. A character who holds an Action can use this Action as a normal Action at any time later in the Round or can spend it as an Instant Action if need be. If using it as a normal Action, the character goes after anyone else on the same phase the character wishes to act on. To use it as an Instant Action, the character must declare when they hold the Action what the Action is being prepared for. If it is being prepared for a mundane combat Action which normally requires Essence Expenditure (Active Defence, Advanced Combat Actions, or Techniques) the character can forgo the Essence Cost.

Example: A character can hold an action and state, ‘I will attack the first person to open the door across from me’. If someone opens the door, the character can attack as an Instant Action, going before anyone else does. If the character had not made a declaration, then the door would be opened, and anyone else with an Action on that Phase would go before the character did.

Multiple Targets

Things that cover an area or which are targeting multiple opponents use the ‘area effect rules’. The character performs the action as normal, but does not use any Trait as a Difficulty. Instead, any Successes rolled are compared with the defending Trait of those in the area of effect or who were targeted. Anyone who has a Trait less than the Successes rolled is subject to the effect. Each Success higher than the Trait is treated as a Success of the Effect.

Off-Hand Attack

A character can attempt to attack with an off-hand. This uses an Action as normal, and is done with a +3 Difficulty. If a character wishes, they can attempt to attack with the primary weapon and a secondary weapon (or a shield). Attempting to do this causes the character to suffer a +3 Difficulty with the primary attack, and a +6 Difficulty with the secondary attack. (This tactic may also be used as 'two kicks' or 'two punches' as the player desires).


Ambush

A character can attempt to ambush or catch an opponent unaware for a surprise attack. If done before combat begins, the character gains one free Action before Initiative is rolled, and the opponent is considered helpless. A character can attempt to also catch an opponent off-guard during combat, leaving them open to further attacks. This is called a feint.

• Performing a feint requires two Actions (a Standard and an Instant) or one Action and one Essence.
• The character attacks using their Mental Attribute instead of their Physical Attribute. If the attack gains more Successes than the opponent’s Mental Attribute, the target is considered helpless for the character’s next Attack.

Charge Attack

The character attempts to ram the opponent by running or leaping at them. The opponent must be within range of the character’s movement for them to be viable for a charge attack. If the character is ramming the target and connects, the character ends their movement within reach of their opponent.

• A Charge is a Full Round Action.
• The attacker rolls Physical + Athletics against the opponent’s Defence and gains one Additional Success for every Action sacrificed.
• The Damage of the attack is the character’s Physical + Size. If the defender gains no Successes, they are knocked prone and are helpless.
• The opponent is knocked back half the distance (in yards) the attacker moved during the Charge (round up) minus the defender’s Size. Armour does not provide Soak against charge attacks. If the opponent is knocked into a physical object, they take damage as if falling.

Disarm Attack

The character attempts to strike at the hand or weapon of the opponent, causing them to release their weapon. This form of attack may be performed with weapons or unarmed. Attempting a Disarm without using a weapon imposes a +2 Difficulty.

• Disarming is a normal Action.
• The character can increase the Difficulty of the Attack up to the character’s Growth + 3. Entangling weapons grant an additional +2 die bonus as per ‘appropriate equipment’. The character may choose to use either their Physical or Mental Attribute for this roll.
• If successful, the defender must make a roll using the same Attribute the attacker used plus their Weapon Skill. The Difficulty is equal to the base Difficulty the attacker had chosen. If the defender does not succeed, they are disarmed.
• The weapon lands a number of feet away equal to the Successes of the attack roll.
• If the character wishes to inflict injury as part of the attack, they must accept an additional +2 Difficulty. The Damage of the attack is half normal (round up).
• If the character wishes to catch the disarmed weapon rather than send it flying, this is done as a +2 Difficulty. If the opponent fails to keep the weapon, the character gains it instead in an empty hand.
• A weapon may have a noose or hand guard to prevent disarming. This grants the defender a +2 die bonus to resist being disarmed, and increases the Cost of the weapon by +1.

Grapple Attack

The character attempts to grab the opponent and hold them so they can not fight effectively. This form of attack may also be performed with entangling weapons. Attempting a Grapple without using an entangling weapon or the unarmed skill imposes a +2 Difficulty, and is called binding.

• Grappling is a Full Round Action.
• The attacker increases the Difficulty of the Attack up to the character’s Growth + 3. The character gains one Additional Success on the attack roll for each Action sacrificed for the grapple. Entangling Weapons grant an additional +2 die bonus as per ‘appropriate equipment’.
• If successful, the defender is considered helpless. The Grapple has a Damage of (1) or (Size), whichever is higher.
• The defender, if grappled, has the Difficulty of all physical actions increased by the amount the attacker had increased the Difficulty of their grappling attack until they break free. If the defender is reduced to zero dice from a grapple, they can not perform the Action.
• The defender may attempt to break free of the grapple as a Full Round Action. Attempting to escape a Grapple is either a Physical + Unarmed or Physical + Athletics roll. The character adds their Size as a bonus to the roll. The Difficulty is equal to the opponent’s Size + Difficulty Chosen + Successes Rolled. If the attacker used an entangling weapon, the Difficulty is increased by an additional + 2. Each Action sacrificed to escape the Grapple provides the character with an additional die.
• Only one Success is needed to create a Grapple or escape a Grapple.
• Until the defender breaks free, the attacker inflicts Damage automatically at the beginning of each Round. The attacker is considered helpless unless they have other means to act without releasing the grapple. A grappler does not need to inflict Damage if they do not wish to.

Impale Attack

The character uses a weapon capable of impaling and drives it into their opponent, making themselves vulnerable to do as much damage as possible. An Impale Attack can be combined with a Charge Attack.

• An Impale is a Full Round Action. If combined with a Charge Attack, the character loses any Additional Successes they would have gained from sacrificing Actions. The character must have at least two Actions to combine a Charge and Impale attack.
• The attacker increases the Difficulty of the Attack up to the character’s Growth + 3. Each Action sacrificed grants the character +1 Additional Success to the attack roll unless the character combined the attack with a Charge Attack.
• Each Success on the attack roll increases the Damage of the attack as well as the Difficulty of the Soak Roll. The maximum bonus the character can gain for Damage is equal to the increase they accepted to the Difficulty of the attack.
• The character is helpless until their first Phase in the following Round, and must spend an Action to extract their weapon from the opponent impaled.

Stun Attack

A character can attempt to perform a stun attack to disorient a person rather than damaging them. A stun attack using anything other than a blunt or unarmed attack has a +2 Difficulty. Blunt weapons grant a +2 die bonus to the action as an ‘appropriate tool’.

• The attacker must use two Actions (a Standard and an Instant) to perform a Stun Attack, or one Action and one Essence.
• The attacker increases the Difficulty of the attack by up to the character’s Growth + 3.
• If successful, the opponent suffers a penalty to their Speed and Initiative equal to the Difficulty chosen by the attacker, +1 per success on the attack, and suffers a similar penalty on all Actions for the remainder of the Round and for the following Round.
• If the target is reduced to Speed or Initiative 0, they are considered helpless. If rendered helpless, must then make a Death Save with a Difficulty equal to the Difficulty increase the attacker had chosen, or be knocked out for a number of minutes equal to ten times the number of successes rolled by the attacker.

Throw Opponent

A character may attempt to throw an opponent as an attack. This is normally done by grabbing an opponent and then using momentum or strength to send the opponent to the ground. A weapon can be used as part of a throw attack, but imposes an increased +2 Difficulty.

• The attacker adds the opponent’s Size to the Difficulty of the attack, and subtracts their own Size from the Difficulty.
• The attacker must use two Actions (a Standard and an Instant) to perform a throw, or one Action and one Essence.
• If successful, the opponent is thrown a number of yards equal to the attacker’s Size + Successes horizontally and half the distance vertically (minimum 0).
• Damage is treated as Falling Damage. (Ground Hardness: Normal 4, Paved 5, Brick 6).
• The defender is knocked prone and becomes helpless.

Techniques


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