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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 (10 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.


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.


  • 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 Defense
  • 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 use Mental to Attack.

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


  • 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 difficulty to Soak the attack. 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 damage of the weapon. 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. The successes of the attack roll is how much damage is dealt to the defender, reducing it by -1 for each success on the Soak roll.

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


Save using the affected Attribute’s maximum (normal) value. If the roll fails, the character may suffer a negative effect, dependent 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.