Combat Advanced Options
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.
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.
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.
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.
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.
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.
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).
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.
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.
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 Might. 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.
Grappling is a Results Roll made with +(Defender's Defence) Difficulty. Entangling Weapons grant an Equipment Bonus on this attempt, while any other weapon other than Unarmed suffers a +2 Difficulty on the attempt. Grappling is a Full Round Action, and grants (Size + Actions Sacrificed) Additional Successes to the roll.
If Successful, the opponent is rendered Helpless and must make a Physical + (Unarmed or Athletics) D (Potency) Roll to escape the Grapple as a Full Round Action. The victim gains +(Size + Actions Sacrificed) Additional Successes on the roll. Attempting to perform any other physical Action results in suffering a +(Potency) Difficulty on the Action.
Grappling inflicts Damage (Original Difficulty), whichever is higher, and is considered Unarmed Damage. If the attacker has succeeded in the grapple, they may choose to inflict this Damage automatically at the beginning of each Action per Round without needing to roll. The attacker is considered Helpless unless they have a means to act without releasing the grapple.
The minimum number of Additional Successes granted by (Actions Sacrificed + Size) is 0.
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 Might. 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.
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 Might.
• 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.
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.