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Before Combat:

Ensure you have the following stats for each combatant. I find it easier to make a
spreadsheet with all of this info for each player; that way it only needs to be calculated
once and any changes can be quickly updated. Note: reference page 38 for explanation
of difficulty grade.
❏ Current Fatigue Level (p. 78)
❏ Encumbrance Status (p. 77)
❏ unencumbered: ENC ≤ 2xSTR;
❏ burdened: ENC > 2xSTR ≤ 3xSTR;
❏ Overloaded: ENC > 3xSTR
❏ Encumbrance Status may change if combatants remove or drop packs/
bags/etc.
❏ Worn armour’s ENC total is halved.
❏ Armour Penalty
❏ ENC of all armor worn divided by 5
❏ Movement: Walking = 6m - Fatigue Penalty
❏ Movement: Running = (6m + (0.5 for every 25 points of Athletics Skill) - Fatigue
Penalty) * 3) - Armour Penalty
❏ Movement: Sprinting = (6m + (1 for every 25 points of Athletics Skill) - Fatigue
Penalty) * 5) - Armour Penalty
❏ Number of Fatigue-Check Free Combat Rounds = CON / 5 [rounded up]
❏ Weapon and Shield stats (you’ll need all of them except Milieu and Cost)
❏ HP and Armour Points per body part
❏ Combat Style skill (per style)
❏ Combat Style traits
❏ Combat Style penalties from weapons not covered (rare, see p. 88)
❏ Evade skill
❏ Endurance skill
❏ Athletics skill
❏ Brawn skill
❏ Unarmed skill
❏ Willpower skill
❏ Initiative Bonus
❏ Luck Points
❏ Action Points
❏ Damage Bonus
❏ Healing Rate
❏ SIZ
Initiative:
Each participant in combat rolls for initiative, calculated as:
1d10 + Initiative Bonus - Armour Penalty
Participants are then ranked by their resulting scores and take their turns in order of
that rank. Tied scores act at the same time. During their turn, they can only perform one
Proactive Action at the expense of an Action Point.

Combat Round Sequence:


Players make their turns in a cycle starting with the highest initiative and going down
to the lowest. A combat round consists of however many cycles need to be done for all
players to use all of their Action Points.
1) Have their been more combat rounds than a participant’s Number of Fatigue-
Check Free Combat Rounds?
a) No - continue.
b) Yes - that participant must make a check vs. Endurance or receive one
more level of fatigue.
2) Participants make a Proactive Action (pp. 91-92) (which can include dither,
wasting an Action Point). Any Proactive Actions can be done only on a
participant's turn and costs an Action Point. Reactive Actions (pp. 92-93) can
only be done on another player’s turn when there is an imminent threat and
also costs an Action Point. Free Actions (p. 93) can be done at any time and do
not cost an Action Point.
a) Is that Proactive Action an Attack?
i) No - continue with whatever that action was.
ii) Yes - go to Melee Attack Sequence.
3) Do any participants still have Action Points?
a) No - continue.
b) Yes - go back to step (2) for players that still have Action Points to spend.
4) Has combat ended?
a) Yes - Continue with game.
b) No - Increase the number of combat rounds by one and return to step (1).
Melee Attack Sequence:
If a participant is engaged in close combat with another participant where the attacker
is using a melee weapon, use the following sequence. Note: reference page 38 for
explanation of difficulty grade.
1) Is there a difference in reach between the two participant’s weapons of two steps
or more?
a) No - continue to (2).
b) Yes - Is the attacker’s weapon longer?
i) No - Has the attacker moved within reach of the defender?
(1) No - The attacker cannot attack this opponent.
(2) Yes - The defender cannot parry with the longer weapon.
ii) Yes - Is the attacker fighting at the shorter reach of the defender
(pp. 106 and 107)?
(1) No - continue to (2).
(2) Yes - Two effects are applied:
(a) The attacker’s weapon’s size is reduced by as many
steps as the difference between the two weapons
reach.
(i) Eg: In an engagement between a short sword
(Short) and a great axe (Long), the difference is
2, so the great axe’s size would be reduced by 2,
going from Huge to Medium.
(b) The damage of the weapon is changed 1d3+1. The
Damage Modifier of the participant still applies when
calculating damage.
2) Is the defender’s Combat Style greater than 100?
a) No - continue to (3).
b) Yes - Does the defender want to proactively defend, meaning that they
must use a Reactive Action to parry the attack?
i) No - continue to (3)
ii) Yes - The attacker’s Combat Style is reduced by the defenders
Combat Style - 100 for this attack.
3) The attacker rolls against his/her Combat Style.
4) Is the attacker’s roll less than his/her Combat Style after accounting for
situational modifiers (p. 101) and difficulty grade (p. 38)?
a) No - Does the defender parry/evade?
i) No - The attack sequence ends.
ii) Yes - continue to (5)
5) The defender rolls to parry/evade, with success being a roll less than his/her
Combat Style/Evade after accounting for situational modifiers (p. 101) and
difficulty grade (p. 38).
6) Calculate the difference between success levels of the attacker and defender on
page 51 to determine and apply any special effects (this includes results for
evading).
a) Critical Success is one-tenth of the roll needed for success or less.
i) Eg. Skill level of 67 with no modifiers would be a crit on a 7 or less.
(1) 67 / 10 = 6.7 rounded up to 7.
b) Success is between the roll needed for success (i.e. skill level plus or minus
difficulty modifiers) and one-tenth of that number plus one.
i) Eg. Skill level of 67 with no modifiers would be a success on
anything between a 67 and an 8.
c) Failure is anything between the roll needed for success plus one and 98 (99
if skill level is above 100).
i) Eg. Skill level of 67 with no modifiers would be a failure on
anything between a 68 and 98.
d) Fumble is a 99 or 100 (or just 100 if skill level is above 100).
e) If the defender doesn’t parry or evade, calculate the difference in success
level as if the defender failed.
7) Did the attacker receive a success or a crit?
a) No - continue to 8.
b) Yes - roll for damage and hit location (p. 109)
i) Damage = Weapon Damage + Damage Modifier
8) Did the defender receive a success or a crit?
a) No - apply damage normally to the hit location(s).
b) Yes - Is the defender’s weapon or shield he/she used to parry of greater or
equal size to the attackers (look back at (1) for differences in reach)?
i) No - Is the defender’s weapon or shield he/she used to parry exactly
one size less than the attacker’s?
(1) No - all damage is applied normally to the hit location(s).
(2) Yes - Damage applied to the hit location is halved (½).
ii) Yes - All damage is deflected.
9) Calculate damage to the hit location based on the results of step (7) and (8). Is the
opponent wearing armour or passively blocking that location?
a) No - Apply all damage.
b) Yes - Reduce damage by the number of Armour Points.
10) Is the attacker’s damage greater than or equal to the defender’s SIZ?
a) No - continue to (11).
b) Yes - two effects are applied:
i) The defender must pass an easy Acrobatics check or a standard
Athletics check, or fall prone.
ii) The defender is knocked back X number of meters where
(1) X = (Damage Applied - SIZ) / 5 [rounded up]
11) Reduce the defender’s hit points for the location struck by damage resulting from
step (8) and (9).
12) Are the hit points for that location above zero?
a) No - Are the hit points for that location above its starting hit points times
-1? (Eg. Starting hit points were 7, current hit points are -6 to 0.)
i) No - Defender receives a Major Wound (hit points at or below the
negative of its starting value) (p. 110).
(1) The defender is immediately incapacitated (p. 78).
(2) The defender drops prone.
(3) Is the Major Wound in the Abdomen, Chest, or Head?
(a) No - The following effects are applied:
(i) The defender must make an opposed skill
check (p. 50) of Endurance vs. the attacker’s
attack roll.
1. Success - The defender stays conscious.
2. Failure - The defender is rendered
unconscious.
(ii) If the limb is severed, punctured, or ripped off,
it must be treated within 5 * Healing Rate
minutes, or the defender dies.
(b) Yes - The following effects are applied:
(i) The defender must make an opposed skill
check (p. 50) of Endurance vs. the attacker’s
attack roll.
1. Success - The defender is rendered
unconscious.
2. Failure - The defender dies a gruesome
death.
(ii) The defender must be treated within Healing
Rate * 2 Combat Rounds (or, Healing Rate * 10
seconds), or the defender dies.
ii) Yes - The Defender receives a Serious Wound (hit points between 0
and negative its starting value) (p. 110).
(1) The defender cannot acck or cast spells, but can still parry
and evade, for the next 1d3 turns.
(2) Is the Major Wound in the Abdomen, Chest, or Head?
(a) No - The following effects are applied:
(i) The defender must make an opposed skill
check (p. 50) of Endurance vs. the attacker’s
attack roll.
1. Success - The defender retains use of the
limb.
2. Failure - The limb is rendered useless
until positive hit points are restored.
a. If a leg, the defender drops prone.
b. If an arm, the defender drops
whatever he/she is holding.
(ii) At the GM’s discretion, all skill checks using
that limb are rendered one grade harder.
(b) Yes - The following effects are applied:
(i) The defender must make an opposed skill
check (p. 50) of Endurance vs. the attacker’s
attack roll.
1. Success - The defender stays conscious.
2. Failure - The defender is rendered
unconscious for a number of minutes
equal to the attack that caused the
injury.
(ii) At the GM’s discretion, all skill checks using
that limb are rendered one grade harder.
b) Yes - The defender receives a minor wound.
Proactive Actions:
These actions can only be taken on your turn in combat and cost 1 Action Point. In
order of anecdotal popularity:
1) Move - Move from one place to another through various means like walking,
swinging from a chandelier, etc. Cannot be done while engaged.
2) Attack - Strike with a weapon or unarmed.
3) Change Range - Close in on or open distance between an opponent. Can be used
to disengage entirely.
4) Ready Weapon - Draw, sheath, reload, etc. and return to a readied stance.
5) Outmaneuver - Smart to do when outnumbered. Group opposed roll of evade
skills. Failure means they cannot attack.
6) Delay - Conserves an action point so it can be used later, for example as a parry
or an interrupt. If no action is taken before the character’s next turn, the action
point is lost.
7) Regain Footing - Standing up from prone or kneeling. Requires an opposed
check of Brawn or Athletics if engaged in combat.
8) Brace - plants in firm stance to brace for an incoming attack, for example a
charge.
9) Take Cover - uses available cover in their immediate vicinity to gain a degree of
protection against incoming fire.
10) Struggle - Doing things like breaking a grapple or pin weapon.
11) Mount - get on or off a riding beast.
12) Cast Magic - Attempt to cast or start to cast a spell, miracle, etc.
13) Hold Magic - Once casting is complete, a character can hold a spell temporarily
before releasing it.
14) Dither - Waste a turn by not doing anything useful.

Reactive Actions:
These actions can be taken in response to an imminent danger or threat at the expense
of an Action Point. In order of anecdotal popularity:
1) Parry - Defend against an attack by parrying, blocking, leaning, ducking, side-
stepping, etc. to minimize the blow.
2) Evade - Attempt to dive or roll clear of threats, leaving the character prone.
Typically the next turn would be use to Regain Footing.
3) Interrupt - After delaying, halt an opponents turn after his/her declaration to
take your own turn. Opponent takes his/her turn after the interrupt, but loses the
action point if he/she cannot achieve his/her original declaration. Can also be
used against anyone within weapon reach.
4) Counter Spell - Attempt to dismiss or counter an incoming spell, miracle, etc.
Free Actions:
These actions can be taken at any time without using an Action Point. In order of
anecdotal popularity:
1) Assess Situation - Make a Perception roll to see any relevant changes to the
tactical situation.
2) Speak - Anything that can be said within 5 seconds, clearly.
3) Ward Location - Use a weapon to guard a particular area against attack. The
ward continues until the weapon is used to attack or parry.
4) Use Luck Point - Various uses, like re-rolling bad results.
5) Drop Weapon - Weapon is dropped.
6) Signal - Gesturing or signaling.
Special Effects for Attackers:
Successful Roll

Choose Location Attacker chooses the hit location of his/her attack, so long as it is in reach.

Close Range Allows the character to get closer to his/her opponent, to the favorable range of
the shorter weapon.

Compel Surrender Force an opponent to surrender, assuming they are helpless or disadvantaged.
Requires willpower vs. original attack or parry roll.

Damage Weapon Character attempts to damage his/her opponent’s weapon or shield.

Disarm Opponent Cause the opponent to lose his weapon by knocking, twisting, or yanking it out
of his hand. Opposed Combat Style vs. Attack Roll.

Press Advantage Attacker continues to pressure his/her opponent so that they cannot attack on
their next turn.

Scar Foe Character intentionally gives his/her opponent a scar that will disfigure them for
life.

Spoil Spell Ruins any spell being cast or held assuming the caster is injured by the attack.

Trip Opponent Character attempts to trip his/her opponent, making him/her fall prone. Brawn,
evade, or acrobatics vs. original attack roll.

Attacker Critical Success

Bypass Armour Stackable. Attacker finds a gap in the opponent’s armour.

Circumvent Parry Attacker completely bypasses an otherwise successful parry.

Maximize Damage Stackable. Attack can substitute one of his damage dice for the full value.

Pin Weapon Pins an opponent’s weapon in place. The opponent cannot use that weapon until
he/she frees it.

Defender Fumbles

Force Failure Combined with any other special effect that has an opposed skill check causes the
opponent to automatically fail that check.
Specific Melee Weapons

Bleed Cutting Weapons Attacker attempts to cut open a major blood vessel. Opposed
Endurance vs. Attack roll.

Impale Impaling Weapons Drives a weapon deep into the attacker. (p. 97)

Bash Shields, Bludgeoning Bashes shield or bludgeoning weapon into the attacker,
knocking them back.

Stun Bludgeoning Temporarily stun the body part struck. Endurance vs. original
Location attack roll.

Sunder Axes, Two-Handed Damage the armour of an opponent.

Remise Small Weapons Attacker performs a follow up attack on his/her opponents next
turn, forcing the opponent to turn their proactive action into a
reactive one.

Kill Silently Small Weapons Can only be used by those with the assassin trait.

Entangle Entangling Weapons Immobilizes the location struck, with effects varying based on
the location and weapon.

Flurry Unarmed Stackable. Allows the attacker to make a follow up attack


immediately, spending another action point.

Grip Unarmed Character grabs his/her opponent with one hand, preventing
him/her from changing range or disengaging from combat.

Take Unarmed Takes the opponents weapon from them. Opposed combat sytle
Weapon vs. Original Unarmed roll.

Ranged Weapons

Choose Location Attacker chooses the hit location of his attack, so long as it is in reach. (Critical
Only, or at close range, and unaware or stationary)

Circumvent Cover Bypasses cover. Not used in our campaign, but there it is. (Specialized
ammunition)

Duck Back Allows the shooter to immediately duck back into cover without using the take
cover action on their turn.
Marksman Allows the shooter to move the hit location struck by one step.

Overpenetration The only weapon that can really do this is a heavy crossbow. Allows projectile to
(Critical Only) go through one opponent completely and potentially hit something on the other
side.

Pin Down Stackable. Opposed check Willpower vs. attack. On failure, the opponent
hunkers down behind available cover, unable to return fire.

Rapid Reload Stackable. Reload time is reduced by one.

Drop Foe (Siege Only for siege weapons, firearms, or similar, if a minor wound is given, the
Weapons, Firearms) opponent become incapacitated unless saved in opposed skill check of
Endurance vs. attack roll.
Special Effects for Defenders:
Successful Roll

Arise Allows the defender to roll back up on their feet.

Close Range Allows the character to get closer to his/her opponent, to the favorable range
of the shorter weapon.

Compel Surrender Force an opponent to surrender, assuming they are helpless or disadvantaged.
Requires willpower vs. original attack or parry roll.

Damage Weapon Character attempts to damage his/her opponent’s weapon or shield.

Disarm Opponent Cause the opponent to lose his weapon by knocking, twisting, or yanking it out
of his hand. Opposed Combat Style vs. Attack Roll.

Open Range Allows the defender to open range so that they end up at a reach favorable to
the longer weapon.

Overextend Opponent Stackable. Opponent cannot attack next turn.

Prepare Counter Stackable. Counters a specific special effect. See page 98.

Scar Foe Character intentionally gives his/her opponent a scar that will disfigure them
for life.

Stand Fast Allows the defender to brace and avoid knockback effects.

Trip Opponent Character attempts to trip his/her opponent, making him/her fall prone.
Brawn, evade, or acrobatics vs. original attack roll.

Withdraw Defender may automatically withdraw out of reach, breaking engagement.

Defender Critical Success

Blind Opponent Temporarily blinds opponent, as with dirt, sunlight, etc. Opposed evade (or
Combat Style if using a shield) vs. parry roll

Enhance Parry The defender manages to deflect the entirety of his/her opponent’s attack,
regardless of weapon size.

Pin Weapon Pins an opponent’s weapon in place. The opponent cannot use that weapon
until he/she frees it.
Slip Free Automatically escape being entangled, gripped, or pinned.
Attacker Fumbles

Accidental Injury Deflects an attack in such a way that the attacker injuries himself.

Force Failure Combined with any other special effect that has an opposed skill
check causes the opponent to automatically fail that check.

Select Target The defender diverts the attacker’s weapon so that it hits a
bystander automatically.

Weapon Malfunction (Attacker The attacker’s weapon malfunctions and cannot be used until
Using Ranged Weapon) repaired.

Specific Melee Weapons

Entangle Entangling Weapons Immobilizes the location struck, with effects varying based
on the location and weapon.

Take Weapon Unarmed Takes the opponents weapon from them. Opposed combat
style vs. Original Unarmed roll.
Name: Mac
STR: 8 Action Points: 3
CON: 13 Damage Modifier: -1d2
SIZ: 10 Healing Rate: 3
DEX: 13 Initiative Bonus: 13
INT: 13 Luck Points: 1
POW: 6 CRBFC: 3
CHA: 11
Location HP AP
Base: Bonus: Total: Head 5

Combat Style: 21 45 66 Chest 7


Evade: 26 45 71 Abdomen 6
Endurance: 26 45 71 Right Arm 4
Athletics: 21 46 67 Left Arm 4
Brawn: 18 30 48 Right Leg 5
Willpower: 12 30 42 Left Leg 5
Unarmed: 21 30 51

Name: Bulgar
STR: 13 Action Points: 2
CON: 8 Damage Modifier: +1d2
SIZ: 15 Healing Rate: 2
DEX: 8 Initiative Bonus: 11
INT: 13 Luck Points: 1
POW: 6 CRBFC: 2
CHA: 11
Location HP AP
Base: Bonus: Total: Head 5

Combat Style: 21 45 66 Chest 7


Evade: 16 30 46 Abdomen 6
Endurance: 16 30 46 Right Arm 4
Athletics: 21 45 66 Left Arm 4
Brawn: 28 45 73 Right Leg 5
Willpower: 12 30 42 Left Leg 5
Unarmed: 21 45 66
Name: Ramis
STR: 12 Action Points: 3
CON: 12 Damage Modifier: +0
SIZ: 13 Healing Rate: 2
DEX: 12 Initiative Bonus: 13
INT: 13 Luck Points: 1
POW: 6 CRBFC: 3
CHA: 11
Location HP AP
Base: Bonus: Total: Head 5

Combat Style: 24 40 64 Chest 7


Evade: 24 40 64 Abdomen 6
Endurance: 24 40 64 Right Arm 4
Athletics: 24 40 64 Left Arm 4
Brawn: 25 40 65 Right Leg 5
Willpower: 12 30 42 Left Leg 5
Unarmed: 24 40 64

Name: Shifu
STR: 9 Action Points: 3
CON: 16 Damage Modifier: -1d2
SIZ: 8 Healing Rate: 3
DEX: 16 Initiative Bonus: 15
INT: 13 Luck Points: 3
POW: 18 CRBFC: 4
CHA: 11
Location HP AP
Base: Bonus: Total: Head 5

Combat Style: 25 0 25 Chest 7


Evade: 32 15 47 Abdomen 6
Endurance: 32 50 82 Right Arm 4
Athletics: 25 50 75 Left Arm 4
Brawn: 17 15 32 Right Leg 5
Willpower: 36 50 86 Left Leg 5
Unarmed: 25 50 75

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