|Character Skills Combat Magic Divine Shaman Sorcery Monsters Miscellaneous Appendix|
1. Combat is treated as opposed skills,
following the normal skill rules.
2. A successful melee attack or parry may be treated as an attack or parry of the success level made, or an attack against all enemies the attacker could normally engage with, or parry against all foes who could normally
engage the parrier, of sone success level lower. Thus a special 10 attack may be treated as a special 10 attack against one foe, or an ordinary 10 attack against all foes, at the roller's option.
3. Attacks do damage, which is the weapon damage (usually 1D10 or 1D12), plus or minus any relevant impact bonus, plus any magical bonus, minus any protection provided by armor or magical passive defense. Thick hides, etc, count as armor. Damage is only done if the attack defeats the parry, dodge or active defense being used to resist the attack.
4. Unparried Special attacks automatically do maximum damage. Critical Attacks do maximum damage and ignore both armor and magical protection. Cinematic attacks are +5 to incapacitate on an the lethality die, and are
otherwise like criticals..
A special parry of a special attack, critical parry of a critical attack, or cinematic parry of a cinematic attack, even if not higher enough to block the attack, reduces it one level. A parry of the next lower level than the attack (normal of special, special of crit, crit of cinematic) that would have parried the attack had it been of the same level, reduces its effect by one class. Thus, a special 3 parried by a normal 6 is reduced to a normal success, and rolled as such.
5. If an attack gets through armor, this forces a roll on the incapacitation table at the end of the round. The player of the injured character rolls dice, usually D10, but sometimes something else as specified in the monster description.
If his die roll is greater than the damage done, the character stays up. A roll of 1 always incapacitates, for named characters only, a roll of 10 never incapacitates. If the source of damage is something that would be expected to do more damage than a normal sized weapon blow, the GM may impose a modifier to normal D20 rolls on the table below. For example, A dragon's claws or poisoned weapon might force a roll of D10+10, not D20.
6. At the end of each combat, the players of all incapacitated characters must roll an "injury die". This is usually a D20. The results are as follows:
Meaning of Terms
1. Healthy; you're in good shape, mormal rules apply ...
2. Walking Wounded. Character functions normally except that odd die rolls are reduced one success level, for all skill
rolls except lore and communication skills. When a recovery roll is announced, make even die roll below or equal to CON and the character gets better. Odd die roll above CON, and the character deteriorates to Badly Wounded/Out of It.
3. Badly Wounded/Out of It, character cannot walk unassisted or use skills. When a recovery roll is called for, make even die roll less than or equal to CON, and the character becomes Walking Wounded. Odd failures become Dying ...
4. Dying, as Badly Wounded/Out of It, execpt that a decline will be to Dead, and an increase will be to Badly Wounded/Out of It.
5. Dead - self evident. Once dead, you stop getting CON rolls to get better. Also, chirurgery has no effect, and unless it is
specifically stated in the spell description that a healing spell
affects dead characters, it has no effect.
There are also a couple of special conditions, broken bones
and the like, which may create a disability. Unless specific magic
healing is applied, these limit what a character can do ...
Roll State Notes
1 Healthy Temporary incapacitation by pain, recover at end of episode
2-5 Walking Wounded
6-7 Walking Wounded If Con roll is missed, infected by flesh rot
8-10 Badly Wounded
11-12 Badly Wounded If Con roll difficulty 5 is missed, infected by flesh rot
13 Badly Wounded Disabled, roll on Disablity table below
17 Dying Disabled, roll on Disability table below
18 Dying Immediate Con roll, dead if failed
19 Dying Immediate CON roll, difficulty 7; dead if failed
1-3 Right Leg Broken - Cure by Reset Bone
4-6 Left Leg Broken - Cure by Reset Bone
7-9 Right Arm Broken - Cure by Reset Bone
10-12 Left Arm Broken - Cure by Reset Bone
13-14 One eye put out - Cure by Restore Vision
15-16 Addled - Cure by Restore Sanity
17-18 Limb severed - roll D12 as above to determine limb but need Regenerate
19 Hearing Loss - 2/3 difficulty to listen rolls - Cure by Heal Body
20 Weakness - Impact Bonus -2, worst of 2 rolls when Con or Str rolls are
required - Cure by Heal Body.