Skill and Combat System

Common Difficulty Modifier Table

Difficulty Range DC
Basic Grappling Range 5
Easy Melee Range 10
Average 1x Range 15
Tough 2x Range 20
Challenging 4x Range 25
Formidable 8x Range 30
Heroic 16x Range 35
Difficult 32x Range 40
Nearly Impossible 64x Range 45

What are the basic rules for making a skill roll?

The fundamental roll in the game is the skill roll. It is made anytime a skill is used. Such as to notice something, recall some knowledge, or make an attack. Almost any action a character could want to take could map to a skill roll.

In order to succeed, the appropriate Ability Score plus Skill Ranks plus the result of a 20 sided die roll must meet or exceed the Difficulty Class assigned by the GM or the roll of an opposing action. Other modifiers may apply, as spelled out in the system or as indicated by the GM.

1d20 + Ability Score + Skill Ranks +/- Modifiers vs DC (or opposing roll)

Additional Skill Rolling Rules

Critical Failure

A natural roll of 1 always fails. If normally this roll wouldn't fail then it is just a failure, otherwise it is a critical failure.

Critical Success

A natural roll of 20 adds an addition 1d20 to the check roll. If that addtional roll is also a 20 keep rolling and adding.

Taking 10

If the character can take their time and is not under pressure, such as in combat, they may take a 10 on their 1d20 roll. This represents the character's base proficiency in an action. Players are encouraged to take 10s when they can. Failing a check because the character was under pressure may be able to be retried by taking a 10 when not under pressure. For Example, in combat a character may fail to use Zoology to correctly remeber the name of an animal. However, when the battle is over the character may take a 10 to try again even though knowledge skills that fail usually don't allow a reroll without research time. This is because the failure was due to the panic of battle, not necessarily because the character didn't know it.

Taking 20

If the character is willing to spend even more time, they may take a 20. Taking a 20 requires 20 times as much resources to make the check. 20 times the time. 20 times the Crafting Points if Crafting. And 20 times the cost for raw materials. This represents the character doing a really thourough job, giving their personal best and probably failing a couple times. A character cannot take 20, if failing has permantent negative consequences, the action can't normally be retried or if taking a 20 if forbidden. For Example, a character can't take a 20 on a Zoology check, because an early failure would mean they don't know the information and no amount of trying will cause the information to sprout in their mind. Now if they had access to a research facility, like a library of zoology books, then they could take a 20 as early failures could be reset with more research.

No 20-Sided Dice

If a 20 sided die is not available, Roll 3 six-sided dice instead, and total them up. Treat totals of 3,4 and 5 as if a natural 1 was rolled. Totals of 16,17 and 18 as if a natural 20 was rolled. And the rest of the totals as if that number was rolled.

What is Success Value?

Success Value is how well the character succeeded at a skill roll. It is equal to the difference between the total skill roll and the target DC or opposing roll. If the Success Value is at least 20, then it is a critical success and work is the highest quality. Attack rolls that exceed by 20 or more, are a critical hit and do extra damage.

Success Value = Total Skill Roll - DC (or opposing roll)

What are the basic rules for making an effect roll?

Many actions have effect. Many of those effects have a random component. This is captured in the effect roll. The prototypical example is the damage roll. The Effect Points are calculated by totaling the Success Value, the Base Effect and any Modifiers. Then for every 10 points the effect is 1d6. Plus one more if there are more than 3 points left. Plus 2 more if there are more than 6. Until you get the hand of it use the table below.

Example: Say a character is using a long sword that does 13 points of damage, they power attack for 9 more and hit by 5. That makes the total 27 (13+9+5), which maps to 2d6+2 damage on the attack.

Effect Points = Success Value + Base Effect +/- Modifiers

Effect Points Table

Total Roll
00 - 03 0 or 1d3-2
04 - 06 1 or 1d3-1
07 - 09 2 or 1d3
10 - 13 1d6
14 - 16 1d6+1
17 - 19 1d6+2
20 - 23 2d6
24 - 26 2d6+1
27 - 29 2d6+2
30 - 33 3d6
34 - 36 3d6+1
37 - 39 3d6+2
40 - 43 4d6
44 - 46 4d6+1
47 - 49 4d6+2
50 - 53 5d6
54 - 56 5d6+1
57 - 59 5d6+2
60 - 63 6d6
64 - 66 6d6+1
67 - 69 6d6+2

Effect Points Table

Total 0-3 4-6 7-9
00+ 1d3-2(0) 1d3-1(1) 1d3(2)
10+ 1d6 1d6+1 1d6+2
20+ 2d6 2d6+1 2d6+2
30+ 3d6 3d6+1 3d6+2
40+ 4d6 4d6+1 4d6+2
50+ 5d6 5d6+1 5d6+2
60+ 6d6 6d6+1 6d6+2

Critical Hits

When a character critically succeeds on an attack roll their weapon does double it's normal damage. Some weapons adjust the threat range such that the amount the attack must exceed the target by is something other than 20. This will be specified as the first number in the critical hit description. For example, 19/x2 would require the attack roll exceed the defense by 19 instead of the usual 20. The effect after the slash in the critical description indicates how a critical hit modifies the damage. For example, 25/x3 requires the attacker exceed the defense by 25, but when it does the weapon does triple damage. For every 20 beyond the first critical hit the multiplier increases by one. For example, the previous 25/x3 weapon would do x4 damage if the attack exceeds the defense by 45. Unless otherwise indicated all attacks have a critical of 20/x2, double damage when the attack exceeds by 20.

Old Rules

    What are the basic rules for making a skill roll?
    -------------------------------------------------
    In order to succeed, the appropriate Ability Score plus Skill Ranks plus the 
    result of a 20 sided die roll must meet or exceed the Difficulty Class 
    assigned by the GM or the roll of an opposing action. Other modifiers may
    apply, as spelled out in the system or as indicated by the GM.

        Ability Score + Skill Ranks + 1d20 vs DC (or opposing roll)

    What are the rules for critical failures and successes?
    -------------------------------------------------------

    ### Critical Failure
    A natural roll of 1 always fails. If normally this roll wouldn't fail then it 
    is just a failure, otherwise it is a critical failure.

    ### Critical Success
    A natural roll of 20 adds an addition 1d20 to the check roll. If that addtional 
    roll is also a 20 keep rolling and adding. If the total exceeds the target DC 
    or opposed roll by 20, then it is a critical success and work is the highest 
    quality.


    What are the basic rules for making a effect roll?
    --------------------------------------------------
    The base effect value is added to any modifiers or other bonuses. The total is 
    then converted to a number of six sided dice by rolling 1d6 for every 3 points 
    and then adding in any left over points. Example: Say a character is using a 
    long sword that does 4 points of damage, they power attack for 3 more and hit 
    by 5 for 1 more point. That makes the total 8 (4+3+1), which maps to 2d6+2 
    damage on the attack. This same system is used for numerical effects 
    throughout the game including numbers in spell effects. 

    [Effect Points Table]
    Total   |Roll       |
    --------|-----------|
    1       |1 or 1d3-1 |
    2       |2 or 1d3   |
    3       |1d6        |
    4       |1d6+1      |
    5       |1d6+2      |
    6       |2d6        |
    7       |2d6+1      |
    8       |2d6+2      |
    9       |3d6        |
    10      |3d6+1      |
    11      |3d6+2      |
    12      |4d6        |
    13      |4d6+1      |
    14      |4d6+2      |
    15      |5d6        |
    16      |5d6+1      |
    17      |5d6+2      |
    18      |6d6        |
    19      |6d6+1      |
    20      |6d6+2      |


    Success Level Damage Modifier
    -----------------------------
    For every 4 the attack exceeds the defense by the attack does an
    extra point of damage. (Attack Roll 32 vs Defense 25 => (32-25)/4 => +1 )

    Damage Rolls
    ------------
    The base weapon or effect damage is added to the modifiers above or
    any other bonuses. The total damage is then converted to a number of
    six sided dice as any other effect by rolling 1d6 for every 3 points 
    and then adding in any left over points. Example say a character is 
    using a long sword that does 4 points of damage, they power attack for 
    3 more and hit by 5 for 1 more point. That makes the total 8 (4+3+1), 
    which maps to 2d6+2 damage on the attack. 

    Critical Hits
    -------------
    When a character critically succeeds on an attack roll their weapon does double 
    it's normal damage. Some weapons adjust the threat range such that the amount 
    the attack must exceed the target by is something other than 20. This will be 
    specified as the first number in the critical hit description. For example 19/x2 
    would require the attack roll exceed the defense by 19 instead of the usual 20. 
    The effect after the slash in the critical description indicates how a critical 
    hit modifies the damage. For example, 25/x3 requires the attacker exceed the 
    defense by 25, but when it does the weapon does triple damage. For every 20 
    beyond the first critical hit the multiplier increases by one. For example the 
    previous 25/x3 weapon would do x4 damage if the attack exceeds the defense by 
    45. Unless otherwise indicated all attacks have a critical of 20/x2, double 
    damage when the attack exceeds by 20. 

Nature

What are Light Levels?

These are the levels of available light in a location. When transitioning between differently lit areas, it takes 1d6 rounds to adjust during which they take a -2 situational modifier per level of light change beyond one.

How does this interact with other types of Vision?

A character with an alternative form of vision treats the category as listed in the table below. If multiple form of vision are available, the character can switch between them, but it takes 1d6 rounds to adjust
during which they have a -2 situational modifier while they adjust.

Vision Type Intense Bright Well Shadowy Darkness
"Normal" Vision Intense Bright Well Shadowy Darkness
Low Light Vision Intense Bright Well Well Darkness
Dark vision Blind Intense Bright Well Shadowy
Blind sight Well Well Well Well Well

Combat

How long is a round?

~6 seconds. Each round a character gets one(1) Full-round action, one(1) Swift action and any number of Free actions. Any number of Free actions may be taken, but only one of a given type per round( i.e. only 1 single step per round), most of which can only be done on your turn. A Full-round action can be traded for one(1) Move action and one(1) Standard action. A Standard action may be traded for one(1) additional Move action. A Move action may be traded for a Swift Action. A Swift action is like a Free action, but limited to one per round. An Immediate action is a Swift action, but can be used on another characters turn. Each round a character may take one Attack of Opportunity if provoked by an opponent. An Attack of Opportunity may be traded for one(1) Swift action.

How far can a character move in a round?

Base Movement for Monsters and Animals

Type Modifier
Slow 10
Normal 18
Fast 26
Quadraped(Walk/Run only) +8
Size Size x 4
Type Multipliers
Burrow x1/4
Walk/Run x1/2
Climb x1/2
Fly x1
Swim x1
Not a natural movement form x1/8

How big should squares/hexes be if I'm using miniatures?

For person to person combat 2 yards. In larger scale battles larger scales may be better.

How many attacks does a character get in a Round?

Normally a character get one attack as a standard action. Feats, abilities and situational modifies may change this. A character devoting a full round action to attacks may make multiple attacks. The number of attacks and attack modifier used is based on skill level.

WU Ranks 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Attacks 1 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5
1st plus 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
2nd plus NA NA NA NA NA NA 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
3rd plus NA NA NA NA NA NA NA NA NA NA NA 1 2 3 4 5 6 7 8 9 10 11 12
4th plus NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA 1 2 3 4 5 6 7
5th plus NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA 1 2

Who goes first in combat?

Every one should make a Cunning+Initiative roll. Then the order is highest to lowest. Each character can take his actions on his turns. If he gets multiple attacks per round, he only takes one attack taking the remaining attacks in initiative order. A character can ready any of his actions for use in the round based on a upcoming condition. If the condition occurs, the character can take the action of lose the readied action. A character who performs readied actions retains his place in initiative. If it comes around to his turn in the next round without using the action it is lost. A character can delay his turn until later in the initiative. However he remains in that later slot.

How far can my weapon fire?

In general, missile weapons can be used out to 10 range increments. Thrown weapons can be used out to a number of range increments equal to the throwers Str + Size + 1 for every 5 ranks in the Throw skill.

What is the effect of Cover and Concealment?

Cover and Concealment provide bonuses to defense. The bonuses do not stack, only the highest of all Cover or Concealment bonus is applied. This includes the Cover bonus provided by a shield. The Cover (but not Concealment) bonus also applies to Reflex saves. Concealment can be because the target is behind an easily penetrable cover (shooting a target behind a curtain) or it is a complicated combination of distance and visibility (target is running into a smoke filled room). Area and touch attacks may bypass cover, if holding source of cover or blast has correct angle to target.

Cover Quality Bonus Notes
None 0
Poor(25%) +2
Standard(50%) +4 Can attempt to hide assuming not transparent cover
Good(90%) +8
Total NA Cannot be directly attacked.
Concealment Bonus Notes
None 0
Poor(25%) +1
Standard(50%) +2 Can attempt to hide
Good(90%) +4
Total +8 Must guess targets location.

Examples Light Level vs Distance

Concealment Intense Bright Well Shadowy Darkness
None Beyond Beyond Grapple
Poor Grapple
Standard Beyond Grapple
Good 1 space
Total Beyond Beyond

Examples Concealment vs Distance

Concealment Blind Invisible Dense Smoke/Fog Foliage
None Grapple Grapple
Poor 2 space
Standard Grapple Grapple 1 space 12 yards
Good Beyond
Total Beyond Beyond Beyond

Can I treat Cover as Concealment?

Yes. You can treat cover as concealment effectively halving the bonus it provides, but if you hit you must now penetrate the DR of the cover. If there is a reason the cover doesn't provide concealment, such as it is transparent, then the penalty can be completely ignored if the attacker is willing to penetrate the DR.

Can armor be treated as Cover?

Yes. At the GMs discretion an attack may attempt to bypass the DR of a targets armor by treating it as cover. Most armor provides at least Good Cover, All armor provides at least Standard cover. Woven armor, such as padded, chain or kevlar, may provide a +16 cover bonus. Environmental Armor may overall provide Total cover. Layered plate armor will usually have joints that will at least allow the attacker to treat the outer layer as cover. This only can be used with aimed shots. Explosives and Suppressive Fire cannot ignore armor this way.

What are the rules for Full Automatic weapon firing?

See Rapid Shot and Multi shot feat

What about suppressive fire?

Suppressive fire allows an attacker, or a coordinated group or attackers, to fire into a fire zone rather than at a specific target. All occupants of the fire zone must make a Dodge save to avoid being hit. The DC of this save is 5 + (total number of rounds in fire zone) divided by number of spaces in the fire zone times the number of spaces the target occupies. For every two points the save is missed by one round hits and does base weapon damage.

How do shotguns work?

When loaded with slugs they act like all other Target weapons. When loaded with shot they act differently instead of getting a penalty to hit with range they instead get a penalty to damage. all attacks are made against 1x Range and any increases to difficulty are instead subtracted from damage.

Indirect Fire

??TBA

Saving Throws

??TBAs

Swallow Whole

A creature holding a character at least 3, 4 if humanoid, sizes smaller in their mouth, may make a grapple check to swallow the character. The creature is not considered grappling with the character and may move, act and attack as normal.
They get a free grapple attack against each swallowed opponent. The swallowed character also takes 3 + Size Level AED or breath weapon damage every round swallowed.

The swallowed character may continue grappling with the creature. They may perform any action they could while in a grapple including attacking with a light weapon. The character can escape back to the creatures mouth with a successful grapple check. A creature's natural Armor and DR usually still applies. Its equipped armor does not apply.

The creature may regurgitate the character at any time. If a swallowed character deals a total of at least 1/8th of the creatures HP in damage, the creature will reflexively regurgitate them and become nauseated. Being regurgitated is disgusting and requires a DC 25 Concentration check to avoid becoming nauseated.

Being swallowed is disturbing and requires a DC 25 Resist Horror/Insanity check to avoid Karma loss.

Off Guard

A character is off guard, when they are some how unable to properly defend themselves from an enemy attack. The most common causes are flanking attacks, feinting attacks, undetectable or unseen attackers, and unprepared defenders. Off Guard attacks get +2 to hit. If successful, the attack gets a damage bonus equal to the attacker's sneak attack less the defender's uncanny dodge.

Feint

Persuasion or Bluff may be used to put any opponent off guard. Convincing them an attack is coming from a direction it is not, as a standard action. After a successful feint, the next attack made by the character against the target of the bluff catches them off guard. Each time the character performs a bluff, the target either catches them in a lie or determines they are lying when they make the next attack. This results in cumulative -2 penalties with each Feint attempt. These penalties from feinting can be reset by taking a standard attack, neither feint or off guard attack, against the opponent.

What are the rules for using two weapons at once?

See Ambidexterity and Two Weapon feats

How do grenades and splash weapons work?

  1. Aim for a space, normally DC 15.
  2. Radius starts on random corner for each 5 over DC removes one possible corner. Radius 1m effects only target space.
  3. If you fail the grenade lands 1 space + 1 space for every 5 under the DC away from the target space, and doesn't detonate until the start of your next turn.
  4. A missed grenade can be picked up and thrown back, the base DC goes up by 5 and any fail is a critical failure.
  5. A critical failure always results in friendly fire, possibly even detonating at the origin.
  6. Everyone in the blast gets a Roll Check vs the DC of the effect to half damage.

Defensive Actions

The default defensive action is the Agi based Dodge skill. Explosives and area affects may grant a Roll check to reduce damage. Normally ranged attacks cannot be dodged. Suppressive fire already being an exception to that. Feats unlock other Defensive actions including counter attacks. One notable example is the parry feats such as Shield Proficiency that unlocks the ability to parry with an otherwise unused offhand weapon.

There must be some way I can Dodge bullets? please?

At the GM discretion, you may take a Dive for cover action. This is a move action. This does not provoke an attack of opportunity if someone else is firing into melee. You can allocate your next move action, if you don't have any remaining actions this turn. If you do so, your character cannot take actions of any kind (including free actions) until the move action has been spent. You get a dodge check against the first missile attack against you. As part of the dive you land prone in any space you can jump to. if you choose a spot that grants standard cover (+4) and you are now prone (+4) that grants +8 to future attempts to fire at you until you move out of cover or stand up.

How does parry work?

If you have one of the parry feats, Shield Proficiency, Blocking Parry, or Deflecting Parry, you may make a parry check using STR or DEX depending on type of parry feat and either the parry skill or the appropriate weapon skill instead of a dodge roll.

What are the bonuses for using different items to parry?

The following modifiers are applied to whatever skill is used to parry.

Situation Parry Modifier
Shield see Armor section
Parrying weapon(Tonfa, Sai, Main-Gauche) +1
Melee Weapon or Unarmed vs Unarmed 0
Missile Weapon -1
Unarmed vs Melee Weapon -2

Damage & Death

Damage Types

Damage Type Abbr Examples
Crash Damage CD Blunt, Scrape, Crash
Blade Damage BD Slash, Pierce, Cut
Gun Damage GD Firearms, Explosives
Energy Damage ED Environment, Energy, Supernatural
Caustic AED Acid, Solvents
Heat HED Fire, Energy Weapons
Cold CED Ice Water
Electricity EED Lightning
Pressure WED Sonic, Wind, Pressure Waves
Deprivation DED Desiccation, Starvation, Suffocation, Neglect
Negative Energy NED Death, Destruction, Petrification
Positive Energy PED Life, Creation, Healing
Transcendental TED Divine, Force
Sub-dual Damage SD Stun, Knockout
Sub-dual Crash SCD Punch, Sap
Sub-dual Energy SED Stun Blaster, Taser

Deprivation

Deprivation damage cannot be healed (naturally, magically or otherwise) until the deprivation comes to an end. A character that has taken DED from any source is considered fatigued.

Falling

A character may be able to use the Climb, Roll or Tumble skills to minimize the effects of falling. See the skill descriptions. The impact after a fall does 3 CD for every yard fallen, to a maximum of 200 CD.

Melee Weapon Damage Modifiers

A character with a high strength does extra damage with melee weapons. The base damage bonus is +1 for each point a character exceeds the minimum strength required for the weapon. Unless otherwise indicated all attacks have a minimum strength of 5. Characters that have less than then minimum strength get -1 to hit for each point below the minimum strength. The Power Attack skill can also be used to adjust this damage bonus. The damage bonus is increased by +1 when using a melee weapon two handed . The damage bonus is halved for off hand weapons and secondary attacks.

Range Weapon Damage Modifiers (and other Dex based attacks)

??TBD

Success Level Damage Modifier

For every 4 the attack exceeds the defense by the attack does an extra point of damage. (Attack Roll 32 vs Defense 25 => (32-25)/4 => +1 )

Damage Rolls

The base weapon or effect damage is added to the modifiers above or any other bonuses. The total damage is then converted to a number of six sided dice as any other effect by rolling 1d6 for every 3 points and then adding in any left over points. Example say a character is using a long sword that does 4 points of damage, they power attack for 3 more and hit by 5 for 1 more point. That makes the total 8 (4+3+1), which maps to 2d6+2 damage on the attack.

Critical Hits

When a character critically succeeds on an attack roll their weapon does double it's normal damage. Some weapons adjust the threat range such that the amount the attack must exceed the target by is something other than 20. This will be specified as the first number in the critical hit description. For example 19/x2 would require the attack roll exceed the defense by 19 instead of the usual 20. The effect after the slash in the critical description indicates how a critical hit modifies the damage. For example, 25/x3 requires the attacker exceed the defense by 25, but when it does the weapon does triple damage. For every 20 beyond the first critical hit the multiplier increases by one. For example the previous 25/x3 weapon would do x4 damage if the attack exceeds the defense by 45. Unless otherwise indicated all attacks have a critical of 20/x2, double damage when the attack exceeds by 20.

Status Conditions

This is a table of some common status ailments and conditions that may be affecting a character.

Condition Restoration Description Duration
Bleed
Blinded 25
Broken
Confused 45
Cowering 25, 1 lvl 15
Dazed
Dazzled
Dead
Deafened 25
Disabled
Diseased, Mundane 25
Diseased, Magical 30
Dying
Energy Drained 45, 1 lvl 30
Entangled
Exhausted 30
Fascinated
Fatigued 20
Flat-Footed
Frightened 20, 1 lvl 15
Grappled
Helpless
Incorporeal
Invisible
Insanity 45
Nauseated DC 20 Recovery Check
Off Guard
Panicked 25, 1 lvl 15
Paralyzed 20
Petrified 40
Pinned
Poisoned 25
Prone
Shaken 15
Sickened
Sinking
Stable
Staggered
Stunned
Unconscious

Sample Combat

This sample combat between Adam and Betty is to help introduce the way the combat system works. This examples tries to cover as much as possible.

Adam

Adam is a Long Bow Weilding soldier. He is quick on his feet and fundamentally tactical. In combat he favors mobility and distance.

Adam
Class Grunt Size 0
Level 4 HP 23
Strength 6 Endurance 7 Dexterity 10 Agility 10
Presence 5 Willpower 5 Knowledge 5 Cunning 6
Skills Ranks
Toughness 5
WU Archery -
WU Blades -
WU Thrown -
WU Target -
WU Grappling -
Dodge -
Initiative 5
Resist F/H/T -
Resist P/D -
- -
- -
- -
- -
- -
- -
- -
- -
Feats
WP Rogue WP Martial Armor, Light
Point Blank Shot Rapid Shot Precise Shot
Weapon Finesse Skill Focus: Dodge -
Equipment
25 arrows - -
Weapon Size Damage(Type) Crit Range Wght Rof Capacity
L Bow +1 4(BD) x3 30 2 - 1(Fr)
Dagger -2 2(BD) 19+ Thr 0.5 - -
Armor Class DR(CP/BP/GP/FP) AAM Spd Wght
Studded Leather Light 3(3/2/3/3) +4

Betty

Betty is a powerful Valkerie warrior. IN combat she prefers powerful strikes and solid defense. She is willing to take a few hits and can give as well as she takes it.

Betty
Class Powerhouse Size 0
Level 5 HP 35
Strength 10 Endurance 9 Dexterity 4 Agility 6
Presence 7 Willpower 5 Knowledge 6 Cunning 5
Skills Ranks
Toughness 6
Improved Toughness 6
WU Blades -
WU Grappling -
WU Crushing Weapons -
Armor Affinity -
Parry 6
Initiative 3
Climbing -
Jumping -
Power Attack -
Swimming -
Breathing -
- -
- -
- -
Feats
WP Laborer WP Martial Blocking Parry
Armor, Light Armor, Medium Cleave
Great, Cleave Improved Two Handed Weapon Brute
Equipment
- - -
Weapon Size Damage(Type) Crit Range Wght Rof Capacity
Great Sword 2 6(BD) 19+ - 4 - -
Armor Class DR(CP/BP/GP/FP) AAM Spd Wght
Chain-mail Medium 5(5/5/3/3) -3

The Encounter Begins

An encounter begins as soon as the characters notice each other. Possible Notice Sight roll required, usually not. Combat begins when the characters start taken combat actions. For the sake of this example, Adam and Betty have already gotten to the point of irreconcilable differences stand facing each other about 40 yards apart.

Initiative

At the start of combat both characters roll for initiative. Adam gets a 26 (Cunning=6 + Initiative=5 + 1d20=15). Betty gets a 11(Cunning=5 + Initiative=3 + 1d20=3). So Adam will be going first.

Round 1

Ranged Attack

Adam uses his bow to fire an arrow at Betty. Betty is 40 yards away(DC 20), Size 0(+0) and has No Cover(+0), making her a DC 20 target. Adam rolls a 26(Dex=10 + WU:Archery=5+ 1d20=11). So he hits by 6 adding 1 (6 divided by 4) as a hit overage damage modifier. His effect total is 5(Weapon=4 + Hit Overage=1). He rolls a damage of 4 ( Effect total 5 map to 1d6+2=2+2). His bow does BD that first goes against Betty's armor. The 4 damage is less than the 5 the armor can take so the armor absorbs all the damage and Betty remains unharmed. Adam can then take a free action reloading his bow.

Full Round Movement

Betty decides to close the distance between her and Adam. Her base speed is 15 yards ( 9 + (AGI=6 + Running=6)/2). She must spend two move actions (her full round) covering the distance. She is now in melee range with Adam.

Round 2

Ranged Attack at Melee Range

Adam's next ranged attack provokes an attack of opportunity from Betty because she threatens his space. At this range the DC to hit drops down to only 10, but the target can take defensive actions parrying/dodging the Bow itself. Betty will use her sword to parry the attack. Adam's attack roll is 24(DEX=10 + WU: Archery=5 + 1d20=9). This exceeds the base 10 requirement but must also exceed the defensive action. Betty's blocking parry roll is 31(STR=10 + Parry=6 + 1d20=15).

Melee Attack

Betty uses her longsword to attack Adam. This attack works very similarly to the Melee Range attack above. Betty's attack roll is 30(STR=10 + WU:Blades=6 + 1d20=14). This exceeds the minimum 10 needed to hit so the attack is successful. Adam tries to dodge with a roll of 18(AGI=10 + Dodge=5 + 1d20=3). Betty hits by 10 granting +2( (Attack Roll=28 - Defense Roll=18) / 4) to damage. Her total effect is 8(Weapon=6 + Hit Overage=2). She rolls a damage of 9( Effect 8 -> 2d6+2 ( 5 + 2 + 2)). This BD exceeds what his armor can stop 2BD. So he takes 7(9-2) points of damage. His armor also takes damage from being bypassed. Base DR going from 3 to 2. By damage type going from (3/2/3/3) to (2/1/2/2). Adam's HP go from 23 to 16.

Multiple Attacks

Betty's high number of ranks (>5) in WU:Blades allows her to take a second attack at -5, as she attacked as a full round action. Betty uses her longsword to attack Adam. Betty's attack roll is 16(STR=10 + WU:Blades=6 - 5 + 1d20=5 ). Adam tries to dodge with a roll of 32(AGI=10 + Dodge=5 + 1d20=17). This easily allows Adam to successfully dodge.

Round 3

Reloading and Attacks of Opportunity

Adam reloads his bow, but Betty is now threatens him. Betty gets an attack of opportunity on Adam. Betty uses her longsword to attack Adam. Betty's attack roll is 28(STR=10 + WU: Blades=6 + 1d20=12). This exceeds the minimum 10 needed to hit so the attack is successful. Adam tries to dodge with a roll of 30(AGI=10 + Dodge=5 + 1d20=15). Meeting the attack DC allows Adam to successfully dodge.

Rapid Shot

Adam is going to use his Rapid shot feat to also get more attacks. This feat gives a -2 to all attacks, but gives the attacker one more attack per round. Adam's attack roll is 23(DEX=10 + WU:Archery=5 - Rapid Shot=2 + 1d20=10). Betty's blocking parry roll is 21(STR=10 + Parry=6 + 1d20=5). He hits by 2 granting 0( (23-21)/4) additional effect. Which results in a damage roll of 3(1d6+1( 2 + 1) ). That is still not able to overcomes Betty's DR. He reloads his bow again provoking an attack of opportunity, but Betty has used up her attack this round.

Power Attack

Betty decides to Power Attack at 4. This will give her -4 to hit, but +6 ( 4 x 1.5) to her damage effect when she lands a hit. Betty's attack roll is 17(STR=10 + WU:Blades=6 - Power Attack=4 + 1d20=5 ). Adam tries to dodge with a roll of 30(AGI=10 + Dodge=5 + 1d20=15). This allows Adam to successfully dodge the powerful blow.

Critical Success

Adam continues to use his Rapid shot feat and now gets his additional attack. Adam rolls a 20 on his attack roll. This is a critical success, and means he gets to add an additional 1d20 to his total roll. Adam's attack roll is 50(DEX=10 + WU: Archery=5 - Rapid Shot=2 + 1d20=20 + 1d20=17). Betty's blocking parry roll is 20(STR=10 + Parry=6 + 1d20=4). He hits by 30 granting 7( (50-20)/4) additional effect. Which results in a damage roll of 19(3d6+2). The 19 BD tears thru Betty's armor resulting in her taking 14(19-5) damage, going from 35 HP to 21 HP. Her armor's DR drops to 4(4/4/2/2). He reloads his bow again provoking an attack of opportunity, but Betty has used up her attack this round.

Stacking Penalties

Betty get her second attack at -5 on top of this her power attack remains in effect until her turn next round. Betty's attack roll is 26(STR=10 + WU:Blades=6 - Second attack=5 - Power Attack=4 + 1d20=19 ). Adam tries to dodge with a roll of 28(AGI=10 + Dodge=5 + 1d20=13). Adam Dodges.

Round 4

Missile Combat

Critical Failure

Weapon Jams

Melee Combat

Unarmed Combat

Vehicle Combat

Glossary

Fatigued

Damage Types