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Chapter 10: Combat<br />

Surprise<br />

The beginning of each combat may be unannounced<br />

by the attacker, such as in an ambush.<br />

In fact, it often is not. If a character is unaware of<br />

a foe, then the foe may attack once and the victim is<br />

unable to retaliate that round; a foe who attacks with<br />

surprise gains a free attack. After the single surprise<br />

attack, initiative must be rolled by all parties involved<br />

who are able to respond.<br />

When a foe surprises a character, a bonus<br />

of 3d10 is applied to the skill check for the first, and<br />

only the first, attack. Thereafter, provided the initial<br />

attack did not debilitate or kill the character, the<br />

character may respond normally or without penalty,<br />

voiding the bonus to the attack skill check.<br />

Initiative<br />

At the beginning of each round, an initiative<br />

roll is made for each attack to determine the<br />

order of attacks. A high initiative roll is desirable,<br />

allowing a combatant to react before those with<br />

lower initiative. Consult the Reaction Speed subability<br />

(see Chap. 3: Abilities) to obtain a modifier.<br />

Depending on the scale of the combat, the Aedile<br />

may opt for each player to roll separately, or for 1<br />

roll to be made for each group of combatants. If<br />

group rolls are used, then individual modifiers are<br />

not included. Normally, each player rolls for their<br />

own character, adjusting their initiative according to<br />

the Skill Modifier listed under the Reaction Speed<br />

sub-ability, Breadth, and the Delivery Penalty (DP)<br />

for their weapon. Breadth is only for melee weapons<br />

and first attacks in combat:<br />

Intentions<br />

The intentions of a character may change<br />

each second in combat. However, some actions take<br />

longer than a second to perform. Once an action<br />

has been started, a character must pass a Reaction<br />

Speed skill check at TH 17 to immediately change<br />

their intentions. Otherwise, the Aedile may declare<br />

that their intentions cannot change until the next<br />

second or round, depending on their discretion.<br />

For example, a human may intend to attack<br />

a kobold, but 1 second into the round a bugbear<br />

kills the kobold. At this moment, the human may<br />

attempt to change his intentions and instead attack<br />

the bugbear. The player of the human character<br />

rolls and fails their Reaction Speed check. Therefore,<br />

the human’s mental reactions are slow enough<br />

that they are unable to stop their attack on the<br />

kobold.<br />

Life Points<br />

A character’s Life Points (LP) are a measure<br />

of how much damage the character can sustain before<br />

falling unconscious or dead. As characters increase<br />

in occupational level, they do not gain additional<br />

LP. Upon character creation, the LP Modifiers<br />

from Strength, Health, and Drive (see Chap. 3:<br />

Abilities)are applied directly to the Base LP, which<br />

are determined according to race (see Chap. 1: Race<br />

and Gender). The result is the LP of the character.<br />

When a character is reduced to 20% of their LP,<br />

they are unconscious; upon being reduced to 0, the<br />

character is dead.<br />

Initiative = (1d100) +/- (Reaction Speed Skill<br />

Mod.) + (Breadth) - (DP)<br />

The results of all initiative rolls are announced,<br />

and those with the higher initiative act first.<br />

Weapons are usually not as fast as fists or one’s own<br />

body, so a Delivery Penalty (see Chap. 9: Equipment)<br />

applies negatively to an initiative with a weapon.<br />

Regarding movement, each 10% of a character’s<br />

Sprint speed traveled before an attack incurs a - 10<br />

modifier to initiative.<br />

MEMENTO.MORI<br />

Remember that you die.<br />

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