Combat ClockThere are many times in the game when timing really does count. Most of these have to do with combat,so this chapter will be dedicated to the basic timing, motion, and combat rules. Keep in mind that for almost everyrule, there’s a way to break it. This happens through abilities, spells, arcane equipment, and myriad other ways.If an ability confl icts with the core mechanic, use the ability listing instead of the standard rule. If two rules orabilities obviously confl ict, the Storyteller should adjudicate.The Combat MapAs encounters play out, timing and location becomevery important, particularly when weapons are drawn.Combat is laid out by drawing out the locations ofunmoving objects on a combat map, made up ofhexagons. If an erasable map is not available,a storyteller may photocopy the hexmaps fromthe back of this book and draw out environmentsin advance, or download hexagon-based map tilesfrom our website.Each individual or important movable object shouldhave a representation on this map, such as a figurine,tile or die.The Combat clockOn one side of the map a wheel should be drawn,with empty spaces labeled from 1 to 12 in a clockwisepattern as is shown here. This is the combat clock,an indicator for timing within the game. This isgenerally only used when timing really counts, such asduring combat. The following example shows what acombat clock drawn on a hex-map could look like.To start combat, write down all of the character’s agilityscores on a list on the side of the combat clock and seta timing indicator for each player on the 12 space.Unless all combatants are very ready for the fight,the character who initiates combat should generallytake their action first. In the case of an ambush, all ofthe ambushing characters should go before those whoare surprised. Otherwise, each player will take their turnin order of agility.Actions in the game will be assigned a speed, which willdetermine how many spaces the character’s timing willmove when they take that action. When a player takesan action, their timing indicator moves that many spacesclockwise along the combat clock, to rest on a later space.Play starts on the 12 space and progresses as a generictiming indicator (which represents ‘now’) movesclockwise around this wheel. When it arrives at acharacter’s timing representation, it is their turn.Every time the timing indicator passes the linebetween space 12 and space 1, a new round has begun.This is called the recovery point. Some timing effectstake place at the recovery point.When two players occupy the same space, such as thevery beginning of combat, use their agility score todecide who will take action first, such as is done tonormally start combat. Ties can be resolved randomly.Mob RulesThe combat clock provides precision and strategy infast-paced fights, but can get complicated very quickly.If there are too may combatants on the wheel,(more than 5 or 6,) it can help to group some of thesetogether, taking their actions at once and taking thesame action speed each time. This is called a mob.Give this group of characters one single indicator onthe combat clock and try to keep them together tosimplify the combat wheel.29
Action SpeedsEvery action within the game has a speed rating, todetermine how long it takes. These are: free, instant,very fast, fast, average, slow, or very slow.When the timing indicator reaches any character, it istheir turn. They can take any action, at which point theywill move their timing representation the correct numberof spaces for the action speed of whatever it is that theyjust did, in a clockwise direction. The timing indicatorwill then continue its clockwise path until it arrives atthe next character’s marker.Free action: A free action can be made at any time,and takes no movement on the combat clock. Thingslike shouting a command are free actions, so long asthey are not abused. Shouting a single short phrase is afree action, while reciting a long poem is not.instant action: An instant action must be made on thatcharacter’s turn, but only requires moving one space onthe combat clock. Things such as changing a combatstance or grip are done as an instant action.Standard action speeds: Other action speeds range from5 to 9, very fast to very slow. While there are some wayswithin the game to change these speeds, this is standardenough to be listed on the character sheet.simultaneous actions: Sometimes, characters are ableto take two actions at the same time, such as runningand attacking. When taking two actions at once,always take the slower of the two action speeds.Speed Bonuses & PenaltiesA speed bonus will lower the number of spaces movedon the combat clock, speeding things up, while a speedpenalty will raise that number, slowing them down.Some speed bonuses and penalties, such as the spellspeed increase of a wand, count as equipment bonuses,and thus stack with other bonuses and penalties fromabilities or spells, as in the normal stacking rules.Delaying ActionsA character may choose to delay their action, taking theirtiming indicator off the combat clock. They may putit back on at any time, taking their action normally.A character who is delaying off the combat clockis considered to be focusing on their defenses.They gain a +2 circumstance bonus to Dodge,Parry, Grit and Autonomy.Round-by-Round & Duration EffectsSome effects will have a duration, lasting a set numberof rounds. When an effect’s duration is begun, place adice next to that space on the combat clock, just outsideof where the characters leave their indicators. Set thenumber on that die equal to the total rounds that effectwill last. Every time the timing indicator passes thatpoint on the combat clock set the dice one number lower,until the effect disappears.Initiative DamageIf a character takes initiative damage, they are movedback on the combat clock that number of spaces.combat timing summary & exampleThe following example runs through the whole timingconcept and shows how combat might run. To see itwork, it may help to actually draw out the combat wheeland run through the exercise with the text.Three characters enter combat. Jim the fighter, Mike the Mage,and Raxacoricofallapatorius, the slimy green monster (Rax forshort.) Jim has an agility of 10, Mike has an agility of 7, and Raxhas an agility of 5, all of which are listed next to the combat clock.All three have timing indicators on the 12 spot of the combat clock.Jim, with the highest agility, goes fi rst. He swings his broadswordat Rax, which is an average action, and so his timingindicator movesto the 7 space on the combat clock.Next, Mike casts a very fast fi re spell at Rax, so his timing indicatormoves to the 5 spot on the combat clock. Rax, unhappy with thisturn of events, shouts in frustration, a free action, and then turnsand runs away in a speedy fashion, a very slow action, movinghim to 9.From this point, the ‘now’ point of the combat clock ticks around,skipping empty spaces until it arrives at 5, where it is once againMike’s turn. Mike casts another very fast fi re spell, moving to the10 spot on the combat clock.The next indicator around the circle is Jim, at 7, who gives chaseas a very slow action, and at the same time attacks. He catches upfast enough to charge Rax, attacking with his broadsword, the veryslow move was slower, so Jim moves 9 spaces on the combat wheel,coming back around to 4.Rax is next, still running away, but with less hope this time, afterwhich it is Mike’s turn again. Play continues. as such.It’s easy to see the flexibility in strategy and timing thatthis allows, as well as how important action speeds canbe to the ebb and flow of combat.30
- Page 3: What is The Mayhem Game?Mayhem is a
- Page 7 and 8: Chapter oneGetting StartedAlthough
- Page 9 and 10: Character ConceptStep one: Before a
- Page 11 and 12: Vital StatisticsStep Three: There a
- Page 13 and 14: Assigning SkillsStep Four: Most of
- Page 15 and 16: Races, Talents, Abilities & MagicsS
- Page 17 and 18: Chapter TWOBasic GameplayLaid out b
- Page 19: STRENGTH SKILLSWhether maneuvering
- Page 22 and 23: Intelligence SKILLSMastery of the m
- Page 24 and 25: AnimalThe Animal skill includes an
- Page 26 and 27: Charisma SKILLSCharisma is more tha
- Page 28 and 29: Section TwoCOMBAT & EQUIPMENT
- Page 32 and 33: MovementMovement is critical to man
- Page 34 and 35: For example, a character wielding a
- Page 36 and 37: Ranged AttacksRanged Attacks can be
- Page 38 and 39: Damage, Death & DyingThe human body
- Page 40 and 41: Unless they have some ability which
- Page 42 and 43: Environmental HazardsSometimes it d
- Page 44 and 45: ArmorAn adventurer’s gear can be
- Page 47 and 48: WEAPON CHART CONTINUEDWEAPONS STYLE
- Page 49 and 50: Skill KitsA skill kit contains the
- Page 51 and 52: Chapter FiveRaces, Curses & Talents
- Page 53 and 54: Races & Talents chartName Descripti
- Page 55 and 56: AhrlenThe Ahrlen is a winged creatu
- Page 57 and 58: Leeven“Where am I going? I dunno,
- Page 59 and 60: Ra'SharanRa’Sharan AbilitiesType
- Page 61 and 62: Cucacharan“Humans are pink, wiggl
- Page 63 and 64: FiendFIEND AbilitiesType Inhuman at
- Page 65 and 66: BlightedBLIGHTED Abilities COST: 20
- Page 67 and 68: Aeonic”The Guard has stood in the
- Page 69 and 70: Vanir“Deceit is for worms and dem
- Page 71 and 72: Divine Blade“I don’t pretend to
- Page 73 and 74: Artan“Patience, quiet, and crafts
- Page 75 and 76: Naiad“Oh to play among the weaves
- Page 77 and 78: SephretSephret AbilitiesType Inhuma
- Page 79 and 80: WerewolfThe Werewolf’s natural ap
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ChangelingCHANGELING AbilitiesType
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LicheLiche Abilities COST: 20Type I
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GheistGHEIST Abilities COST: 20Type
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VampireVAMPIRE Abilities COST: 20Ty
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Chapter SixAttribute AbilitiesMuscl
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Strength AbilitiesStrength abilitie
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Intelligence AbilitiesThe Intellige
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Endurance AbilitiesWhen the dust of
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Charisma AbilitiesIn civilized soci
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Chapter SevenWeapon TechniquesThe c
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Heavy Axe TechniquesNothing hits ha
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Light Axe TechniquesA hatchet maint
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Bow TechniquesProviding fast and lo
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Crossbow TechniquesThe Crossbow kee
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Dagger TechniquesThe Dagger is a fa
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Scythe TechniquesOriginally a farme
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Spear TechniquesOne of the oldest,
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Heavy Sword TechniquesCombining the
- Page 117 and 118:
Light Sword TechniquesThe Light Swo
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Unarmed and Grapple TechniquesUnarm
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Whip TechniquesThe Whip is a utilit
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Winged CombatThe capacity to move t
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Chapter EIGHTElemental MagicThe Syl
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Other StatisticsSpeed, Range, and D
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ExtinguishHeat FieldPersistent Flar
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Armageddon FlareThird Circle Fire S
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Glacier BurstFirst Circle Ice Spell
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AvalancheThird Circle Ice Spell COS
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CorrodeQuicksandMeteoriteFirst Circ
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Acid Bath IIIThird Circle Earth Spe
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LightningFirst Circle Wind Spell CO
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Cutting Gale IIIThird Circle Wind S
- Page 145 and 146:
PoisonFirst Circle Plant Spell COST
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WoodcraftSecond Circle Plant Spell
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Gravity CrushFirst Circle Void Spel
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Gravity Crush IIIThird Circle Void
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Chapter NINEThe WorldStepping down
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The Six Pillars of CreationSix of t
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The Balance of the WorldThe combina
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SEVEN AGESAges Ascendant Races Even
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Last, there is the matter of perspe
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overly organized cities or civiliza
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The Kingdom of DavirPOPULATION LANG
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The KitkeThe Eastern CIty-StatesThe
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low crime-rates and have nearly era
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The Free People of DenPOPULATION LA
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The Ethean PlainsThe Ethean plains
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The City of Belbe LeldePOPULATION L
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The Demonic RealmsIn the western bo
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heavily, and so are filled with che
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The Sublime HavensThe DIVINE REALMS
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The FAEThe Fae keep their hearts cl
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Chapter TENStorytellingAn old, scar
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There are a variety of ways to do t
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THREE PRIMARY SETTINGSA role-playin
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190APOCALYPSE NOWBetween Demons, Un
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to make them interesting and unique
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Tricks & TipsThere are entire books
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Conversion from the D20 System And
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The transition of skills from one s
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IndexAbility Stacking 89, 99Acrobat
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Character:Race:Campaign:StrengthTot