Combat
Combat is a struggle between opponents, consisting of actions with the intent to wound or subdue in some manner. Combat's immediate actions are governed by specific maneuvers.
Many factors influence the opportunities and outcome, such as position & facing, reach, surprise, range, movement,
environmental conditions, cover, and others.
Combat assumes there is some amount of movement taking place at all times that the combatants automatically compensate for; This is negligible in terms of its impact on actions.
Resilience & Damage
Resilience is a measure of how much wounding can be taken before a target's integrity fails.
Damage from wounds is subtracted from a target's resilience. For living beings, Base Resilience (natural/unadjusted) is equal to their vitality attribute multiplied by
size. Targets may also have toughness, or effects may
temporarily adjust reslience directly or through altering size or vitality.
Damage is applied against any increased resilience first and upon the increase ending,
it does not transfer to the target's base resilience; it simply goes away.
Resilience = (Size x Vitality) + Toughness
Constitution
> A measure of resilience which represents a threshold of endurance against different forms of phsyical ailments,
including malaise from disease. If the CON of someone ever goes to negatives,
this represents a penalty to any cost to resist physical disease or mailaise effect.
CON = (Size Factor x (perm.) Health; min. = Health) + Toughness Level
Damage
Anything that affects a target's physical structure is damage. Most damage take the form of wound trauma. Weapons, mishaps, and powers can inflict additional effects on the target.
Differing levels of trauma is indicative of the depth and degree of strain damage places on the target, reflected in different corresponding rates (hour, day, & week) used for regeneration.
- Fatigue: [Heals Hourly] Depletion of energy or superficial damage; cannot kill, causes unconciousness.
- Normal: [Heals Daily] Physical, structural damage from most effects and weapons; unless noted assume all is real.
- Deep: [Heals Weekly] Damage so intense, it reduces normal recovery processes.
- Permanent: Damage cannot be healed by normal regeneration; reconstitution is required.
Death
> When a target takes more non-fatigue damage than their resilience.
> Survival Challenge <
Damage Effects
Almost any damage source can cause the full range of trauma. Attacks which achieve results beyond trauma damage. They may be accompanied by one (or more)
damage effects - triggered by a power, an item or munition. A damage source will always have a cycle -
how often it applies against the target. Unless noted otherwise, it is instant and is only applied once for each effect/action.
Aggravated
> The target continues to take damage beyond the initial wound. Each cycle the target takes more damage until it is stopped by cauterization, a countering effect, or in most cases a successful medical aid check.
Asphyxiating
> The target is robbed of breathable medium, as in choking or drowning. In absence of any specific effect,
victims lose 10% of their normal resilience as fatigue damage each round until
unconscious. Thereafter, the same value in real damage until death.
Fatigue trauma from asphyxiation heals at twice the normal rate, once breathing starts. In situations
where it will counter effects, victims may hold their breath normally for a number of rounds equal to their Stamina; species factors, effects or activity may alter this.
Concussive Impact
> The target experiences force across their entire body area; there is no wound which can be healed.
If the target takes more than half their resilience in damage this way, they must make an immediate consciousness check. Armor protection is negated completely or reduced by half - if effective at all.
Falling
A victim can perform a controlled fall for up to twice their form portion
in distance and suffer no damage with a successful CRD check - surface conditions and circumstances withstanding.
Falls greater than half the victim's form portion cause 4
points of concussive damage for each distance of form portion (about 1 meter for humans); any distance less is considered fatigue damage.
Debilitation
> The target’s system is crippled and no longer able to handle sudden shocks or changes to its current state.
Only normal healing can progress without risk. Any single change in resilience (positive or negative) greater than the
CON of the target requires an immediate HLT check. Failure indicates that the victim is reduced to 1 resilience.
Further failures for changes turn all damage into deep trauma, and some into permanent.
Force
> The target has concentrated physical pressure applied against them, potentially upsetting their balance and ruining their focus.
Not all effects have force; things such as flame or poison lack the element of force. Unless noted, physical weapons carry force commensurate
with their damage; results vary depending upon the ratio of the force compared to the target's
encumbrance capacity.
Unless multiple attacks can be timed at the same initiative value, only force from a single attack is used to calculate knock back.
Incapacitation
> Target’s critical functioning and mobility is impinged. Each measure of incapacitation
imposes -2 CS to all actions & -1 AM per round from what is normally available/+1 cycle to complete extended.
If possible, effects are resisted by a HLT check, are cumulative and last a full hour.
Jolting
> The target’s wound is considered fatigue damage and has no wound site unless it is > half their normal resilience, unless it drops the target below 1 resilience in which case all below 1 is treated as real damage.
Regardless, it has no direct force component. If the jolt damage is > target’s CON they must make a RCT check for each item held or drop it, and a WPR check or their current action is interrupted.
Malaise (Physical Disease)
> An overall body weakness which compromises energy and health reserves. Each point of malaise
is treated as semi-permanent damage. Malaise cannot begin healing until the cause of disease is alleviated.
Other than "general malaise" (mundane illness/exposure - which heals with rest), diseases often require specific alleviatory measures (in additional to rest) to effect a cure.
> Survival Challenge <
Paralysis
> A target’s motor functions and responses cease operating, they are unable to move but are mentally capable and aware.
It is not necessarily rigidness; only an inability to use the entire body or a portion thereof.
Unless stated, autonomic functions (breathing, circulation, etc.) function normally, otherwise
asphyxiation accompanies it. If paralysis is from the blocking of the nervous system, all
touch sensation disappears as well.
Searing
> The wound is accompanied by an overwhelming burning sensation and the pain receptors go into overload.
The wound itself is automatically deep trauma unless it is <=
CON of the target. The pain from the wound interrupts the current action unless the target
resists with a WPR check and imposes a -1 CS on all Athletics type skills.
Unconsciousness
> A target has had suffered a massive blow to the
head or some function creating overwhelming pain and causing them to make current VIT -4 check or
lose consciousness. Any time a target's resilience falls to zero, unconsciousness is automatic.
Healing and Recovery
Healing restores resilience
through the repair of damage (though will not repair permanent damage unless noted) using specialized knowledge and materials.
Unless explicitly stated, healing restores lesser trauma first and will not heal deep trauma or permanent damage.
Medical skills (such as Medical Aid)
can aid in healing through a wounds check (minor healing),
stabilization (from death and bleeding), and
constant care (prolonged assitance and attention coupled with sustenance and rest).
Other devices, effects, and agents can add more benefits and provide a wide range of healing options,
such as enhancing or mimmicing skill results, improving regeneration rates, converting trauma to a lesser type, etc.
Some skills have peripheral medical capabilities, such as botany, that can assist in healing.
Disease
> Disease is an imbalance in the natural order of a system. It usually applies to a living body, but computers, machines or any such automated process can suffer from some a disease which affects their normal operation.
Disease can impact normal healing processes - both mental (disorientation) and
physical (malaise). Unless noted, both of these will heal naturally:
- General Malaise (from exposure, illness; flu, cold, etc.); The healing rate is CON/week.
- General Disorientation (from chemical sources, head trauma, etc.); The healing rate is SAN/week.
Reconstitution
> Reconstitution is the ability to repair destroyed portions of the anatomy or critical processes, such as an entire organ or limb or in the case of permanent damage.
Regeneration does not reconstitute lost limbs or organs. Most creatures are not able reconstitute,
though where possible, will specify what and how reconstitution covers.
Regeneration
> A natural process of healing where a body repairs itself, measured as a healing rate.
The rate indicates how much resilience is regained per cycle of care based on trauma. Most species have a rate of 1/day, modified by their Health attribute CS adjustment. Negative values act as multipliers at half.
Rest, sanitation, and medicine can adjust this at the GM's discretion.
Rehabilitation
> Rehabilitation removes or counters the impact of incapacitating effects.
Most agents are designed to offset specific sources and/or types of effects and will be noted.
Agents are measured in levels, reducing by that number, or will reference a total maximum levels.
A Medical Aid check can alleviate 1 measure of incapacitation per day.
Damage Prevention
The first way to prevent damage is a countering effect. After such effects, physical barriers may be interposed to absorb the damage. Items designed for this (such as armor & shields) are most effective.
Other methods are to negate it through material or effects which soak or counter the damage, such as
armor, which has 2 properties:
- Protective Value (PV): Effectiveness - How much damage is affected in a single attack.
- Protective Resilience (PR): Durability - How much total damage can be affected before protection is no longer afforded.
- Damage Sink (DS): The damage is prevented through a RS reduction. Failed results are not adjusted to fumbles.
Damage Negation
> the most powerful effects negate damage along with the special effects it may carry with it.
Any damage exceeding the capability of the negation is passed on to the target. Negation removes the the force component from attacks.
Damage Absorption
> Absorption transfers damage from the target to something else – usually in the form of materials worn or interposed between the target and source.
Absorption does not reduce any special effects or force of a physical blow if the item used to protect the target is held or attached to it. Any damage exceeding the capability of the absorption is passed on to the target.
Combat Dynamics
Combat is handled by opponents preparing for, then choosing
offensive and/or defensive type
maneuvers as situation and ability dictate, and where the outcome is non-obvious, a resolution check is made.
Most combat is performed with some form of weaponry (natural physiology of the species +
ranged or melee item) or by some effect tied to a damage source.
Weapons technology will have various aspects
(requirements and adjustments) which can impact combat dynamics and outcomes; in order to maximize the impact of weaponry, users
must be familiar in their use. Unless noted, characters and creatures
are assumed to be familiar with the use of natural weapony in combat.
Position
Elevation limits the approach of one combatant to another.
In melee this evaluates to an attacker at a
position of at least half again the defenders height. This may be from standing on an object, sitting on a mount, lying
prone, etc. It may increase the range of
attack for any ranged weapon.
Combat Position Adjustments
| Position | CS Adj. |
| Attacking from Elevation | +1 CS |
| Attack to Elevation | -1 CS |
| Front Arc | None |
| Defend Side/Flank/Rear Arc | -1/-2/-4 CS |
| Attack to Side/Flank/Rear Arc | +1/+2/+4 CS |
Facing denotes the direction a character is facing in relation to the position of opponents.
It defines their combat arcs and their ability to attack or defend against them. A character may change facing without penalty once during a round; additional changes cost 1 AM.
The four positions around a target: front, side, flank, and rear. The character suffers a penalty on
attempts to attack and defend against opponents outside the front arc.
Surprise
Surprise is
when individuals or groups confronts another in such a way that they are unable to defend
against initial actions targeting them.
Under normal circumstances, these actions automatically get a simple result. Or the attacker may make a check for the result,
with a +4 CS & +1 RS on the outcome.
Normally, a target is allowed a Danger Sense to negate surprise.
- Exposure: Target caught totally unawares & off-guard. Those achieving surprise get one action
before the first combat round.
- Opportunity: Target is aware of danger but circumstances are too chaotic to focus a defense.
Targets get a Danger Sense or INT-4 check to negate the surprise.
Range
Range is the effective distance at which a ranged weapon may be used.
Range categories: Point Blank (PB),
Short (S), Medium (M), Long (L), and Extreme (E). All but short have a CS modifier with it.
Point Blank is always equal to the attacker's form portion,
and each category after short is double the one before it.
Range Distances and Adjustments
| Range | Distance | CS Adj. |
| Point Blank | Attacker's Form Portion |
+2 CS |
| Short | Dictated by Weapon | None |
| Medium | Short x 2 | -2 CS |
| Long | Medium x 2 | -4 CS |
| Extreme | Long x 2 | -8 CS |
Cover
Cover employs terrain & environment features to reduce the exposure of the target. The benefits of cover are negated if the viewer can
discern the real position and covering materials pose no ability to stop the attack or damage. Cover is assumed to be complete - no gaps,
openings, joins or other weaknesses which can be exploited. If so, cover can be bypassed using an
piercing strike. There are 2 different types of cover advantage for a target.
Cover Degrees
| Degree | Level |
| Minor | 1 |
| Moderate | 2 |
| Major | 3 |
| Complete | 4 |
Overlay: Damage associated with any RS degree equal to or less than the cover level is done to the covering material.
Obscurement: The level is doubled and imposes a CS penalty to hit. The
penalty is doubled again for ranged attacks. Examples are darkness (see illumination
for specifics), mist/smoke or hazy conditions like water, heat waves, etc.
Against area affect attacks,
such as an explosion, each level reduces damage by 25% and adds to any avoidance check.
Reach
Reach denotes the furthest point from a body which an effective melee attack can be made. Each rank denotes one quarter of a meter (.25m). All weapons have a reach ratings, and all creatures have a personal reach determined by their species physiology.
Effective Reach = Personal + Weapon
Reach Advantage:
If a combatant has at least double the reach ranks of their opponent and a better initiative value, then their opponent must expose themselves to an snap attack. If reach is closed so that one or more combatants cannot effectively wield their weapon at reach, reach advantages is lost.
Form Scaling
The form scale between
opponents will modify chances of success between them.
It is generally more difficult for a large target to strike a small target and
vice versa. When matching opponents, the difference in the scale acts as a
negative CS penalty to the larger combatant attempting to strike the smaller and
a positive CS bonus to the smaller combatant attempting to strike the larger.
Combat Resolution
Hand held or natural weapons always receive a bonus equal to
the character’s damage modifier.
Damage Modifier (DM) = MUS + Size Factor
Combat Actions
| Action | Skill | AM | Notes |
| Block | Fend | 2 | An opposing action that absorb the damage. Any success is treated as a full success for opposing purposes. |
| Evade | Evade | 2 | |
| Grapple | Grapple | | > Combat Challenge < |
| Melee | Melee | By item | |
| Parry | Fend | 2 | An opposing actionwhich deflects and negates damage. |
| Propel | Propel | By item | |
| Shoot | Shoot | By item | |
| Soak | Soak | o | |
| Touch | Melee | 1 | +4 CS |
Movement in Combat
Movement modifiers are relative. If both parties are moving in the same direction
parallel to each other, the adjustments for a moving target are negated and the
penalties for the moving attacker are halved, round down. If a target is moving
directly towards or away from the attacker, relative position changes little. The
primary change is to range. Under this circumstance, penalties for a moving target
are negated.
Indirect Combat Actions
These actions are preparatory or recovery in nature, and do not directly target an opponent themselves but modify actions that do.
Indirect Combat Action Summary
| Action | Exertion | Modifiers |
| Careful Aim | 1 AM | Prolongued targetting; +1 CS (trivial difficulty gain, per AM, max. of +4) |
| Draw an Item |
1 or 2 AM |
1H (minor exertion for under 60% user's height) or 2H (major exertion) |
| Drop Prone |
1 AM | Decreases exposure to ranged attacks by reducing size to 1/5 normal (for human);
major effective cover (-4 CS). While prone, the target is at an elevation disadvantage to melee attacks. |
| Load & Chamber |
Per item - usually 2 AM | Munitions must be reloaded; For some this is after every attack, others use a reservoir of ammunition that is used before reloading. Some weapons require a separate manual chamber time (e.g. pump shotgun). |
| Rise From Prone |
2 AM | Rising from a prone position takes time and balance.
The elevation
disadvantage remains until rising is complete. |
Targeting
Targeting covers all factors which determine how an effect from range is processed.
Ranged effects manifest in two ways:
- Occurrence: The effect manifests directly on the target, automatically striking it without need to aim or even distinguish details. There is no chance to avoid it, though it may be resisted. Many mystical effects employ this.
- Pathed: The effect has a physical presence and moves from the source to the target, requiring some type of aim or control. It may be avoided and resisted (if allowed).
Aim
Aiming is directing a pathed effect to a location. It requires leveraging both time and ability to generate some measure of accuracy. Effects requiring aim can benefit from careful aim as well. Where not covered by specific parameters, aim is handled by the perception attribute.
Effects which target an area (indirect) require less accuracy than those which directly target an object or individual.
There are many means of enhacing aim.
Free Aim
> Free aim is the most common method of taking aim, involving nothing more than using sensory input and ability with the weapon or mechanism to target.
Homing
> Criteria based (color, material, shape, heat, etc. & combinations) means of acquiring and locking on a target. Homing effects will have a designated level of ability indicating general accuracy and are limited by the acuity and range of the targeting source.
Guiding
> The effect moves with the acquired target once the aimed effect has been loosed – the defender cannot avoid the effect, though the attacker must still aim and succeed. The effect manifestation will attempt to go around physical blockages to reach the intended target. If no path exists, the effect manifestation impacts intervening obstructions.
Indirect/Area Effects
Effects which spread material over an area, such as a shotgun buckshot or
grapeshot, effectively enhance accuracy. Some of these effects manifest effectively at close range, but they diminish quickly over distance. There
are many shapes and sizes that an area effect can cover - specific effects will detail this.
Blast Effect
> Effects which have a blast radius - an area where physically manifested conditions
cause damage - can have one of two effects: contained and diminished. Every effect which
produces a blast has a center of effect. This is the origin of the effect (ground zero),
and the area in which the fuel or source is ignited and densest.
Contained: The total blast area and center of effect are the same - all damage and effects are
distributed evenly in the area. Many mystical effects employ this.
Diminished: The effect scatters itself with force, diminishing over distance - the specific measures of which are set by the effect.
Resistance/avoidance is normal in the primary effect area, but are made at +4 CS in the secondary area.
Crowds (Firing Into)
Random: Targets within reach of each other comprise a crowd. A crowd’s size
is the sum of its Size Scale values. A bonus to strike a crowd is applicable only
to ranged combat or area affect attacks. Damage is distributed randomly amongst
members of the crowd.
Selective: When firing into a crowd, an attacker has the option of trying to hit a particular
target within the crowd rather than firing wildly and hoping they strike their
intended target. This imposes a -4 CS penalty on their attack roll. If the attack
fails it either completely misses everyone, or, at the GM’s discretion, a
check on the Misses and Bounces chart can be used to determine where the attack
went.
Misses and Bounces
For some ranged attacks it is important to track failed results as they
may still have an effect. This is most typically important for ordinance and
area affect attacks, but it can be applied to any ranged attack as the Game
Master sees fit. The relative location of where the attack actually lands is
determined by a check on the Misses and Bounces diagram. The target is
represented by the green T and the attacker by the red X.
The distance the effect or object travels away from the intended target is largely dependent on
it's source. The GM must determine this.