Post by Stranger on Dec 20, 2014 18:35:37 GMT
Movement
Occupied Squares
You may not move through an occupied neutral or enemy square during combat. You may move freely through allied squares at no extra cost. Knocked down/prone opponents are considered to still occupy their square. A square containing someone who is Helpless does not count as an occupied square and may be moved through freely at no additional cost.
Qualities
Shatter
Shattering weapons are designed to smash through shields, parrying weapons, and armor. Whenever you get two or more degrees on a Fighting test made with a Shattering weapon, you reduce the opponent’s Defensive Bonus or Armor Bonus by the amount indicated by the quality. The Shattering weapon affects weapons with a Defensive Bonus first. Reducing a weapon’s Defensive Bonus or an armor’s Armor Bonus to 0 destroys it. The effects of Shatter apply after the damage of the attack have been calculated.
Actions
Attack - Greater or Lesser Action
It is possible to fire or throw a Marksmanship weapon when engaged by an opponent using a Fighting weapon. However, any Marksmanship test rolled while engaged by someone in melee suffers -1D.
Other Actions
Charge - Greater Action
Throwing caution to the wind, you surge forward to destroy your enemies. Charging allows you to combine Movement with an attack. You can charge any opponent that’s up to twice your Movement away. You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge. At the end of your charge, you may make a standard attack. You take –1D on the attack, but you increase the weapon’s damage by +2 for the round.
You may draw a weapon as part of the move made during a charge, the -1D on all attacks until your next turn for drawing a weapon while moving applies.
Interact - Lesser Action
Manipulating an object includes picking something up from the ground, moving an object, retrieving a stowed possession, drawing a weapon from a scabbard, and so on. It also includes opening doors or windows, pulling levers, and anything else you would move, shove, or pull in the environment. Interact also allows you to mount a horse or climb inside of a vehicle. Some hard-to-reach items, such as a small item at the bottom of a pack, may require more time as determined by the Narrator.
You can draw a weapon while moving, but you take –1D on all attacks until your next turn.
Advanced Actions
Aim - Lesser Action
By lining up your attack, you gain a +1B on all of your Fighting or Marksmanship tests till the end of your turn.
Cautious Attack - Lesser Action
While fighting, you reserve some of your efforts to defend yourself. You may make a standard attack when you take this action with a –1D to increase your Combat Defense by 3 till the start of your next turn. You may not accumulate more than –1D in this way. The -1D applies to all tests you make till the start of your next turn.
Knockdown - Lesser Action
Using brute strength, you send your opponent crashing to the ground. Roll an Athletics test against your foe’s passive Agility result. On a success, your opponent falls prone. If you use this action at the end of a move, you add +2 to your Athletics test result. When you are knocked down, you must spend a Lesser Action to Stand Up, unless you are wearing armor with an Armor Rating of 6 or greater and then it is a Greater Action. Opponents gain +1 Test Die on Fighting tests against you while you are knocked down.
Reckless Attack - Greater Action
Throwing caution to the wind, you hurl yourself at your opponent. You make an attack against your target, subtracting 5 from your Combat Defense to gain +1D on your Fighting test. The benefits and penalties of this action last until the start of your next turn.
Occupied Squares
You may not move through an occupied neutral or enemy square during combat. You may move freely through allied squares at no extra cost. Knocked down/prone opponents are considered to still occupy their square. A square containing someone who is Helpless does not count as an occupied square and may be moved through freely at no additional cost.
Qualities
Shatter
Shattering weapons are designed to smash through shields, parrying weapons, and armor. Whenever you get two or more degrees on a Fighting test made with a Shattering weapon, you reduce the opponent’s Defensive Bonus or Armor Bonus by the amount indicated by the quality. The Shattering weapon affects weapons with a Defensive Bonus first. Reducing a weapon’s Defensive Bonus or an armor’s Armor Bonus to 0 destroys it. The effects of Shatter apply after the damage of the attack have been calculated.
Actions
Attack - Greater or Lesser Action
It is possible to fire or throw a Marksmanship weapon when engaged by an opponent using a Fighting weapon. However, any Marksmanship test rolled while engaged by someone in melee suffers -1D.
Other Actions
Charge - Greater Action
Throwing caution to the wind, you surge forward to destroy your enemies. Charging allows you to combine Movement with an attack. You can charge any opponent that’s up to twice your Movement away. You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge. At the end of your charge, you may make a standard attack. You take –1D on the attack, but you increase the weapon’s damage by +2 for the round.
You may draw a weapon as part of the move made during a charge, the -1D on all attacks until your next turn for drawing a weapon while moving applies.
Interact - Lesser Action
Manipulating an object includes picking something up from the ground, moving an object, retrieving a stowed possession, drawing a weapon from a scabbard, and so on. It also includes opening doors or windows, pulling levers, and anything else you would move, shove, or pull in the environment. Interact also allows you to mount a horse or climb inside of a vehicle. Some hard-to-reach items, such as a small item at the bottom of a pack, may require more time as determined by the Narrator.
You can draw a weapon while moving, but you take –1D on all attacks until your next turn.
Advanced Actions
Aim - Lesser Action
By lining up your attack, you gain a +1B on all of your Fighting or Marksmanship tests till the end of your turn.
Cautious Attack - Lesser Action
While fighting, you reserve some of your efforts to defend yourself. You may make a standard attack when you take this action with a –1D to increase your Combat Defense by 3 till the start of your next turn. You may not accumulate more than –1D in this way. The -1D applies to all tests you make till the start of your next turn.
Knockdown - Lesser Action
Using brute strength, you send your opponent crashing to the ground. Roll an Athletics test against your foe’s passive Agility result. On a success, your opponent falls prone. If you use this action at the end of a move, you add +2 to your Athletics test result. When you are knocked down, you must spend a Lesser Action to Stand Up, unless you are wearing armor with an Armor Rating of 6 or greater and then it is a Greater Action. Opponents gain +1 Test Die on Fighting tests against you while you are knocked down.
Reckless Attack - Greater Action
Throwing caution to the wind, you hurl yourself at your opponent. You make an attack against your target, subtracting 5 from your Combat Defense to gain +1D on your Fighting test. The benefits and penalties of this action last until the start of your next turn.