ARRGS – Combat

Combat is a particular type of Scene that is made up of a highly specialised and structured series of Skill checks that simulate the complexities of multiple opponents fighting using a variety of weapons and strategies.

Structure

Combat is just one type of Scene that forms majority of the action packed life of an adventurer. A Combat Scene is further subdivided into a number of rounds. Each round represents a unit of time usually no longer than 6 seconds in duration, during which every character involved in the combat gets the opportunity to perform Actions and react to the Actions of others (via Reactions).

Within a round, a character acts on his Initiative score and may decide what to do with his Actions (usually using 3 Action Points, and as many additional Swift or Immediate Actions as allowed).

The basic structure of combat is as follows

  1. Determine the Initiative order of all combatants in the combat.
  2. Determine if any combatants are surprised. If so a surprise round begins, all combatants not surprised act in Initiative order from highest to lowest.
  3. The surprise round ends, all combatants go through the End of Round.
  4. A new round begins, all combatants act in Initiative order as the GM counts down from the highest Initiative to the lowest.
  5. The round ends, all combatants go through the End of Round.
  6. Repeat stages 4 and 5 until all combatants on one side are prevented from taking action (dead, incapacitated, etc).

Surprise Round

Combatants that are unaware of the possibility of being attacked (because they are not aware of any enemies nearby, or they do not see those about to attack them as enemies), are considered to have the Surprised condition. If an opponent is aware of any enemy then they are ready for an attack and do not have the Surprised condition.

If any combatants have the Surprised condition at the start of the Combat Scene, then a Surprise Round takes place. During the Surprise Round, combatants with the Surprised condition may not perform any actions, all other combatants may use Actions equal to their allotted number of Action Points minus 1 and up to their allotted number of Additional Action Points minus 1 .

A Round

A round is subdivided into an infinite number of slots (as many as required), which correspond to the Initiative scores of each combatant. The GM starts at a number equal to the highest Initiative score of any character in the combat and counts down to 0. Any character with an Initiative score equal to the number the GM is on may take their Character Turn. Those characters with equal Initiative scores act in order of their Agility Score (or the highest result of any dice roll).

A Turn

Every character has a turn during a combat round which is taken in order of his character’s Initiative (compared to the other combatants involved in the combat).

On a character’s turn he may perform a number of Actions until he has used up all his Action Points and a number of additional Actions (used as Swift or Immediate Actions) until he has used up all his Additional Action Points. A character suffers a -2 cumulative Circumstance penalty for each Action Point (or Additional Action Point, in any combination) he uses above a limit of 3.

A character does not need to use up all his Action Points (and especially Additional Action Points) on his turn, and may use them during another character’s turn or delay part of his turn and continue it at a later Initiative slot. He may also leave Action Points and Additional Action Points unused.

Actions and Action Points

Actions represent an activity that take up a number of units of time and activity as determined by the number of Action Points that are required to perform the Action. A character receives 3 Action Points as standard (others may be gained or lost through Options, Magic, Equipment, etc) per turn. 

Whenever a character performs a Manoeuvre as an Action he reduces the number of Action Points he has remaining that turn as indicated by the Manoeuvre being performed. If a character does not have enough Action Points left to perform a Manoeuvre then he may not do so. A character does not have to use up all his Action Points in a turn, they are not carried over to subsequent rounds (unless he uses a Manoeuvre or ability to specifically do so). Reactions do not consume Action Points or Additional Action Points.

A character may use Additional Action Points to perform additional actions. These additional actions are subdivided into two categories; Swift Actions which are used on the characters turn, and Immediate Actions which are used during another characters turn whenever the opportunity presents itself (these are triggered by certain events or by Opportunity). When a character performs a Swift or Immediate Action he reduces the numbers of Additional Action Points he has remaining that round as indicated by the Manoeuvre being performed. If a character does not have enough Additional Action Points left to perform a Manoeuvre then he may not do so. A character does not have to use up all his Additional Action Points in a turn, they are not carried over to subsequent rounds.

Lastly are a group of actions known as Complementary Actions, these are not considered Actions by themselves, they do not reduce Action Points or Additional Action Points, instead they must be performed as part of another Action being performed (if a character cannot perform Actions then they also cannot perform Complementary Actions)

Multiple Actions: Using more than 3 Actions Points or Additional Action Points (in any combination) in a round incurs a cumulative -2 Circumstance Penalty to all subsequent Actions performed. 

Skill Checks

Combat, like any other Scene requires the use of skills to determine the success or failure of an outcome. The primary use of skills in combat is in Attack and Defence, and there are two ways of using a skill; in an Action or Reaction fashion.

Action checks require the character to roll a 1d20 dice and add modifiers to obtain the Check Result, this is then compared to the target DC, and the amount this result is over or under the target DC increases or decreases the Success Value by the same amount. This is most often used for Attack manoeuvres in combat.

If the Check Result of an Action check is sufficiently low so that the Success Value is reduced to 0 or less, then the Action is deemed to have failed.

Reaction checks use a base result of 10 and add modifiers to obtain the Check Result, this is most often used in Defence manoeuvres in combat and determines the target DC of anyone attacking the character.

Skill Check: Check (1d20 or 10) + Skill + Ability Bonus + Inherent modifier, + Augmented modifier, + Assisted modifier, + Magic modifier, + Tech modifier, + Size modifier, + Circumstance modifiers, – Check Penalty.

Action checks are made whenever a character indicates his desire to do something as part of his turn (or during another’s turn if used as an Immediate Action). A character indicating he wishes to attack an opponent requires an Action check. Reaction checks are made in response to actions and checks performed by other combatants or effects involved in the combat.

Attack

An Attack is any action or reaction that attempts to adversely affect an opponent or combatant in some way, it can take the form of a variety of manoeuvres, from a thrusting spear, to a thrown rock, to a spell cast, to a dragon’s breath.

Attacks are split into 3 broad categories; Melee, Ranged, Spell. Each category has its own variation of the Skill check which affects the Ability modifier and the Skill modifier used in the check

A Melee Attack usually uses the Body ability modifier and the Melee Weaponry skill. A Ranged Attack usually uses the Agility ability modifier and the Missile Weapon skill. A Spell Attack usually uses the Intellect or Personality modifier, and the Arcane, Nature, or Religion skill.

The Ability and Skill modifiers associated with each check are subject to change with justification, but ultimately the decision is up to the GM. For example a dragon breathing a cone of fire could be considered a ranged attack or a spell attack and so use the Arcane, Missile Weapon, Nature, or Religion skill, but the strength of the breath is determined by a dragon’s internal power and so could be argued that it’s Body ability modifier should be used as part of the attack.

In order to perform an attack, the character and opponent must be within Line of Sight and Line of Effect, the target of the attack must be within Threat Range of a Melee attack, or within a number of Range Increments of a Missile or Spell Attack. If these conditions are met then the character performs the appropriate Skill check and if that Skill check result is equal to or greater than the target’s Defence check result then the attack succeeds and the target incurs whatever effect the attack imposes (be that a Success Value in damage or a spell effect or other effect).

Defence

A Defence is any type of Action or Reaction that attempts to preserve the combatant from the effects of an Attack or resist its effects. It takes a variety of manoeuvres, such as using armour to deflect a blow, or the body’s natural agility or strength, or the mind’s will to resist an effect.

Defence is split into 3 broad categories; Fortitude, Reflex, Willpower. Each category has its own variation of the skill check as it affects the Ability modifier and the Skill modifier used in the check.

A Fortitude check usually uses the Body modifier and the Athletics skill, a Reflex check usually uses the Agility modifier and the Athletics skill, a Willpower check usually uses the Personality modifier and the Discipline skill. These ability modifiers and the skills used are subject to change with justification, but ultimately the decision is up to the GM. For example a wise character may use his ability to predict an opponent’s attacks to help him dodge the blows, thus allowing him to use his Intellect modifier for a Reflex check.

Defence is most often used as a Reaction in response to the attack of another. In some cases a character may use the Defence manoeuvre as an Action to attempt to further reduce the damage inflicted.

Criticals: Any check that achieves a natural, unmodified roll within the Critical Range of that check may perform another check roll against the same target DC.

The character may add the Success Value again and it is increased or decreased depending upon how much greater or lower the Check Result is than the target DC.

If this second check roll is also a natural unmodified result within the Critical Range then repeat the process again.

Critical Range: The Critical Range of any check is by default a natural 20 on a 1d20 dice roll. This Critical Range can be modified by Options, Magic, and Equipment, for instance many weapons have a greater Critical Range (19-20).

Dying: Any attack that is a critical hit also inflicts the Dying condition upon the target.

Attacks

An attack is a means of targeting an opponent (or an ally) to inflict an effect upon him. No use of any skill is a guaranteed success, no matter how well trained a character is, as a result anytime a character swings a sword, fires a bow, or casts a spell, there is the possibility of failure and a varying degree of success.

As mentioned above in Skill Checks, an Attack is essentially a Skill Check and follows all the same rules for Skill checks but with additional rules specific to Combat Scenes.

The formula for a Skill Check is as follows.

Skill Check: Check (1d20 or 10) + Skill + Ability Bonus + Inherent modifier, + Augmented modifier, + Assisted modifier, + Magic modifier, + Tech modifier, + Size modifier, + Circumstance modifiers, – Check penalty

If the character uses an Action that performs an attack of some sort then he rolls 1d20 and adds the modifiers above. If a character is Reacting to the Action of another character (or the environment if it is a trap for instance) and that Reaction involves a Skill check, then the character uses the base value of 10 and adds the modifiers above.

If being performed as an Action the final Check Result is determined and the result must be compared to target DC (most often a reaction Defence check result). For every point the Attack Check result is higher or lower than the target DC, then increase or decrease the Success Value by the same amount, if the Success Value is reduced to 0 or less then the Action is considered to have failed.

If being performed as a Reaction then the Check Result becomes the target DC that the Action Check Result is to be compared against.

Success Value: Every Skill Action has a Success Value that is applied in the event of that action succeeding. In combat this Success Value is most often an amount of damage inflicted. The higher a Skill Check result, the greater the Success Value (damage) that is applied, and conversely the lower the Skill Check Result the lower the Success Value (damage) with the possibility of no damage being inflicted at all and the attack failing.

Once the Success Value of an attack is determined, this is then reduced by the Damage Resistance of the target according to the type of damage inflicted and the type of Damage Resistance the target possesses. Using Defence as an Action allows a character to increase the Damage Resistance applied to an incoming attack.

Area Attacks

Area Attacks are a special category of attack that may include all other types of attack (Melee, Ranged, Spell), which affects an area larger than a single square.

Area attacks usually occur as a result of a spell being cast which has an Area component, or as a result of a creature of Gargantuan or greater size performing an attack (a creature’s weapons are normally 2 or 3 size categories smaller than the wielder and so a Gargantuan creature’s weapons would affect an area larger than 1 square.

To perform an Area Attack perform the Attack check as normal, but against the value of 10 (the Defence check result of the target square – not the occupant of the square). If successful the attack strikes the target square and other squares in the area of effect, the Attack Check is then compared against the appropriate Defence check of all occupants within those squares.

If the Area Attack misses the target square then it randomly strikes another target square (roll 1d8 to determine the compass point direction, starting at North, and roll 1d4 per Range Increment to determine the number of squares it moves in that direction) and the Area Attack is then resolved as normal (roll Attack check again and compare to Defence checks of all occupants of all squares within the area of effect).

Threat Range

All characters threaten an area around them and when an opponent acts carelessly within that area (provoking Opportunity), then the character may perform an Opportunity Action to exploit that carelessness.

A character has a Threat Range Minimum and Threat Range Maximum attribute which is most often determined by the Size Category of a creature. Any opponent provoking Opportunity between the minimum and maximum Threat Range distance around a character can expect to be attacked by that character (providing the character has Additional Action Points remaining this round).

If a character is wielding a weapon with the Reach attribute or is otherwise under the effects of something that bestows a Reach attribute upon him, then he may use this Reach attribute to artificially increase his Threat Range (both minimum and maximum values are affected by the same amount), by performing the Change Reach manoeuvre (see Actions).

Ranged Attacks

Some attacks can be made at a distance because the weapon can be thrown, or it fires a projectile, or it is a spell or other ability with a Range attribute.

Range Increment: All ranged attacks have a Range Increment, this is the distance at which attacks are most effective. Attacks made outside the Range Increment suffer a cumulative -2 penalty to the Attack Check (applied as the Range modifier) for each multiple of the Range Increment they exceed after the first. So, for example, a weapon with a Range Increment of 3 squares is used to make an attack at a distance of 10 squares. This Attack check suffers a -6 Range modifier, the first 3 squares are within 1 Range Increment and suffer no penalty, squares 4-6 suffer a -2 penalty, squares 7-9 suffer a -4 penalty, and squares 10-12 suffer a -6 penalty.

Vitality and Damage

Vitality

Vitality is an abstract concept that acts as a measure of a character’s physical and mental condition, it is determined at first level using the Vitality value indicated by the Primary Class Feature (in his chosen Primary Class) plus the sum total of all his Ability Scores.

Performing any Action drains 1 vitality from a character (or more if indicated by the Action or any Conditions the character may have) as it consumes a portion of the character’s energy. Being struck by an attack can drain greater portions of vitality from a target as it cuts and bruises a character as well as using up a character’s mental resolve.

A character has two Vitality attributes that initially equal the Vitality score; Current Vitality and Total Vitality. Performing any action will decrease Current Vitality, as will certain actions performed by the character or by those targeting the character (usually attacking them), any form of revitalisation (from Taking a Break, or a Revitalisation spell) will increase the character’s Current Vitality up to a maximum of the Total Vitality (or more as indicated by the spell or effect). If a character’s Current Vitality is reduced to 0 or less it gains the Disabled condition. If a character’s Current Vitality is reduced to a negative amount equal to his negative Total Vitality then he is Dead.

The Dying condition is can be inflicted by certain attacks (most often a critical hit), spells, and effects, this condition drains Vitality every round until removed or the character dies.

Damage

An attack usually has a negative effect upon a character’s Vitality, inflicting “damage” to reduce that Vitality. Damage is an abstract concept that represents a combination of exhaustion, bruising, minor cuts, and morale loss. Experienced characters may have greater Vitality because they are more physically and mentally conditioned to dealing with injury, exhaustion, and stressful situations, and so can last longer in combat.

Vitality does not represent serious physical injury (broken bones, severed limbs, impalement) or mental injury, these are more appropriately represented by conditions that are acquired during combat but which can also adversely affect Vitality.

Damage is determined by the Success Value of an attack as indicated by the weapon (or spell) used for the attack. The Success Value (damage) of an attack is increased or decreased by the same amount that the Attack Check result exceeds or is less than the target DC.

Damage inflicted always has a type (as indicated by the weapon or spell used for the attack); Acid, Bludgeoning, Cold, Electricity, Fire, Force, Negative, Piercing, Positive, Slashing, Sonic, etc. An attack may have more than one type associated with it. Attacks used against creatures with Damage Resistance or Damage Vulnerability to one of the Damage Types, can increase or decrease the amount of damage inflicted by an attack.  

Damage Resistance

A creature may have Damage Resistance to one or more of the Damage Types. Damage Resistance is represented by the formula DR n/xxxx, where n represents the value of the Damage Resistance and xxxx represents the Damage Type the resistance applies to. For example DR 10/Slashing means the creature has Damage Resistance of 10 against the Slashing Damage Type.

When a creature is damaged by a Damage Type to which it has Damage Resistance, the creature reduces the final Success Value (damage) by the value of the Damage Resistance.

If a character possesses multiple Damage Resistance to different Damage Types, and suffers an attack that inflicts damage of those Damage Types, then he applies the highest value Damage Resistance only.

If a character possesses Damage Resistance and Damage Vulnerability to different Damage Types and suffers an attack that inflicts damage of those Damage Types, then the character applies Damage Resistance first to reduce the final Damage Roll result, then he applies Damage Vulnerability to increase the damage inflicted.

Damage Vulnerability

Almost all creatures are vulnerable to one or more types of damage, some creatures (notably Humanoids) are vulnerable to nearly all types of damage.

If a creature has Damage Vulnerability to a particular Damage Type, and damage is inflicted upon it from that Damage Type, then the target creature suffers 150% of the damage inflicted (multiply the final Success Value result by 1.5).

If an attack has multiple Damage Types and one or more of those Damage Types matches the Damage Vulnerability of the target creature, then the Damage Vulnerability is applied only once. If both Damage Resistance and Damage Vulnerability are applicable then apply Damage Resistance to reduce the Success Value first, and then apply Damage Vulnerability after.

Disabled

When a character is reduced to 0 Current Vitality or less, it is assumed that the mental and physical toils of combat have rendered the character incapable and he therefore gains the Disabled condition. A character with the Disabled condition is restricted in his actions and may only use 2 Action Points (including Additional Action Points) per round. 

Every time the character performs an Action he must succeed on a Fortitude Defence check, failure means he loses 1 further Vitality point (in addition to the Vitality points lost for performing an action), loses the Disabled condition, and gains the Dying condition.

Success means he loses the Disabled condition, but only if his Current Vitality is greater than 0 (otherwise he regains the Disabled condition immediately).

Dying [n]

A character with the Dying condition is assumed to have suffered serious injury that will continue to debilitate him until he perishes or is treated. A character with the Dying condition is restricted in his actions and may use only 1 Action Point per round (including Additional Action Points), if the character performs any Action (including any Reaction check) then he must perform an immediate Fortitude Defence check, against a target DC equal to the number of negative Vitality he possesses plus the number of times he possesses the Dying condition. Failure indicates he loses 1 Vitality point per application of the Dying condition. Success means he can reduce this number by 1 for each point he exceeds the target DC.

At each End of Round, the character must perform an immediate Fortitude Defence check, against a target DC equal to the number of negative Vitality he possesses plus the number of times he possesses the Dying condition. Failure indicates he loses 1 Vitality point per application of the Dying condition. Success means he can reduce this number by 1 for each point he exceeds the target DC. If a character succeeds on this Fortitude Defence check related to the Dying condition then he reduces the value in parenthesis of the Dying condition by 1. If a character reduces the number in parenthesis of the Dying condition to 0, he no longer has the Dying condition and instead gains the Disabled condition.

The Dying condition can be acquired multiple times (for example, from being dealt mortal blows via critical hits multiple times), each time the number in parenthesis increases (beginning at 1 when the condition is first acquired), this affects the change in Vitality a character incurs at each End of Round and whenever he performs an Action (a character bleeding from several stab wounds loses more blood when he exerts himself than a character with only one stab wound).

Death

A character dies when it reaches Negative vitality equal to its Total Vitality. When a character dies it may no longer interact with the world unless it is restored to life somehow.

Unconscious

A character with the Unconscious condition is, as the name suggests, unconscious. He may not take any Actions, and all Reflex and Willpower Reaction checks the character is forced to make (as a result of the Actions of others) are considered to have a Check result of 0 and automatically fail.

A character with the Unconscious condition may perform a Fortitude Defence check (the result is rolled normally and not considered an automatic failure) once per hour, against a target DC equal to the number of negative Vitality he possesses plus the number of times he possesses the Dying condition. If successful the character wakes up. A character with the Unconscious condition naturally wakes up after 8 hours. A character with the Fatigued, Exhausted, or Dying condition may not wake up until those conditions are removed. If a character is disturbed by a loud noise or physical interaction then they may immediately perform a Fortitude Defence check to see if they awaken.

Movement

At its most basic, moving a character requires the Movement Manoeuvre or some other manoeuvre that indicates movement by a character, and allows the character to move a number of squares in a chosen Movement Category. For most creatures (except flying animals), the rules for movement do not get more complicated than that, but when technology and vehicles are introduced, movement becomes a tactical and much more complex affair.

Skill Check: Check (1d20 or 10) + Skill + Ability Bonus + Inherent modifier, + Augmented modifier, + Assisted modifier, + Magic modifier, + Tech modifier, + Size modifier, + Circumstance modifiers, – Check penalty

Like most tasks, moving requires a Skill Check to determine if the task was successful or not. However, when a character uses a natural Movement Category (one innate to his form, such as Walking for most humanoid creatures, Flying for avian creatures, etc) then this check can be performed passively (take 10 as the result of the d20 roll and add modifiers to determine success).

Movement Category: Movement can be divided into the following Movement Categories (and their associated Skills used for the Skill Check); Walking (Athletics), Burrowing (Athletics), Flying (Athletics), Swimming (Athletics), Climbing (Athletics), Space (Athletics). If a character is controlling another creature or machine to facilitate its movement, then the Skill Check is always Piloting.

Base Movement Speed: This is the character’s unmodified Movement Speed, and is used to determine Movement Increment.

Movement Speed: Movement Speed is the distance in squares that a character can move using a single Movement Manoeuvre. Each Movement Category for a character has its own Movement Speed. The Movement Speed is taken as the Success Value for a Movement Skill Check, thus the Success Value / Movement Speed can be increased or decreased depending upon the value of the check.

Manoeuvrability: Manoeuvrability represents the agility of a creature when it moves, and in game terms is the number of 90 degree turns a character can perform during a Movement Manoeuvre. Since most creatures have a Manoeuvrability of 10 in their natural Movement Categories, this statistic is ignored and a creature can move and attack in any direction during combat.

If vehicles (and particularly unmanoeuvrable creatures) are used during combat then Manoeuvrability becomes important as almost all vehicles have a lower Manoeuvrability than 10 and so can only move in certain movement patterns (with a limited number of 90 degree turns), in these circumstances it is necessary to keep track of the direction a vehicle is facing to determine the direction of it’s attacks. If a creature/vehicle has a negative Manoeuvrability then it represents how many turns must elapse before that creature/vehicle can perform a single 90 degree turn (for example, -2 Manoeuvrability means a single 90 degree turn can only be performed every 2 turns).

The Manoeuvrability of a creature is reduced by the current Movement Increment value, so the faster a vehicle is moving the less it can turn. This usually does not affect creatures (who have a Manoeuvrability of 10 and so can still turn in any direction they wish even if they run several Movement Increments faster than normal).

Movement Increment: This value represents the speed category a character is moving and is measured as multiples of a creature’s base Movement Speed. A creature or vehicle may move faster than the normal walking speed (because of various Options or a particularly good Movement Manoeuvre Skill Check, or using several Movement Manoeuvres), but for every Movement Increment after the first the character suffers a cumulative -2 Circumstance penalty to all checks (moving faster makes it more difficult to perform other activities). This penalty also applies to any other character attempting to perform a check against the target (it is harder to target or even interact with a creature moving at speed).

A Movement Increment is defined his current total squares moved as a multiple of the character’s Base Movement Speed. For example if a character has a Base Movement Speed of 5, and moves 16 squares in his current round he has moved 4 Movement Increments this round and suffers a -6 Circumstance penalty. He suffers no penalty for moving 0-5 squares, a -2 Circumstance penalty for moving 6-10 squares, a -4 Circumstance penalty for moving 11-15 squares, and a -6 penalty for moving 16-20 squares.

There are dangers in massive bursts of acceleration and deceleration that are not immediately evident for normal creatures but become more obvious when vehicles and technology are involved. If a creature or vehicle (or creature’s within a vehicle) change Movement Increment by 3 or more in a single round then they suffer a loss in Vitality (in the form of Force damage) equal to the Movement Speed multiplied by their Movement Increment. This scenario most often occurs when a creature or vehicle moving very fast suddenly hits a solid object and stops moving, but could also occur due to a failure in a Movement Manoeuvre check or Piloting check. If the creature or vehicle hits a solid object then both objects would suffer the loss in Vitality (if both were moving towards each other then both take a combined loss in Vitality equal to the combined Movement Speed of both multiplied by the combined Movement Increment of both).

In certain circumstances the GM may rule that the Circumstance Penalty can be applied as a bonus to certain checks such as when the character gets a run up to perform a Jump, or when a character charges towards a character to attack an opponent.

Difficult Terrain [n]: Difficult Terrain is a square a character can move into, but that movement is inhibited somewhat by obstacles such as; broken ground, heavy undergrowth, steep inclines, obstacles (chairs, tables, unconscious characters).

Difficult Terrain applies a Circumstance penalty to Movement Manoeuvre checks to any characters moving into or through the square, equal to the [n] value in parenthesis. A character may always move at least one square, even if he only has a Movement Speed of 1 and that square is Difficult Terrain. Difficult Terrain may be ignored if the character is using a Movement Category (such as Flying) that allows him to bypass the feature making the terrain difficult.

Impassable Terrain: Impassable Terrain is, as the name suggests, impassable. Characters cannot move into the square or pass through it. Impassable Terrain does not apply to all Movement Categories, and so a character may still be able to move into or through the terrain if he can bypass the feature that makes the terrain impassable (at GM’s discretion).

Combat Actions

Actions are a broad category of different activities a character may perform during a Combat Scene; Standard Actions, Complementary Actions, Swift Actions, Immediate Actions.

Each Action category represents a varying amount of time and energy expenditure, and each category has a number of different Manoeuvres that can be performed to achieve a specific outcome.

A character begins a turn with 3 Actions Points that can be used for any combination of Standard Actions desired, and a number of Swift or Immediate Actions (as determined by the Additional Action Points attribute of the character). A character may perform any Standard Action as a Swift Action, in which case it costs Additional Action Points as indicated instead of Actions Points. Reactions do not consume Action Points or Additional Action Points.

Using any Action (except for a Complementary Action which is not really an action by itself), reduces Current Vitality by 1 point. Using more than 3 Actions Points or Additional Action Points (in any combination) in a round incurs a cumulative -2 Circumstance penalty against all subsequent checks used that round. Reactions do not incur a loss of Vitality.

Complementary Actions

A Complementary Action is not an action by itself, and does not represent anything significant being performed that could affect the outcome of combat. As a result it does not use any Action Points on its own and instead is performed as part of another Action. For instance, you can perform a Complementary Action as part of the Movement Manoeuvre, and as part of an Attack Manoeuvre to attack with your sword. You may also perform a Complementary Action as part of a Swift or Immediate Action if so desired. If you do not wish to take any Actions (i.e. stand still and do nothing) but still wish to perform Complementary Actions, you are not prevented from using your other Actions to do nothing and perform a Complementary Action as part of that.

Complementary Actions include tasks such as dropping an item, dropping to the floor, speaking (within reason, a lengthy diatribe or commentary is not included), drawing a weapon, etc. You may perform as many Complementary Actions as other Actions you perform in a round.

Opportunity Actions: Performing a Complementary Action does not provoke an Opportunity Action by itself because it does not constitute an action in isolation, however, the Action it is performed as part of may provoke Opportunity Actions.

Standard Actions

Most Standard Actions require a Skill Check and provoke Opportunity Actions.

Aid Another Manoeuvre

This manoeuvre allows the character to assist another combatant in some other form of activity. The character performs the same Skill Check to be assisted (with Personality modifier in place of the usual Ability modifier), if the check result is equal to or greater than the target DC then the character grants an Assisted modifier (equal to the Success Value) to one adjacent, nominated allied combatant (in some circumstances the Aid Another Manoeuvre can be used to aid non-adjacent combatants, in which case the aid involves providing advice and instruction).

The Success Value starts at 1 and increases by 1 for every point the Check result exceeds the target DC. It is likewise reduced by 1 for every point the Check result is lower than the target DC.

The Assisted modifier is granted to the next Skill Check (of the same type as the one performed by the Character) of the adjacent, nominated combatant until the End of Round.

Action Points: 1

Check: Desired Skill to assist

DC: 10 + Difficulty of Scene

Success Value: Assisted modifier of 1

Opportunity Actions: Yes

Attack Manoeuvre

This manoeuvre allows the character to affect another character in some way (not necessarily; as the name implies, to physically hit them although in many cases that is correct). The character must first decide whether to perform a Melee, Ranged, or Spell Attack, the target of the attack must be within Threat Range or the Maximum Range Increment (of the weapon/spell/ability they are using), and meet all other requirements to perform the attack.

Spell Attacks are special in that each spell has a base difficulty to cast successfully (equal to 10 + spell level). If the Check result is lower than this base difficulty then the spell fails and there is no effect. Characters who do not wish to resist the effects of a spell (because it is a beneficial spell cast by an ally) can be said to have a Defence check result of 0, in these cases the spellcaster need only beat the base difficulty to cast the spell successfully (see Magic section for details on casting spells).

The character performs the Check associated with the chosen type of attack and compares the Check result to the target DC. Increase or decrease the Success Value (most often in the form of damage inflicted) by 1 for every point the Check result exceeds or is lower than the target DC. If a target offers no defence (for example an ally submitting to a spell cast upon him) then the target DC is considered 0 and cannot fail unless the Check result is a natural 1 (which is always a fail), or in the case of casting a spell, is less than the base difficulty needed to successfully cast the spell.

Action Points: 2

Check: Attack

DC: Defence

Success Value: Base Dmg of weapon. For spells the Success Value is determined by the spell

Opportunity Actions: Performing a Melee Attack Manoeuvre does not provoke Opportunity Actions (unless the attacker is unarmed). Performing a Ranged Attack Manoeuvre provokes Opportunity Actions. Performing a Spell Attack Manoeuvre provokes Opportunity Actions.

Change Reach Manoeuvre

This manoeuvre allows the character to increase or decrease his Minimum Threat Range and Maximum Threat Range attribute. Any change to Minimum and Maximum Threat Range remains until the end of combat or until the Change Reach Manoeuvre is performed again.

Performing the Change Reach Manoeuvre requires a Melee Weaponry Skill Check against a target DC of 10. The initial Success Value of 1 determines how much the character may modify his Threat Range by, increase the Success Value by 1 for each point the Check result exceeds the target DC.

Action Points: 1

Check: Melee Weaponry

DC: 10

Success Value: 1

Opportunity Actions: Yes

Charge Manoeuvre

This manoeuvre allows the character to move as per the Movement Manoeuvre, and perform a melee attack (as per the Attack Manoeuvre) at the end of the movement against an opponent within your Threat Range. You must have line of sight to your target at the start of the manoeuvre, and move in a straight line at least 2 squares.

If a character meets all the requirements above then he gains a +2 Circumstance modifier to the Attack Check made as part of the Charge Manoeuvre, but suffers a -2 Circumstance penalty to all Reflex Defence Checks until the End of Round.

Action Points: 2

Check: Attack

DC: Defence

Success Value: Base Dmg of weapon

Opportunity Actions: Performing the Charge Manoeuvre provokes Opportunity Actions as normal for moving as per the Movement Manoeuvre, and for the type of attack performed as per the Attack Manoeuvre (a melee attack only provokes Opportunity Actions if the character is unarmed).

Control Spell Manoeuvre

This manoeuvre allows the character to control a spell as determined by the detail of the spell. These spells usually involve summoned creatures or persistent effects.

In order to control a spell using this manoeuvre you must have line of sight to the spell effect (the summoned creature or effect created by the spell) and must be the controller of the spell. You begin as the controller of any spell you cast. If the spell has another controller, you must first usurp control of that spell using the Counterspell Manoeuvre before you can control it using the Control Spell Manoeuvre.

If a spell has a duration of Concentration, then the spell effect persists only if the controller uses the Control Spell Manoeuvre to control it, ending as soon as the next End of Round is reached and no Control Spell Manoeuvre has been used in that round to control the spell.

The character must perform a Spell Attack check against a target DC equal to the base difficulty of the spell to be controlled (10 + spell level). If the Check Result is equal to or exceeds the target DC then the manoeuvre is successful. If the Check Result is less than the target DC then the manoeuvre fails.

Action Points: 1

Check: Spell Attack

DC: 10 + spell level

Success Value: None, either the check is successful or it is not.

Opportunity Actions: Yes

Counterspell Manoeuvre

This manoeuvre allows a character to end or seize control of a spell being cast or controlled by another combatant. This manoeuvre does not cast a spell but uses the energy required to power a spell to cancel or seize control of another spell.

The character must be able to act while the spell to be countered is in effect, or be able to act while the spell is being cast (usually only possible if Counterspell is used as an Immediate Action or if the Ready Manoeuvre is used). The character must be within Close range of the opponent casting the spell (or the spell in effect), or be the target of the spell being cast (spells with a Target of Area do not target individuals).

The character must select a spell he possesses of the same school as the one being cast by an opponent, and be of equal spell level or higher than the opponent’s spell, and the character must have a spell slot ready to use containing this spell.

The character performs a Spell Attack check against the opponent caster’s reaction Spell Attack Check. If the Check Result is equal to or exceeds the target DC then the Counterspell Manoeuvre is successful. If the Check Result is less than the target DC the the Counterspell Manoeuvre fails.

If the check succeeds, the spell being cast (or in effect) is cancelled immediately in a harmless puff of smoke, or if the spell is already in effect (i.e does not have a duration of Instant) the character is now in Control of the spell and may take other actions to redirect it using the Control Spell Manoeuvre. If the check fails, the spell is cast as normal or continues to take effect as normal as desired by it’s original caster. Whether the Counterspell Manoeuvre is successful or not the character expends a spell (of same school and equal or higher spell level) and may not later use the spell or the spell slot used to store it (until a Rest has occurred and the spell slot replenished).

Action Points: 2

Check: Spell Attack

DC: Spell Attack

Success Value: None, either the check is successful or it is not.

Opportunity Actions: Yes

Defence Manoeuvre

The Defence Manoeuvre is subdivided into 3 categories; Fortitude, Reflex, Willpower.

This manoeuvre allows the character to steel himself for some incoming attack in an attempt to ward off it’s effects. This manoeuvre usually counts as a dodge against an incoming physical attack that the character is aware of and has prepared for, but it could equally be the mental or physical preparation for an incoming effect (such as a fear spell or a poison). Usually it is only possible to use this manoeuvre as an immediate action during an enemy’s turn as it requires a successful attack to be performed against or to resist its effects, thus it could be performed in conjunction with the Ready Manoeuvre or as part of an Immediate Action.

When the character is subject to a successful Attack Manoeuvre, he may perform a Defence Check (using Fortitude, Reflex, Willpower, or whichever is appropriate to the attack in question) against the attacking combatant’s Attack Check result as the target DC. For each point the Defence Check result exceeds the target DC, reduce the attacker’s Success Value (damage or whatever numeric value is appropriate) by 1 point until it reaches 0 (at which point the attack can be said to have failed).

If the attack does not inflict damage or a numeric value (instead inflicting a condition or some other binary effect) then the Defence causes the Attack to fail if the Defence Check result exceeds the Attack Check result.

The Defence Manoeuvre encompasses a wide variety of activities that can be influenced by many different skills depending upon the circumstances. A character attempting to resist an effect or attack by dodging or using natural agility to evade would use the Athletics skill with the Acrobatics Expertise. A character attempting to resist an effect or attack that debilitates the body and can be inhibited by natural strength and Fortitude would use the Athletics skill. A character attempting to resist an effect or attack that debilitates the mind and can be inhibited by willpower and strength of mind would use the Discipline skill.

Action Points: 2

Check: Defence

DC: Attack

Success Value: This check reduces the Success Value of the incoming attack

Opportunity Actions: No

Disarm Manoeuvre

This manoeuvre allows the character to replace the effects of a melee Attack Manoeuvre that would normally deal damage, and instead force the opponent to drop an item he is carrying (usually a weapon or shield).

The character must perform an Attack Check against a target DC equal to the target’s Reflex Defence as normal. Increase or decrease the Success Value by the amount that the Check Result is greater or less than the target DC. The Success Value is the number of squares the item may be moved away from the target (up to a maximum of 5 squares).

The character must choose an item that is visible, and not hidden within another item (like a backpack, although he can remove the backpack itself). This manoeuvre may not be used with Area Attacks, and may only be used with an attack that deals damage to a single, targeted individual.

Action Points: 2

Check: Attack

DC: Defence

Success Value: 1

Opportunity Actions: Yes

Dismiss Spell Manoeuvre

This manoeuvre allows the character to dismiss (end) any spell that is still in effect that the character has previously cast. The character must be in control of a spell in order to dismiss it (i.e. another character has not yet seized control of the spell – see ARRGS – Magic). If another character is in control of the spell, you must first usurp control of that spell using the Counterspell Manoeuvre. If a spell is dismissed it ends immediately unless noted otherwise.

The character must roll a Spell Attack check with a target DC equal to 10 + spell level. If the Check result exceeds the target DC then the spell effect is ended immediately.

Action Points: 1

Check: Arcana, Religion, Nature

DC: 10 + Spell level

Success Value: None, either the check is successful or it is not.

Opportunity Actions: No

Miscellaneous Manoeuvre

This manoeuvre allows the character to perform an unspecified interaction with an object or the environment. It includes actions such as picking up an object, dropping to the floor, drawing a weapon, strapping a shield to your forearm, opening a door, shoving a crate, sliding down a bannister, swinging from a chandelier. Some of these interactions may require a Skill Check (as determined by the GM) in order for the interaction to be successful, but otherwise the action is considered an automatic success.

Action Points: 1

Check: Determined by the GM

DC: Determined by GM

Success Value: Determined by the GM

Opportunity Actions: Most Miscellaneous Manoeuvres do not provoke Opportunity Actions unless the interaction requires a Skill Check to determine success.

Mount Manoeuvre

This manoeuvre allows the character to mount or dismount a creature that is one Size Category larger than himself (larger creatures may require scaling/climbing first in order to perform this manoeuvre and as such will require an appropriate Skill Check and possibly a Movement Manoeuvre to move up the creature. This manoeuvre is also used to begin piloting a vehicle.

The character must perform a Ride Skill Check against a target DC equal to 10 + the Personality modifier of the mount. If the Check result is equal to or exceeds the target DC then the character may mount the creature without issue.

Action Points: 2

Check: Ride

DC: 10 + Personality modifier

Success Value: None, either the check is successful or it is not.

Opportunity Actions: Yes

Movement Manoeuvre

This manoeuvre allows the character to move up to his Movement Speed (multiplied by his current Acceleration Rate) in a chosen Movement Category that he possesses and can use. The character may move through any square that is not impassable and must end his movement in a square that is unoccupied or contains a creature 3 Size Categories or more difference in size.

Performing a Movement Manoeuvre requires an Athletics Skill Check to determine success although this Skill Check is most often resolved passively when using a character’s Natural Movement category against a target DC of 10 (see the Athletics Skill for effects that may alter the DC). For each point the Check result exceeds or is lower than the target DC, then increase or decrease the final movement value in squares by the same amount.

Action Points: 1

Check: Athletics

DC: 10 (see Athletics Skill)

Success Value: 5

Opportunity Actions: Performing the Movement Manoeuvre provokes Opportunity Actions whenever a character leaves or enters another square.

Ready Manoeuvre

This manoeuvre allows the character to save up his Action Points, to be used at a later time essentially swapping his Action Points for Additional Action Points. Normally Immediate Actions require a trigger to be used (usually when an Opportunity is provoked), but in this instance the character may decide upon his own trigger (such as if a certain opponent begins casting a spell, or if an opponent uses the Charge Manoeuvre)

Using the Ready Manoeuvre does not alter a character’s Initiative Slot in any way, it merely allows the character to swap his Action Points for Additional Action Points and use them when he desires. A character may swap as many Action Points as he possesses to use as Additional Action Points. These Additional Action Points last until the End of Round.

The Ready Manoeuvre does not require a Skill Check.

Action Points: As many as desired

Check: N/A

DC: N/A

Success Value: N/A

Opportunity Actions: Performing the Ready Manoeuvre does not provoke Opportunity Actions by itself, although the manoeuvre performed as an Immediate Action as a result of the Ready Manoeuvre might provoke Opportunity Actions.

Reload Manoeuvre

This manoeuvre allows the character to reload a crossbow, sling, firearm, or other weapon that requires a semi-complex procedure to make it ready for use again (as indicated by the weapon). This reload manoeuvre allows for one single item of ammo to be reloaded (a bolt, and arrow, a bullet, or a magazine) as required by the item in question.

The character must perform a Missile Weaponry check against a target DC of 10 (or as indicated by the weapon). If the weaponry allows or requires multiple ammo to be reloaded at once then for each point the Check result exceeds the target DC the character may reload an additional ammo item.

Action Points: 1 (or more as indicated by the weapon)

Check: Missile Weaponry

DC: 10 (or as indicated by the weapon)

Opportunity Actions: Yes

Repeated Attack Manoeuvre

The Repeated Attack Manoeuvre allows the character to perform multiple attacks with a single weapon against a single target. The character may perform up to 5 attacks using this manoeuvre and makes multiple Attack Checks against the target’s Defence as normal for an Attack Manoeuvre. Each attack after the first incurs a cumulative -2 Circumstance penalty and this penalty applies to all further checks made until the End of Round.

A character may not perform any other manoeuvre with an Action Point cost during a Repeated Attack Manoeuvre, so any weapon that requires the Reload Manoeuvre to be performed cannot be used unless it costs no action points to reload. Spells can be used as part of this manoeuvre, but the caster must have memorised the spell as many times as he wishes to cast it. The character loses Vitality as normal for each attack made (1 point per attack or 1 point per spell level).

Action Points: 3

Check: Attack

DC: Defence

Success Value: As per the weapon or spell

Opportunity Actions: Opportunities are incurred as normal for the attacks involved and are incurred for each applicable attack. Performing a Melee Attack Manoeuvre does not provoke Opportunity Actions (unless the attacker is unarmed). Performing a Ranged Attack Manoeuvre provokes Opportunity Actions. Performing a Spell Attack Manoeuvre provokes Opportunity Actions.

Reposition Manoeuvre

The Reposition Manoeuvre allows the character to replace the effects (usually damage) of a melee Attack Manoeuvre (made as part of an Attack Manoeuvre, or Charge Manoeuvre), and instead move an opponent 1 square in a direction of his choosing.

The character must perform a melee Attack Check against an opponent’s Reflex Defence Check as normal. The Success Value of this manoeuvre is equal to the number of squares the target may be moved. Increase or decrease the Success Value by the amount the Check Result is greater or less than the target DC.

You may move your target in a straight line in any direction of your choice. If this Manoeuvre is used as part of the Charge Manoeuvre, then the opponent must be moved in the direction of the charge. You may not move your opponent through impassable terrain or solid objects. If the opponent is moved into a square occupied by another solid object (or creature of one size category less or greater), then both suffer a loss of Vitality equal to 1 point per square moved due to the Reposition Manoeuvre.

You may not perform the Reposition Manoeuvre against a creature 2 size categories or more larger than yourself.

Action Points: 2

Check: Attack

DC: Defence

Success Value: 1 square

Opportunity Actions: Performing the Reposition Manoeuvre provokes Opportunity Actions. The creature being moved as a result of this manoeuvre provokes Opportunity Actions as normal for leaving and entering squares.

Sidestep Manoeuvre

This manoeuvre allows the character to move 1 square (and only 1 square), ignoring all penalties to Movement Speed, but not conditions that prevent all movement (such as the Immobile or Helpless conditions).

Action Points1

Check: N/A

DC: N/A

Success Value: N/A

Opportunity Actions: No

Standup Manoeuvre

This manoeuvre allows the character to stand up, thereby removing the Prone condition.

Action Points: 1

Check: N/A

DC: N/A

Success Value: N/A

Opportunity Actions: Yes

Sunder Manoeuvre

This manoeuvre allows the character to replace the effects of an Attack Manoeuvre that would normally deal damage (Melee, Ranged, Spell), and instead deal that damage to an item the target is wearing.

The character must perform an Attack Check against the target’s Defence Check. The character performs the Skill Check associated with the chosen type of attack and compares the Check result to the target DC. Increase or decrease the Success Value (most often in the form of damage inflicted) by 1 for every point the Check result exceeds or is lower than the target DC. This damage is dealt not to the target but to a single item carried or worn by the target.

The character must choose an item that is visible, and not hidden within another item (like a backpack, although he can deal damage to the backpack). This manoeuvre may not be used with Area Attacks, and may only be used with an attack that deals damage to a single, targeted individual.

Items that suffer 50% damage gain the Broken condition. Items that suffer 100% damage are destroyed.

Action Points: 2

Check: Attack

DC: Defence

Success Value: As the weapon or spell

Opportunity Actions: Yes

Trip

This manoeuvre allows the character to replace the effects of a melee Attack Manoeuvre that would normally deal damage , and instead trip the opponent, causing them to gain the Prone condition.

The character must perform an Attack Check against the target’s Reflex Defence Check as normal. If the Attack Check result is greater than or equal to the target DC, then the opponent is knocked to the floor and gains the Prone condition.

An opponent receives a +1 Circumstance modifier to his Defence Check for each additional leg it possesses above 2. Certain weapons grant the attacker a Circumstance bonus to Checks made to perform the Trip Manoeuvre.

Action Points: 2

Check: Attack

DC: Defence

Success Value: None, either the check is successful or it is not.

Opportunity Actions: Yes

Withdraw Manoeuvre

This manoeuvre allows the character to move up to his Movement Speed away from the nearest enemy (or largest group of enemies). as per the Movement Manoeuvre This does not provoke any Opportunity Actions for the movement.

Action Points: 2

Check: N/A

DC: N/A

Success Value:  N/A

Opportunity Actions: Performing the Withdraw manoeuvre does not provoke Opportunity Actions at any point during the movement (even if he enters or leaves a square in another combatant’s Threat Range.

Swift Actions

Swift Actions represent an increased expenditure of effort and energy, performed within a shorter span of time than a Standard Action. A Swift Action can be performed at any point within a character’s turn (not during another character’s turn – that requires an Immediate Action).

A Swift Action may only be performed if the character has Additional Action Points left remaining, and reduces the number of Additional Action Points by the amount the Manoeuvre indicates. Using a Swift Action may incur a cumulative -2 Circumstance penalty to all subsequent checks if the character has exceeded the use of 3 Action Points or Additional Action Points in a round.

A character may perform any manoeuvre from the list of Standard Actions, plus any additional Swift Action manoeuvres he possesses as a result of his Class or Universal Options, or spells affecting him, or any items that he has equipped.

Immediate Actions

Immediate Actions represent an even greater expenditure of effort and energy than Swift Actions. An Immediate Action can be performed at any point within a round, even during another character’s (ally or enemy) turn. In order to use an Immediate Action, first a trigger must be met (usually when Opportunity is provoked, but can also be defined by the Manoeuvre to be performed).

A character need simply announce his intention to perform an Immediate Action when the trigger is met, the most common use for performing an Immediate Action is when an opponent provokes an Opportunity Action.

An Immediate Action may only be performed if the character has any Additional Action Points left, and reduces the number of Additional Actions by the amount indicated on the Manoeuvre. Performing an Immediate Action causes the loss of 1 point of Current Vitality and may incur a cumulative -2 Circumstance penalty to all subsequent checks if the character has used more than 3 Action Points or Additional Action Points (in any combination) that round

A character may only perform manoeuvres from the list below, plus any additional Immediate Action manoeuvres he possesses as a result of his Class or Universal Options, or spells affecting him, or any items that he has equipped.

The Ready Manoeuvre allows a character to perform any defined Standard Action as an Immediate Action (and allows him to convert Action Points to Additional Action Points in order to do so) whenever his predefined trigger (chosen at the point of performing the Ready Manoeuvre) is met.

Opportunity Manoeuvre

The Opportunity Manoeuvre may only be performed when an opponent provokes an Opportunity. Opportunity manoeuvres are an attempt to interrupt the opponent’s action. An Opportunity Manoeuvre is performed as an Immediate Action and uses up Additional Action Points as a result. It may also incur a cumulative -2 Circumstance penalty on all subsequent checks if more than 3 Action Points or Additional Action Points (in any combination) have been used this round.

A character may perform any manoeuvre from the list of Standard Action manoeuvres that can target and affect the opponent provoking the Opportunity. The manoeuvre chosen must be within range of the opponent (choosing a melee Attack Manoeuvre to interrupt an opponent 5 squares away is not possible unless the target is within your current Threat Range), and the manoeuvre to be used must not provoke Opportunity Actions itself.

If the Opportunity Manoeuvre performed prevents the target from performing the manoeuvre that provoked the Opportunity Action originally (by inflicting the Unconscious or Stunned condition or killing him outright), then the original Action that provoked the Opportunity is wasted (i.e. it is used up, but without effect).

When the Opportunity Manoeuvre is finished, the flow of play returns to the character that originally provoked the Opportunity Action and he may continue the rest of his turn as normal (if he is able). If his original Action was successfully interrupted then he is considered to have expended the Action Points used for that manoeuvre but performed nothing with it, he may continue to use other Actions Points if available.

Conditions

Disabled: When a character is reduced to 0 Current Vitality or less, it is assumed that the mental and physical toils of combat have rendered the character incapable and he therefore gains the Disabled condition. A character with the Disabled condition is restricted in his actions and may only use 2 Action Points (including Additional Action Points) per round. 

Every time the character performs an Action he must succeed on a Fortitude Defence check, failure means he loses 1 further Vitality point (in addition to the Vitality points lost for performing an action), loses the Disabled condition, and gains the Dying condition.

Success means he loses the Disabled condition, but only if his Current Vitality is greater than 0 (otherwise he regains the Disabled condition immediately).

Dying [n]: A character with the Dying condition is assumed to have suffered serious injury that will continue to debilitate him until he perishes or is treated. A character with the Dying condition is restricted in his actions and may use only 1 Action Point per round (including Additional Action Points), if the character performs any Action (including any Reaction check) then he must perform an immediate Fortitude Defence check, against a target DC equal to the number of negative Vitality he possesses plus the number of times he possesses the Dying condition. Failure indicates he loses 1 Vitality point per application of the Dying condition. Success means he can reduce this number by 1 for each point he exceeds the target DC.

At each End of Round, the character must perform an immediate Fortitude Defence check, against a target DC equal to the number of negative Vitality he possesses plus the number of times he possesses the Dying condition. Failure indicates he loses 1 Vitality point per application of the Dying condition. Success means he can reduce this number by 1 for each point he exceeds the target DC. If a character succeeds on this Fortitude Defence check related to the Dying condition then he reduces the value in parenthesis of the Dying condition by 1. If a character reduces the number in parenthesis of the Dying condition to 0, he no longer has the Dying condition and instead gains the Disabled condition.

Staggered [n]: A character with the Staggered condition reduces the number of Additional Action Points and Action Points by the number indicated in parenthesis. Reduce Additional Action Points first then Action Points. Once a character reaches 0 Action Points they drop all items held in the hands and may do nothing during their turn.

At each End of Round the character may perform an immediate Fortitude Defence check against a DC of 15 + the number indicated in parenthesis of the Staggered condition. Success means he can reduce the number of applications of the Staggered condition by 1. Failure means the condition persists unchanged. 

Appendix

Ability Modifier: An Ability modifier is the total modifier of a character’s ability score.

Assisted Modifier: An Assisted modifier is always a bonus provided by someone or something other than the Action or Reaction being performed. For example being proficient in skills can provide an Assisted bonus in other Skill checks. Actions performed by other characters in combat can assist others and provide an Assisted bonus. Certain items can also provide an Assisted bonus when used.

Augmented Modifier: The Augmented modifier in combat can be determined by a variety of things, usually as a result of Template Options or augmentations that increase a character’s performance in specific circumstances, most often however, the Augmented modifier is provided by magic items or tech items used or worn by the character.

Check Penalty: A Check Penalty is a penalty applied to all checks (Action and Reaction), usually as a result of characters wearing armour, which exhausts the body and mind and thus affects all checks (Skill, Attack, Defence, etc).

Difficult Terrain [n]: Difficult Terrain applies a penalty to the Movement Speed to any character moving into that square, equal to the value [n] in parenthesis.

Inherent Modifier: An Inherent modifier is usually applied as a result of Options that increase the natural capability of a character. Class and Universal Options usually provide Inherent modifiers to checks.

Magic Modifier: The Magic modifier is provided by magic spells cast upon the character during combat.

Circumstance Modifiers: There are other modifiers that can be applied to checks during combat, however these types of modifier are not applicable in all situations.

Range Modifier: Attacks performed at range have a Range Increment; a number of squares distance outside of which it becomes more difficult to attack. For every Range Increment of distance (in squares) beyond the first, the character suffers a cumulative -2 Circumstance penalty to the Attack check.

Size Modifier: Size modifiers are applied due to very large or very small sizes of creatures which makes certain actions more or less difficult.

Large creatures (larger than Medium) apply the Size Modifier as a bonus to all Body, Intellect, and Personality checks (including related rolls such as damage), they apply the Size Modifier as a penalty to all Agility checks.

Smaller creatures (smaller than Medium) apply the Size Modifier as a bonus to all Agility checks, they apply the Size Modifier as a penalty to all Body, Intellect, and Personality checks.

This means that large creatures are better at attacking, while smaller creatures are better in Reflex Defence. If all creatures are the same size there is little point in applying the size modifier because all creatures will be boosted and penalised equally.

Magnitude Modifier: A Magnitude modifier is a more extreme version of the Size modifier (and replaces it when creatures of different magnitudes are involved in the Action-Reaction), and represent a difference in size and technological or magical development that is 10 or more times greater than normal. Creatures normally range in size from 10 cm to a hundred feet, however, what happens when characters try to fight truly microscopic enemies or a tank or an aircraft carrier, or a spaceship the size of a country, or a lesser or greater or even over deity. The end result is the magnitude modifier, applied in place of a Size modifier as a multiplier (or divisor) of between x2 and x5 (a multiplied of x1 is applied for those of the same magnitude and is thus ignored as it does not modify the result). When all other modifiers have been added, multiply the result by the magnitude modifier to obtain the final Check Result. A x2 magnitude multiplier might be applied to a car or tank, a magnitude multiplier of x3 might be applied to an aircraft carrier, a magnitude multiplier of x4 might be applied to a star destroyer sized spaceship. Ultimately the size of the magnitude multiplier is up to the GM and is a combination of technology difference and size. As a general rule larger (or greater) opponents find it harder to attack smaller (or lesser) opponents and so apply a divisor to their Attack and Damage checks, larger opponents also find it harder to perform Reflex Defence checks against Smaller opponents, and find it easier to perform Willpower and Fortitude Defence checks against Smaller opponents. The rules are opposite for Smaller opponents who find it easier (and thus apply multipliers) to Attack, Damage, and Reflex checks against Larger opponents, while finding it more difficult (and thus apply divisors) to Fortitude and Willpower Defence checks.

Tech Modifier: The Tech modifier is provided by items used by the character to perform the action in question.

Threat Range: Divided into Minimum and Maximum values, the Threat Range is the distance (in squares) around himself, that a character threatens. When a combatant within the minimum and maximum Threat Range performs an Action that provokes Opportunity Actions, the character may exploit the opportunity and take action against him (by performing an Opportunity Action with the combatant as the target).

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