Attacker's OFF + Roll vs. Opponent's DEF
When
OFF < DEF ⇒ The attack doesn't connect, and no damage is dealt.
OFF = DEF ⇒ Mariginal hit, the attack does ½ DMG.
OFF > DEF ⇒ The attack is successfull, and deals it's DMG multiplied by the amount OFF was greater than DEF.
OFF and DEF are Point Pools, meaning you can use the points for various things. They refresh every combat turn.
In each turn, the order of action (OOA) is determined by the speed of characters' weapons (and any points they put into speed from OFF). Highest goes first, then count down from that and each player acts when their number is announced. 1)
Both OFF and DEF can be used in a turn to do something minor, like cover yourself with spare bits that are lying around, or ducking into cover, or fixing a jammed weapon (with a successful skill check), etc.
Combat Example: Urgurth vs. Half-Demon.
Average OFF
Ranged: Skill (Fair = 2) ⇒ 2
Melee: Skill (Fair = 2) ⇒ 2
SKILL + WEAPON2) (mod)
= Character's total offense (OFF)
Offense is divided into two Categories: Ranged and Melee. Each one is calculated independently.
A Character can use OFF (pts) for:
Change target (1pt)
Aim (called shot, 2pt)
Ready,
change to or
reload a weapon (5pt
3))
Active Defense ⇒ Move OFF pts to DEF
EX 1. Urgurth the Adventurer is in a sticky situation, he has only one bullet left in his shotgun and the growling black mass of shadows, known as the demon Lithren, doesn’t look pleased. Urgurth decides to gamble it all on one shot, he jumps around the corner and shoots Lithren straight at his ugly mug. He doesn't want to gamble the odds too much though, and opts for the
Rule-of-Nought.
Urgurth’s Small Guns skill is Good (3) and his DEX is Fair (2), and his demon-infused magical shotgun is HQ and has a +1 OFF enchantment on top of that. This gives him a total Ranged OFF of 5. Lithren’s Basic + Ranged DEF is 7. Urgurth can't top his defense just like that, so he goes all offense and pools all of his Active DEF of 4 to his OFF, giving him a total of 8 OFF. As it is a surprise attack, Lithren can't use it's active defense and has to do with only his Basic DEF of 5. That makes it so that 3 points of Urgurth's OFF is left after calculations.
Lithren gets a double-loaded shot straight at his face, making his mug a way uglier than it was to start with, if indeed possible. Urgurth shotgun is magical and has a total damage of 5. That times three results in a humongous amount of 15 damage points to Lithren. Lithren’s DR is 6, so he only takes 9 damage points. Lithren, with it's END of Great (4) has 12 points to get thus goes into Severe wound level. It gets really pissed off. Although Lithren now has -2 to all of his actions, this is not enough to down the hulking demon. Urgurth considers the situation for a microsecond, and makes a run for it…
Average DEF
Basic Defense: No armor ⇒ 0
Active: (ATTR REF, Fair = 2 + SKILL Athletics = 2) ⇒ +4
ATTR + Armor
= Character's total defense (DEF)
Defense is divided into Basic Defense (natural and worn armor, any special defense advantages) and Active defense.
DEF (pts) can be used4) for:
Block Attack (attack +1
5))
Order of Action in Round (pts) (Total = pts + Weapon speed ⇒ Highest acts first)
Move (1pt + armor / basic move)
Reckless Attack (1pt) ⇒ OFF = OFF + Active DEF (And Active DEF = 0)
Ready, change to or reload a weapon.
Take minor action
6) (1pt)
EX 2. Urgurth the Boot-thrower has Melee
OFF 6, Basic
DEF 2 and Active
DEF 4. His current opponent is a sly-looking half-giant bastard whose mother Urgurth offended by pissing in the half-giant's boot and throwing it against his face… The half-giant has Melee
OFF of 8, Basic
DEF 4 and Active
DEF 2. Both combatants opt for
Rule-of-Nought.
The half-giant uses Reckless Attack, giving him 1 more OFF for this turn and draining all of his remaining Active DEF. Thus the giant attacks with OFF9 and has DEF4 for this turn. Urgurth tries to outwit him by boosting his order of action by using 1 point of OFF for it. He also makes a Reckless Attack, jumping between the giant's legs and kicking upwards with all his might. Urgurth's OFF for this turn is 6 -1 (for the OOA boost) and +3 for the Reckless Attack for a total of 8. His DEF is 2 (only Basic DEF remains). The giant's DEF blocks 4 of Urgurth's OFF but still 4 goes “through”. The giants gets 4x Urgurth's Melee DMG which, considering Urgurth's Superb (5) STR is too much for his jewels… The giant collapses to the ground, his attack ruined by Urgurth's gamble on speed. Urgurth rises from the floor, dusts himself off and walks away grinning madly.
Each character has 8 + END amount of life points. Each attack does points in damage, and squares are crossed over from the lifepoint-bar. When the damage reaches marked areas, the character has penalties to her/his actions (the amount depends on the marked areas).
Damage Classes:
Blunt
Slashing
Piercing
Crushing
Damage Types:
Stun
Lethal
“Spirit”
Marked with “*”
8) in a damage box.
“Overwrites” Lethal DMG.
Cannot be healed by any preventative/canceling means.
9)
Associated ATTR: MAG
If the last damage box is filled with stun damage, he can roll END + WILL against a difficulty of Superb (5), if he fails he falls unconscious, when the next time he receives lethal damage, he dies. If he succeeds, he stays conscious. Next damage is recorded normally. If that fills his last damage box with lethal damage, read below. Else repeat this step.
If the last damage box is filled with lethal damage, he falls unconscious, when the next time he receives lethal damage, he dies.
Note! The roll to stay conscious/alive is an exception to the Rule-of-Nought. You cannot opt for that when making this roll, you have to roll it.