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You can use a combat or appropriate magic skill that your character has to perform an attack in combat as your action for the turn. Your target makes a check to defend themselves if they are aware of you and have a reaction left, otherwise they are considered to have scored their minimum defence, which is 9 for a normal, unarmoured target. The result of your attack depends on how much you succeed or fail by: If you win the check, your character inflicts is serious and has an additional effect. You roll 1d6 to determine where the serious wound is inflicted and it applies further penalties based on where it is. If you win by 3 or more points or if you strike an already seriously wounded location with another serious wound a critical wound is inflicted instead. If you lose the check the attack misses. If the attack was made in melee and you fail by 3 or more points then you are put off balance and are disadvantaged until the beginning of your next turn. The numbers above are the default values for attacks made with normal sharp or blunt one handed weapons. An attack made by a character can inherit a number of qualities from both weapon and edges that change or improve them. An attack can have zero or more of the following qualities: Sharp, Blunt, Deadly, Fast, Precise, Powerful, Thrown, Projectile, Reach, Melee. - Sharp attacks can cut, slice or pierce. Wounds caused by sharp attacks bleed until treated, causing a fatigue every hour until treated (TS 12). Critical wounds cause by sharp attacks bleed profusely, causing a fatigue every minute until treated (TS 15). Strenuous activity can re-open these wounds. - Blunt attacks crush, fracture and break. Wounds caused by blunt attacks are harder to treat (TS 15) but less immediately threatening. Similarly for critical wounds (TS 18). - Deadly attacks are more likely to inflict a critical wound. A successful deadly attack counts as being one point higher than scored for the purposes of determining what kind of wound it inflicts. - Fast weapons are easier to wield defensively. A successful defence check with a fast weapon counts as being one point higher. - Precise attacks are more likely to hit a vital area and may roll twice for hit locations with the player choosing the result they prefer. - Powerful attacks get a +1 bonus. - A weapon with the thrown quality can be thrown as a ranged attack using either the skill normally associated with it or the ranged skill. - Projectile weapons inflict wounds that leave something (such as an arrow) stuck in the target that must be removed first before the wound can be treated. Removing a projectile is automatic, but a TS 12 check is required to do so without causing a fatigue. - Melee weapons can strike and defend against adjacent foes (up to 2m or 1 square away). Weapons which don't have this quality can be used to make defence checks but can't counter attack. - Reach weapons reach can strike further away than regular melee weapon attacks, allowing an attack to be made against targets two squares (2m-4m) away.