Combat in Fae Domains is resolved in ten (10) second intervals called Combat Turns.
Basic Combat
All combat in Fae Domains follows the same basic flow.
1. Determine initiative.
At the beginning of each turn of combat, Everyone involved in the fight makes a Reaction Test and records the Margin. If someone fails the Reaction Test, count his margin as zero (0). Each combatant gets to take an action proceeding from the one with the highest margin to the one with the lowest margin. Anyone who botches the Reaction Test (see the Botch Optional Rule in the Making Tests chapter) can not act during the current combat turn.
If two characters have the same Reaction Margin, the one with the highest Reaction Attribute goes first. If it is still a tie, they move simultaneously with the effects of each action applied after both characters act. (It's possible for both character's to kill each other at the same time.)
2. Resolve Actions.
A character may attempt any action the Gamemaster deems reasonable. Even without the right skills, it's possible for characters to pull off some actions just by the Attribute Modifier involved. Some of the more common actions are described in the Resolving Actions section below.
After a combatant takes an action, subtract 25 from her Reaction Margin for a short action or subtract 50 for a full action. If the character's Reaction Margin is still greater than zero (0) then the character gets an additional action when the new Margin is reached. Keep subtracting the appropriate amount each time an action is performed until the Reaction Margin reaches zero, meaning the character has taken all the actions he can in that turn.
3. Repeat.
If there are any combatants still fighting, begin a new combat turn and go back to step 1.
Resolving Actions
Actions that a character may take are divided into three types. Free actions are the simplest and take almost no time to perform. Short Actions take a little time, but you can often perform two or more within a typical combat turn. Full Actions require the most time and can be fairly complex.
Delay action: If a character does not want to act yet when his turn comes up, he or she may voluntarily lower his Reaction Margin. If this lowers a character's Margin enough that she loses an extra action, then that action is forfeit.
Example: Nicolia gets the outstanding Reaction Margin of 105% by means of some fantastic Magic doodads she found on a dead mage. (Of coarse he wasn't dead until she met him.) Her opponent only has a Margin of 10%. Nicolia uses her first action (at 105) to walk around a corner and hide. She waits there to try to get a surprise strike on the guardsman, but when her action comes again at 55, he still hasn't arrived. She delays her Reaction until 9 and waits. Sure enough at 10, the guard runs after her and fails to see her in her hiding place. She slips up behind him at 9 and strikes a rear attack against him. Nicolia could have had three actions that turn, but lost one waiting for the guard to catch up. |
The following actions do not take any significant time to perform. The character may take free actions in addition to another action when her turn comes as long as it does not conflict with any other actions taken at that time. A character may gesture and speak while running, but he could not gesture and swing a two handed greatsword simultaneously.
Short actions do not take as long to perform as regular actions. after performing a short action, subtract 25 from the character's Reaction Margin. If it is still greater than zero, the character may take another action this turn (full or short action).
The following actions take a full 50 from a character's Reaction Margin when they are executed:
Combat Modifiers | |
---|---|
Situation | Modifier |
Offhand use | -10% |
Large weapon | -20% |
Two handed grip | +20% |
Blindside attack | +15% |
Rear attack | +20% |
Blinded (including darkness or invisible foe) | -60% |
Attacker prone | -10% |
Attacker kneeling/ sitting (Melee) | -5% |
Attacker kneeling/ sitting (Missile) | +5% |
Ranged attack | -5% per range |
Offhand use: When the character is using a weapon which is not in his primary hand (usually the right hand), she must subtract 10% from her skill test. Characters with the ambidextrous trait can ignore this modifier. | |
Large Weapon: Wielding a weapon that is longer than half the character's height can be unwieldy and difficult. Subtract 20 from his skill test to reflect this difficulty. This penalty can by negated by holding the weapon with a two handed grip. | |
Two handed grip: Some weapons have a handle that is large enough to be used two handed. If the character holds the weapon with two hands, she may add 20 to her skill test. This is usually used to offset the penalty for large weapons, but some weapons like the bastard sword use this effect to give the character a slight edge. | |
Blindside attack: If your character is attacking the target from the side, add 15 to the skill test. This will not apply if the character has the wide angle vision trait. | |
Rear attack: Attacking someone from the rear where they have no chance to see it coming adds 20 to your character's skill test. If the target has the all around vision trait, your character will not get this bonus. | |
Blinded: Any time your character can not see his opponent, subtract 60 from the skill test. Some reasons you may be unable to see your target include darkness, an invisible opponent, or if your character is actually blinded. | |
Attacker prone: If the attacker is laying flat on the ground and does not wish to take the action to get up, she may attack from that position. Subtract 10 from the skill test. | |
Attacker sitting or kneeling: If the attacker is in a sitting or kneeling position, subtract 5 from the attack test. However, kneeling gives a character more stability when firing a missile weapon. When using a missile weapon from a kneeling position add 5 to the attack test. | |
Ranged attack: If this is a ranged attack, the distance to the target may modify the roll. Divide the distance by the weapons range rating and round down any fractions. Multiply this by 5 to calculate the penalty for the attack test. Regardless of the modifier, a weapon can not hit a target beyond the weapon's maximum range. See the Missile Weapon Range Modifier Chart below for clarification. |
Missile Weapon Range Modifiers Chart | |||||||
---|---|---|---|---|---|---|---|
-5 | -10 | -15 | -20 | -25 | -30 | -35 | |
bolas / throwing disk | 0-10 | 11-20 | 21-30 | 31-40 | 41-50 | 51-60 | 61-70... |
blowgun | 0-5 | 6-10 | 11-15 | 16-20 | 21-25 | 26-30 | --- |
sling | 0-20 | 21-40 | 41-60 | 61-80 | 81-100 | 101-110 | --- |
staff sling | 0-20 | 21-40 | 41-60 | 61-80 | 81-100 | 101-120 | 121-130 |
pixie bow | 0-15 | 16-30 | 31-45 | 46-60 | 61-75 | 75-80 | --- |
short bow | 0-40 | 41-80 | 81-120 | 121-160 | 161-200 | 201-240 | 241-250 |
folding short bow | 0-35 | 36-70 | 71-105 | 106-140 | 141-175 | 176-200 | --- |
long bow | 0-50 | 51-100 | 101-150 | 151-200 | 201-250 | 251-300 | --- |
hand crossbow | 0-10 | 11-20 | 21-30 | 31-40 | 41-50 | 51-60 | --- |
light crossbow | 0-40 | 41-80 | 81-120 | 121-160 | 161-200 | 201-240 | 241-250 |
medium crossbow | 0-50 | 51-100 | 101-150 | 151-200 | 201-250 | 251-300 | --- |
heavy crossbow | 0-60 | 61-120 | 121-180 | 181-240 | 241-300 | 301-360 | --- |
siege arbalest | 0-75 | 76-150 | 151-225 | 226-300 | 301-375 | 376-450 | 451-460 |
Attacking to Stun: A character often finds the need to subdue an opponent without killing it. In order to do so, she should declare she is "attacking to stun." If the character's weapon is blunt, there is no penalty. A slashing or piercing weapon requires a -10% skill penalty to do stun damage because you are not attacking with the normal striking surface (i.e.. the flat of the sword). Stun damage is applied to Fatigue instead of Wounds.
Called Shot: Sometimes there is an advantage to striking a particular part of your target. You may want to strike an unarmored place or hit the eyes. When making a called shot, a character declares exactly where he or she wishes to strike the target. The Base Chance of Success is reduced by 20% for a called shot, but if it hits, add 20 to the Margin.
See the Special Called Shots section below for some useful ways to take advantage of the called shot attack option.
Example: Brutus is tired of the dragon shrugging off his best attacks and so calls a shot for the dragon's soft underbelly where hopefully it is less armored. Brutus' base chance of success is normally 35%, but he attacks at 15% because of the Called Shot. Luck is on his side and he rolls 14%. The Margin for his attack is 21% (not 1%) and he gets to ignore much of the dragon's armor. |
Charge: If the character attacks immediately after taking an action to run either in the current combat turn or the previous one, he may add half his size to the base damage of the attack.
Multiple Attacks: If a character has multiple weapons readied (two for normal humans), she may attack with as many as she chooses by dividing each Combat skill by the number of attacks.
Example: Faeanna has a long sword, a dagger, and a battle ax in her three hands. her Bladed Weapon skill is 18 and her Hafted weapon skill is 21. When her turn comes to strike, she chooses to hit with all three weapons. She uses an effective skill of 6% for her sword and dagger, and 7% for her ax. Now she adds all the appropriate modifiers like strength mod, luck, and especially off hand usage. |
The thrown weapons skill is a special missile weapon skill which allows the character to hurl weapons by hand. The Maximum Range that an object can be thrown is equal to the character's Strength rating divided by the twice weight of the object (or six times the size attribute). The range of the object is equal to 10 yards.
If the character throws an item with no damage rating (like a chair), the object does an amount of damage equal to its Size attribute (or weight divided by three).
Unarmed Combat Maneuvers
There are many ways to strike someone with your body. The following list gives the base damage of most unarmed attacks as well as a modifier to the unarmed combat skill for characters using that maneuver.
Maneuver | Attack Mod | Base Damage | Notes |
Punch | +10 | STR / 2 | A basic strike with a closed fist. |
Kick | +0 | STR x 2/3 | A basic strike with a foot |
Flying Kick | +0 | (STR + SIZ) / 3 | A character may not dodge while performing a flying kick. |
Basic Grab | +0 | none | A grab does no damage, but allows a character to hold the target in the following rounds of combat until the hold is released or broken. Holds are explained in greater detail below. |
Limb Grab | -20 | none | Immobilizes the limb grabbed |
Head Grab | -20 | none | Hold may do stun damage at attacker's option |
Submission Grab | -40 | none | The target is incapable of any physical action but trying to break the hold. |
Claw | +10 | STR / 2 + claw mod | A slash with the claws |
Bite | -10 | STR / 3 + Fang mod | An attack with the mouth |
Tackle | +0 | (STR + SIZ) / 2 | The character throws his body at the target |
Each full action the character administers a hold, the target will receive a base damage of STR divided by two. The attacker must make a normal unarmed attack test with a +25 modifier. If this test fails, the hold is broken.
If the character does not take an action to damage the target, the target is still held, but no further damage is taken during that action.
The target may try to break a hold with a full action. Each character chooses to either use Strength or Unarmed combat to make a test. The Character maintaining the hold gets a +10 modifier. Whoever gets the highest margin wins. If the target of the hold wins, the hold is broken. If the one maintaining the hold wins, there is no change. If the target manages to get twice the holder's margin, the hold is reversed and the target may begin a hold on the attacker with his next action.
The target of a basic hold may perform normal actions, but must drag the grappling character around until she is removed. The attacker's weight is added to the target's total weight carried. Limb holds work the same way, but the target may not use the held limb. If the limb is a leg, cut the targets movement rate in half. The submission hold keeps the target from doing anything but trying to break the hold.
Pursuit
Movement | Test |
running | Agility Attribute |
swimming | Swimming Skill |
flying / gliding | Flight Skill |
riding | Riding Skill |
Pursuit occurs when one party decides to flee from the battle and another party tries to catch them. Pursuit is handled in a very abstract way in Fae Domains to keep the game fast paced and try not to bog it down with any more details than necessary.
Both the pursuer and the pursued make a test based on how they are each moving. The chart at the right lists the appropriate skill or attribute for most types of movement:
Modify the test based on the terrain each character is moving through. Whoever rolls the highest margin wins. Subtract the loser's margin from the winner's margin and multiply the resulting percentage by the Move Rate of the winner. The winner may open or close the distance between them by up to the resulting distance.
Aerial Combat
Flight can become complex very quickly. I spent several days trying to simplify sines, cosines, and drag coefficients before I realized they were unnecessary to keep the excitement of flight in the game. The following system is inexact and rather limited, but is easy to use and still keeps the spirit of airborne dogfights.
While a creature is airborne, keep track of its direction, altitude, and current speed.
Aerial Combat allows several movement actions which are not available to land based warriors. If an airborne creature does not take at least one flight movement action within a combat turn, he will glide (as the free action listed below) straight forward at the end of the combat turn (reaction margin 0, right after anyone who failed their reaction check). This may result in the character colliding with something.
Some creatures that can not truly fly can glide. In such circumstances, count the creatures Fly MR as equal to her Walk MR.
Free Actions
If a character chooses to move less than his full MR, she may not move a farther distance in his next glide action. She must either Dive or Fly to increase her speed back up to her regular MR.
Character's often fight while riding horses or other beasts. When a mounted combatant uses the charge attack option, add the mount's Size to the character's for calculating damage.
Free Action
Fighting underwater can be very tricky. The water will cause your swings to be slow and clumsy and missiles are practically useless. Melee attacks under water use half the character's skill. Dodging is more an act of swimming than lunging aside so use the average of the character's dodge and swim ratings to make dodges.
Special Called Shots
A called shot may do more than just let the attacker bypass armor. The following are special called shots that have additional effects:
Example: Brutus realizes that the evil wizard relies on his wand for most of his power. A wand normally has a DR of 5, but this one is enchanted and has an effective DR of 85. (WOW!) Brutus manages a lucky strike and does 90 points of damage with his long sword. Only 5 points of damage penetrate the wand's DR (90 - 85). The wand now has a DR of 80. |
If the attacker uses a stun attack, the target may be knocked unconscious. If the attacker does more than half the target's FP in a single shot, the target will fall unconscious.
If the attacker does more than half the character's WP in a single shot, the character dies. Edged weapons sever the head and other weapons pierce or smash the brain.
Note that some traits may make a character immune to some or all of these effects.
An edged weapon strike that does half the character's WP in a single shot will sever the targeted limb. A Thrusting or blunt weapon will mangle the limb to the point that it can not be used if the attacker does more than half the targets WP in a single shot.
If the target takes half her WP in a single shot to the chest, the attacker has struck something vital and the character will drop dead in 1 to 10 combat turns. Roll a ten sided die. The result his how many turns the character will live. At the end of the last turn, the character dies.
An attack that does half the target's WP in a single strike sentences the character to a painful death. The character will die in 1 to 10 minutes (roll a ten sided die). During these final minutes, the character must make a willpower test each time he attempts to take an action. Failing the willpower test means that the character's pain overwhelms him and he can not act the rest of the combat turn.