Sunday, October 19, 2008

Random Combat Rules I Don't Know How to Organize

Range
Every weapon has a range, the weapon’s approximate length in yards. Combat begins at the range of the longest weapon. A weapon can only be used to attack at its range, although it can be used to parry if the attacker is using a weapon with greater reach. Thus, two combatants are at range 2 from one another. One has a spear (range 2) the other a sword (range 1). Combat begins at range 2. The spearman can attack with the spear. The swordsman can parry the spear, but not attack—his weapon doesn’t reach.

Normal attacks are considered to include a step forward and normal parries and blocks are considered to take a step back, even if the maneuver fails. This means in regular combat the range between the two combatants stays the same. If a parrying character chooses not to step back (or cannot) there is a –2 modifier to his parry. Conversely, an attacker choosing not to step forward has a –2 modifier to his attack.
If a character attacks normally and his opponent does not use a maneuver that includes a step back (such as a parry with a –2 modifier) then the range is increased by one. If a character parries his opponent does nothing that register the range does not change. The opponent is considered to simply step forward to maintain the range.

There are also two special ranges, 0 also called close range, and wrestling range. At close range the combatants are near enough to touch one another barehanded. At wrestling range the combatants are effectively on top of one another. These ranges are discussed in more detailed in hand-to-hand combat, below.

There are certain maneuvers which will change the range in addition to these rules.

Shields, Parrying Daggers & Off-hand Weapons
It takes special skill to use a shield, parrying dagger or a second weapon in your off hand. A character using one of these secondary skills during combat draws a number of cards equal to either his main weapon skill, or the secondary skill, which ever is lower. The character may take a total number of maneuvers equal to the highest of the maximum maneuvers of the two weapons plus one, but may use neither weapon more times than its individual maximum maneuvers allows.

For Example:
For some bizarre reason, Devon is fighting with a medium axe (2 maneuvers, skill 4) and a poinard (3 maneuvers, skill 6). He draws four cards (his parrying dagger skill) and may take a total of 4 maneuvers. However, he may not take more than 2 maneuvers with the axe, nor 3 with the poinard. In this instance he would attack twice with the axe and, should his opponent seize the initiative, parry up to twice with the dagger.

Shield Bash
Small shields can also be used to attack at range 0 with a maneuver called shield bash. Shields have a maximum damage of 1 but get no benefit for hit location. All shield bashes are done to the head. Only one shield bash can be performed per round and the shield can not be used to parry that round.

Special Situations
Hit Location

Melee weapons can also be used to call shots. Called shots to an area of an opponent’s body have the same modifiers as in ranged combat.
Hit Location Attack Modifier
Head -5
Head Vitals -8
Torso Vitals -6
Legs -3
Arms -3

Changing Weapons
A character can not change the weapon he is using during a combat round and then use the new weapon during that round. To change a weapon the player must have a card from his draw remaining. The player uses that card to drop the old weapon and draw a new one. After a player changes weapons he can take no other action that combat turn. At the beginning of the next round the player draws a hand for the new weapon using either the weapon skill or his fast draw skill, which ever is lower. On the second round the player draws his weapon skill for the new weapon normally.

For Example:
Devon has been dueling with a young noble using a long sword (range 1). The noble got the better of him and reduced the range from 1 to 0. Since the range is too low to use his sword effectively, Devon drops his sword to draw his dagger.
During round one, Devon, using the sword, has initiative. The noble doesn’t step back while parrying, reducing the range to 0. During the second register Devon changes weapons. Even if he has more cards in his hand he may take no further actions this turn.

During the second register Devon still has the initiative, but since he switched weapons last turn he uses either his dagger skill or his fast draw skill to draw his hand, whichever is lower. Devon doesn’t have the fast-draw skill at all, so he defaults to one card.

When the third round starts Devon has had the dagger in his hand from the beginning and may draw his hand based on his dagger skill as he normally would.

Show Downs
In situations where characters have to draw their weapons to start combat, the fast-draw skill is used instead of combat training to determine initiative.

Charging
A character who charges another runs towards the foe and then ends in combat. The charge is the only action the attacker may take that turn. At the end of the turn both he and his opponent can make one (and only one) melee maneuver. The character who charged has the initiative (unless the opponent’s weapon has greater range). Next round the combat proceeds normally. The character who charged retains the initiative unless he lost it to the opponent by a maneuver.

Charging adds 1 to the maximum damage doable that turn.

Surprise
If one character surprises the other, either by an ambush or because they attacked before the other character was expecting it, the GM can declare that the target is surprised. The attacker then gets one attack which the opponent can not defend against. If the defender has the combat training skill, me may make an opposed skill check to see if he can avoid being surprised.

Hesitating
At any point a player with the initiative may hesitate and relinquish the initiative to his opponent. If both players hesitate, combat ends.

Multiple Opponents
When a character faces more than one opponent at once he must face them with his hand as normal and may never have initiative on more than one opponent at a time. If a character has the initiative over one foe and seizes the initiative from another, he automatically yields the initiative to the first foe.

All maneuvers occur simultaneously during each register, so if two opponents attack a character at the same time he could parry one attack, letting the other attack get through. The player can choose to parry multiple attacks during a single register, but each parry uses a maneuver and a separate card from his hand. The player declares which card parries each individual attack. The attack-parry combinations are resolved separately even though they all occur during a single register. This means to parry three attacks during the first register he would have to use three cards from his hand. This is the only way a player can use more than one card in a register.

Unopposed Actions
Any unopposed maneuver automatically succeeds. This gives a character with more maneuvers and greater skill than his opponent a significant advantage.

Unusual Foes
All of the maneuvers listed so far have assumed two combatants of equal size. But in the fantasy worlds of Karmic foes can come in all shapes and sizes. The following maneuvers may only be applied to foes of the appropriate size.

Large Creature Maneuvers
A creature is considered a “large creature” if it is twice the size of the attacker. Large creatures have different modifiers to hit on called shots.

Large Creature To-Hit Modifiers
Hit Location Attack Modifier
Head -5
Head Vitals -6
Torso Vitals -4
Legs 0
Arms -2

Flank (special): A character must have the initiative to flank. This maneuver is used to get around a larger creature. The modifier is equal to the target’s finesse. Once an attacker successfully flanks a target the target may not attack or dodge blows from the attacker next round or for the remainder of the current round. A flank can be prevented by a successful dodge.

Cling (-4): A character must have the initiative to cling. This maneuver allows a character to grab onto an enemy. Having clung onto an opponent the character may attack with any weapon he wishes while his opponent cannot use any attack with a range greater than 0 against the clinging character. If the attacker successfully flanked the target before clinging the target can not attack the character at all.

Chop (special): Occasionally, creatures will have some way of entangling its victims. A successful chop maneuver will free someone entangled by a limb. The modifier is equal to the vitality of the entangling appendage.

Small Creature Maneuvers
Any thing less than half the size of the attacker is considered a “small creature.” Small creatures have different modifiers to hit on called shots.

Small Creature To-Hit Modifiers
Hit Location Attack Modifier
Head -8
Head Vitals N/A
Torso Vitals -10
Legs -6
Arms -5

An attacker can not call a shot against the head vitals of a small creature.

Swipe (special): A character must have the initiative to swipe. A swipe maneuver allows a character to attack multiple small creatures at once. The negative modifier is the number of creatures being attacked. Each target gets a normal defense against the swipe. The damage done is applied normally to each target that does not successfully defend against the attack.

Swat (0): Resolve immediately. A swat is used to push a smaller creature away from the attacker. A swat does no damage but pushes the target back a number of feet equal to the damage the weapon would have done.

Smash (-2): A character must have the initiative to perform a smash. A smash attack uses the superior size and strength of a larger attacker to make an impact weapon more effective. A smash maneuver can only be used with an impact weapon (clubs and maces, for example). The damage and damage total from a smash maneuver is tripled. After executing a smash maneuver the attacker can take no other actions and surrenders the initiative to his opponent.

Buck (0): A buck maneuver throws off a target clinging to the attacker. A successful buck will counter a cling.

For Example:
Devon is facing an enemy soldier. Both are using swords with maximum manuevers of 3. Devon’s skill is 3, the soldier’s is 2.
1. They both draw for initiative. Devon draws from his combat training skill and gets +2. The soldier draws the default of one card and gets –4. Devon has the initiative.
2. Devon draws a hand from his sword skill and gets +3 (hit), -2, and +10. The soldier draws a –2 (hit) and +5.
3. Declare maneuvers. Devon has the initiative, so he declares first. He puts the +3 (hit) face down in front of him and declares an attack maneuver. This is his first register. In the soldier’s first register he declares a parry and puts the +5 face down. Devon’s sword allows two more maneuvers and he has the cards in his hand, so he continues. Devon declares another attack and puts down his –2, effectively a feint. The soldier puts down the –2 (hit) and declares another parry. Devon has both another card and another free maneuver, so he plays his +10 face down and declares a disarming attack. The guard has no more cards left to play so he can not defend against the last attack.
4. Resolve maneuvers. First register. Devon’s total combat modifiers are +1 (finesse +0, force +1), the guard’s total is 0 (finesse +0, force +1, armor modifier –1). The soldier’s parry total is +5 (+5 for card value, +0 for modifiers, +0 for maneuver difficulty). Devon’s total is therefore -1 (+3 for card value, +1 for modifiers, +0 for maneuver difficulty, -5 opponent’s parry total). The attack total is less than 1, so the attack fails. Second register. The soldier has a –2 parry total (he chooses not to hit when he sees Devon’s card revealed). His parry total isn’t positive so it doesn’t modify the attack total. The attack total is –1, though (-2+1+0) and misses. Third register. The soldier couldn’t take an action this turn. Devon reveals his +10. His attack total this turn is +6 (+10 card value, +1 for modifiers, -5 for maneuver difficulty). The modified total is above 0, so Devon successfully flings the soldier’s sword away from his grasp. This doesn’t necessarily end the combat, but the round is over.

Hand to Hand Combat

Hand-to-hand combat is resolved using compound actions like melee combat. The range between each character must be 0 or wrestling range. A character will have to perform specific maneuvers to move from range 0 to wrestling range and vice-versa. Characters at range 0 may choose from the list of “striking” maneuvers. Characters wrestling may choose from either striking maneuvers or wrestling maneuvers. There are no restrictions to the number of maneuvers a character can make while fighting barehanded. He is limited only by his skill.

Maneuvers
Each maneuver is listed with a difficulty number in parenthesis, the maximum damage of the attack, and the “edge” modifier, which, like the edge of a weapon, modifies the damage total of the attack.

Striking Maneuvers
Hand Attack (0): Max. Damage (1), Edge (-1). This is an attack using the hand or arms to do damage.

Leg Attack (-1): Max. Damage (1), Edge (-1). This is an attack using the foot or leg to do damage.

Head Butt (-2): Max. Damage (1), Edge (-1). This is an attack using one’s head to hit the head of the opponent. There is no additional modifier for attacks to the head with the head butt attack. The attacker will take half the damage that he deals to the opponent. At the GM’s discretion a head butt can be performed when a character’s arms or legs are bound or held.

Lunge (-2): Max. Damage (1) Edge (-3). A character must have the initiative to lunge. A lunge is a way to attack an opponent who would otherwise be out of range. A lunge allows the character to attack the opponent at range 1. A player sacrifices the initiative to his opponent at the end of a lunge.

Disarm (-5): Max. Damage (-) Edge (-). A character must have the initiative to disarm. Instead of attacking the opponent’s body, the character attacks the opponent’s weapon. If successful, the opponent’s weapon is thrown from his hand. This does not necessarily end combat. If the opponent has no cards left to play, the attack total must still be greater than 0.

Take Down (Variable): Max. Damage (-) Edge (-). This is an attack used to trip or throw one’s opponent to the ground. The attacker’s check is negatively modified by the defender’s finesse. For instance, a target with a finesse +2 would apply a –2 modifier to the attack, whereas finesse –1 would provide a +1 modifier.

Tackle (-3): Max. Damage (-) Edge (-). A character must have the initiative to tackle. This attack does not do any damage but brings the combatants into wrestling range. Initiative must be re-determined after performing this maneuver. This maneuver be performed at a range of 1 or in conjunction with a charge for an additional –2 modifier.

Block (+1/-1) Max. Damage (-) Edge (-). The character uses his hands and/or arms to deflect or block an attack. The maneuver has a +1 modifier if the defender has a higher might than the attacker. Otherwise, the maneuver is at –1.

Block Grab (-4/-6) Max. Damage (-) Edge (-). Resolve immediately. In addition to blocking an attack, the defender moves the fight into wrestling range. The defender gains the initiative. The maneuver has a –4 modifier if the defender has a higher strength than the attacker. Otherwise, the maneuver is at –6.

Dodge (0) Max. Damage (-) Edge (-). A dodge prevents damage by moving out of the way of an attack.

Dodge Seize the Initiative (-3) Max. Damage (-) Edge (0). Resolve immediately. If this dodge is successful then the dodging character immediately gains the initiative, and can play the remainder of his hand first.

Disengage (-4) Max. Damage (-) Edge (-). Resolve immediately. A character must have the initiative to disengage. If the disengage is successful combat ends immediately. Next round the characters are not in combat and can behave normally. The opponent can try to reengage the character by either charging or moving and engaging normally. A disengage can be prevented with a successful dodge or block.

Wrestling Maneuvers
Suffocate (-4) Max. Damage (-) Edge (-). A character must have the initiative to suffocate. A successful suffocate maneuver ends normal combat. Every five seconds the hold is held the target must make a vitality check or else pass out. Every turn the target may make a might check to break the hold. This check is opposed by the value of the original card played to perform the maneuver. A suffocate maneuver can be prevented with a counter or reversal.

Pin (-5) Max. Damage (-) Edge (-). A character must have the initiative to pin. A successful pin maneuver ends combat. The target may not move. Every turn the target may make a might check to break the hold. This check is modified by the value of the original card played to perform the maneuver. Note that a character does not have to specifically pin an opponent to the ground with this maneuver. Anytime an attacker attempts to constrain or hold the defender the pin maneuver is used. A pin can be prevented with a counter or reversal.

Bash (0) Max. Damage (1) Edge (-2). A character must have the initiative to bash. A bash is an attempt to hurt an opponent at wrestling range.

Counter (0) Max. Damage (-) Edge (-). Prevents an opponent’s maneuver from succeeding. Multiple counters can be performed in one register, but only once per any given attacker that register.

Reversal (-2) Max Damage (-) Edge (-). Resolve immediately. In addition to preventing an opponent’s maneuver from succeeding, the defender gains the initiative.

Escape (-4) Max. Damage (-) Edge (-). Resolve immediately. The character moves from wrestling range to close range (0).

Gouge (Special) Max. Damage (*) Edge (-). This covers any special, dirty tricks one character might try on another during wrestling combat. The difficulty modifier has a base of –2, less the target’s vitality and self-discipline skill value. For example, a gouge maneuver performed against a target with +2 vitality and self-discipline of 3 would have a modifier of –7. A gouge attack may do up to one point of damage, but may end combat or have other affects at the GM’s discretion.

Melee Combat Maneuvers

During combat there are a variety of options available to each combatant. Maneuvers describe each of these in their simplest form. Each maneuver is described with a skill modifier and a description of the maneuver and its effects. Some descriptions say that the maneuver must be resolved immediately. These are maneuvers that can change who has initiative or force the combat to end prematurely. Certain maneuvers have limitations on when or how they are used. A successful block, parry or dodge, counts as any basic or advanced maneuver that includes that action in which the attacker does not succeed in hitting the defender.

Basic Maneuvers
Melee Dodge (-2): This basic maneuver is jumping backwards out of the way of an attack. Because no weapon is used to dodge the character does not receive any force bonus. Conversely, because no weapon is used, a melee dodge does not count toward the maximum maneuver limit of a weapon. Characters can only melee dodge once per combat turn.

Parry (0): A parry is simply stepping back and deflecting an opponent’s weapon, the basic defense against an attack. The attacker’s skill check that register is reduced by the parry’s MT. If facing multiple opponents, more than one parry can be used in a register, but not against the same attacker. Note that each parry does count against the weapon’s maximum maneuvers.

Attack (0): A character must have the initiative to attack. The most basic maneuver, a character steps forward and attacks his opponent. An attack can be prevented with a parry, dodge or block.

Block (0): A character uses his shield or buckler to block an attack. See shields and parrying daggers below for more information on how to use shields in combat.

Complex Maneuvers
Offensive Disengage (-4): Resolve immediately. A character must have the initiative to offensively disengage. This is an attack followed by a quick retreat. The purpose of this maneuver is to use one’s weapon to push the opponent out of the way and end combat. If the offensive disengage is successful the defender takes no damage but combat ends immediately. Next round the characters are not in combat and can behave normally (their range has increased by 2). An offensive disengage can be prevented with a successful parry or block.

Parry/Seize the Initiative (-3): Resolve immediately. If this parry is successful (meaning the attacker does not score a hit) then the parrying character immediately gains the initiative and may play the remainder of his hand first.

Disarming Attack (-5): Resolve immediately. A character must have the initiative to perform a disarming attack. Instead of attacking the opponent’s body, the character attacks the opponent’s weapon. If successful, the opponent’s weapon is thrown from his hand (the GM determines where exactly it lands). This does not necessarily end combat. A disarming attack can be prevented by a successful dodge, parry or block. An opponent can always defend against a disarming attack if he has cards remaining in his hand, regardless of the number of maneuvers the weapon has. If the opponent has no cards available the attack total still must be greater than 0 to succeed.

Lunge (-2): A character must have the initiative to lunge. A lunge is a way to attack an opponent who would otherwise be out of range (see range below). A lunge allows the character to attack with a weapon that would work at either the current range or one range less. The opponent is afforded the same advantage with his weapon. During a lunge the character’s weapon’s maximum damage is increase by 1, and his might by 2.

Close (-3): Resolve immediately. A character must have the initiative to close. Closing the distance reduces the range between the two combatants by one. This maneuver can be prevented by a successful block or parry.

Retreat (-3) Resolve immediately. A character must have the initiative to retreat. This maneuver increases the range between two combatants by one. A combatant can only retreat to the length of the longest weapon in the combat. This maneuver can be prevented by a successful parry or block.

Push (0) Resolve immediately. A character must have the initiative to push. This maneuver forces an opponent to move back. It increases the range between the opponents by one. A push may only be performed at range 0. A push can be countered by a successful dodge.

Melee Combat

Melee combat refers to any attack using a swinging or thrusting weapon. It is resolved using the compound action rules, with one character having the initiative and declaring his maneuver before the other. A melee weapon is defined by the following attributes: range, force, maximum maneuvers, edge, maximum damage, and number of hands.

Melee Weapon Attributes
Range: The approximate reach of a weapon in yards. A weapon can only be used at this range.

Force: A skill modifier reflecting how accurate and difficult to block the weapon. It is added to your card value when performing the skill check to attack.

Maximum Maneuvers: The maximum number of maneuvers that can be taken with the weapon.

Edge: A skill modifier reflecting how penetrative ability of the weapon. This amount is added to the card value when determining the amount of damage delivered by the attack.

Maximum Damage: The limit to the amount of damage the weapon can deliver. Any damage total generated over the maximum damage is ignored, although certain maneuvers may allow you to supercede this rating.

Number of Hands: How many hands needed to fire the weapon.

Turn Sequence
During one on one melee combat follow this sequence of events:
1. Determine initiative
2. Draw hands
3. Attacker declares first maneuver
4. Defender declares first maneuver
5. Attacker declares second maneuver
6. Defender declares second maneuver
(and so on until all maneuvers are declared)
7. Resolve first register
8. Resolve second register
(and so on until all registers are resolved)

Note that a number of maneuvers can cause the initiative to change during the course of a turn. The characters may have an uneven number of maneuvers available to them. If the attacker has more maneuvers available than the defender he may take unopposed attacks (see below). If the defender has more maneuvers available than the attacker, those additional maneuvers are lost. An attacker may also elect not to use all of his available maneuvers, though he must use at least one or yield the initiative (see below).

Determine Initiative
When combat is initiated both participants make a combat training check modified by willpower. If a character doesn’t have the combat training skill he defaults to a willpower check. Who ever has the highest MT begins combat with the initiative. The character with the initiative is called the attacker for the rest of these rules, and the character without the initiative is called the defender. On subsequent turns of combat whoever ended the turn with the initiative begins the next round with the initiative.

At the start of a round, the attacker may yield the initiative to the other character. If the new attacker also wishes to yield, combat immediately ends and the characters take no actions that turn. The next turn they may act normally or reenter combat.

Draw Hands
All players involved in the combat draw their hands, but unlike most checks, the players should keep their hands secret. In this way, combat serves as a type of mini-game between the participants.

Hands are usually drawn based on the character’s skill in the weapon he is using. There are some instances where the player will draw from the lower of two skills or gain additional cards. Each of these situations is discussed below.

Declare Maneuvers
The attacker chooses his first maneuver, announces it, and plays a card face down in the first register. The defender then does likewise. Each player in turn announces and plays cards until either the attacker has used all the maneuvers available to him, or a maneuver is declared that needs to be resolved immediately. A player thus may be required to declare a maneuver without knowing the outcome of the previous one. This is to simulate the speed at which actual combatants must make their decisions.

A player can not declare more maneuvers than his weapon’s maximum maneuvers (except when using shields or multiple weapons, see below). Nor can a player declare more maneuvers than he has cards in his hand.

Resolve Maneuvers
Resolve all maneuvers for each register at the same time, i.e. resolve both the attacker’s and the defender’s first register, then resolve the attacker’s and the defender’s second register. If a combatant is killed or incapacitated before all the registers are resolved the combat ends and the remaining registers go unused.

Ending Combat
Combat must continue until all but one combatant is incapacitated, all combatants have yielded the initiative or a maneuver that ends combat is successful. If characters end their turn in melee combat they must continue it next turn, although they do have the option of changing skills if appropriate (see below).

Ranged Combat

Ranged combat is resolved from any weapon used from a distance, be it bow and archery, a throwing knife, a rock or a firearm. A ranged weapon is defined by the following attributes: aim, range, force, maximum maneuvers, edge, maximum damage, and number of hands.

Ranged Weapon Attributes
Aim: The maximum number of cards that can be chosen from when the character takes time to aim the weapon. The greater the aim the greater the weapon’s accuracy when aiming.

Range: The maximum number of yards it can be fired. A target that is up to half this rating is said to be at medium range and thus easier to hit. A target that is up to a quarter of this range is at close range, and even easier to hit. Any target that is within three feet of the attacker is at point blank range.

Force: A skill modifier reflecting how accurate and difficult to block the projectile is once leaving the weapon or hand. It is added to your card value when performing the skill check to attack.

Maximum Maneuvers: The limit to the number of times he uses a weapon in a turn by its maximum maneuvers. A maneuver expressed as a fraction means that it can be used once per a certain number of turns. For instance, a short bow has a maneuver of ½, which means that it can be used once every two turns.

Edge: A skill modifier reflecting how penetrative ability of the weapon. This amount is added to the card value when determining the amount of damage delivered by the attack.

Maximum Damage: The limit to the amount of damage the weapon can deliver. Any damage total generated over the maximum damage is ignored, although certain maneuvers may allow you to supercede this rating.

Number of Hands: How many hands needed to fire the weapon.

Resolving Ranged Attacks
Ranged combat is resolved with a basic skill check based on the applicable skill. The card drawn will be used to determine the attack total to see if the attack hits, as well as the damage total to see how much damage is done to the target.

In order for the attack to hit, the attack total (but not necessarily the card value) must be above 0, regardless of other factors.

A number of considerations can modify the attack total.

Basic Skill Modifiers
Force: The weapon’s force attribute.
Finesse: The character’s finesse attribute. Note that a character wearing armor may have a modifier to finesse for physical actions.

Dodging
The target of an attack can declare a dodge if he is aware of any attacks towards him, or if he suspects that there will be ranged attacks against him. Perform a basic skill check using the target’s dodge skill modified by awareness (representing knowing which way to jump). If the total is positive than subtract the total from all attackers’ attack totals that turn. A dodge counts against all ranged attacks during that turn. A character that dodges can take no other action that turn.

Blocking
A character with a shield may use the shield to skill to completely block all attacks coming from one direction, either front, left or right. This is an opposed check verses the attackers’ weapon skill checks. A character blocking with a shield in this way can take no other action that turn.

Aiming
Characters using a ranged weapon have the opportunity to take time aiming them to improve their chances of hitting. A character that is aiming doesn’t fire the weapon that round, but waits for a better shot. When a character takes a round to aim, he deals a card from the top of his deck. Each successive round that the character aims the player deals another card from his deck setting it beside the first. Any turn the player may choose to stop aiming and instead fire. That turn he uses the best showing card to modify the attack and damage totals.

Once the number of cards dealt from the deck exceeds the aiming value of the weapon the oldest played card is discarded as a new one is dealt. This process continues until the character fires the weapon or he stops aiming. This, while aiming may improve your chances of hitting, a player waiting too long may lose a good shot.

For Example:
Enris the barbarian wizard is aiming his spear at a dear. The spear has an aim of 3. The first turn he aims, his player draws a +2 and decides to keep aiming. The next turn he draws a –4, which he places next to the +2. Continuing to aim for the third turn he draws the –7. Not liking these choices, he aims on the fourth turn. Since his weapon has an aim of 3, he discards the first card drawn (the +2), and draws another card from his deck, this time a +5. Deciding that his aiming has paid off, Enris elects to throw the spear on the fifth turn, using the +5 to modify both the attack and damage totals.

Note that the GM could have made awareness checks for the deer each of these turns, allowing it to bolt if the deer sensed the hunter’s presence.

Hit Location
Unless the player states otherwise while declaring the attack, assume all attacks are aimed at the target’s torso or back. Other body parts may be targeted with the following modifiers. Details on the effects of damage to specific body parts are described later.
Hit Location Attack Modifier
Head -5
Head Vitals -8
Torso Vitals -6
Legs -3
Arms -3

Other Modifiers
Outside the modifiers for dodging and blocking, there are other modifiers to range attacks depending on what the target is doing. The GM should consult the table below for these modifiers. All such modifiers are cumulative.
Target is
Running -1
Walking 0
Stationary +1
Prone -3
Partially Obscured -3
In Low Light -2
Riding -2
At Point Blank Range -0
At Short Range -2
At Medium Range -4
At Long Range -6

Firing into Melee
If a missile is fired at a target engaged in melee combat, the target does not get the opportunity to dodge or block the attack. If the ranged weapon’s attack total is positive, it hits the intended target. If the total is 0 it misses all combatants. If the attack total is negative, then another character in the melee is hit (if there is more than one opponent, the GM determines who was hit.) Use the inverse of the card value to determine damage. (Thus playing a –4 would be treated as a +4.)

Compound Actions & Other Rules

In a compound action the player gets to use more than one card from the draw. The different cards are played in distinct moments called “registers.” Additionally, the player will get to choose from multiple maneuvers in each register to better define his character’s actions.

Hands
When a character begins a compound action he draws a number of cards equal to his skill. If he is doing two things at once, such as fighting with two weapons or fighting from horseback, he draws his hand from the lower of the two skills. There may be special instances in which the character gains additional cards for his hand.

Registers
A register is a moment in time when something occurs. When performing a compound action, there are multiple registers in a turn. There is no fixed limit on the number of registers in a turn. Registers are numbered sequentially, starting at register 1. Cards will be played during different registers and all actions declared during a given register happen simultaneously. It may be helpful to think of the registers as spaces in which to lay your hand:

Character 1 1 2 3 4

Character 2 1 2 3 4
In the diagram above, two characters are competing in a compound action. They declare actions lay cards in spots for each register (see below). The first register is resolved using the cards in spot #1. Then the second register and the third and so on.

Maneuvers
Each skill that uses a compound action allows the player to choose from multiple maneuvers each register. A maneuver is a specific use of a skill that provides bonuses and skill modifiers. Certain maneuvers can only be used at certain times, and a few maneuvers can be played more than once in the same register.

Combining Skills
More than one character may work together to accomplish the taske. Both characters draw their hands, but the best card from either hand may be used for the check. The GM may limit the number of characters that can work together on one task. For example, a GM may decide that it’s reasonable to have 12 people try to build a house, but only one can pick a lock at a time.

Default Use of Skills
In almost every situation a character has the option to try something, even if he’s unskilled at it. This is called a default skill check. When using a default skill the player only gets to draw one card that is then modified as normal. Certain skills such as medicine and blacksmithing are too complex to be tried without training. These are considered advanced skills and characters without that skill may not even attempt them. Advanced skills can only be gained during character creation or through learning with a teacher.

Using Multiple Skills
There will be instances in which a character is effectively trying to do two things at once, such as fighting while riding a horse. In these cases, the player draws his hand from the lower of the two skills, and uses that hand for all checks that turn.

Basic Actions

There are two types of actions, basic actions and compound actions. Most skills and actions are basic actions. Some, like combat or contests between two vehicles, require the more options and depth provided by compound action checks.

A check is usually performed when a player announces an action, but occasionally the GM will ask the player to perform a check in response to unknown or surprising situations.

Any time a player needs to know whether or not his character succeeds or fails at an action he must perform a “check” (also called a “skill check” or “attribute check.”) The steps to perform a basic check are:

1. The player describes what the character is attempting the GM.
2. The GM determines what skill (if any) is to be used and which attribute will modify the check.
3. The GM determines any addition situational modifiers that will affect the success of the check. This can include the difficulty of the action (the “difficulty modifier” or simply the “difficulty”) as well as opposing forces. The player does not necessarily need to be told all applicable modifiers.
4. The player draws a number of cards equal to the character’s skill from his karma deck. Further rules will refer to this as the draw. If the character does not have the appropriate skill, or no skill is involved, the player draws one card (see “defaults” below).
5. The player chooses which card to play. The unmodified number on the card is called card value. Note: while it is almost always preferable to use the highest card drawn, there may be instances when a player will chose another card instead.
6. Add all the modifiers to the card value; this is the modified total (MT).
7. If the modified total is greater than zero, the action succeeded. Otherwise, the character failed.

For example:
Enris the barbarian wizard is out in the mountains seeking the lair of the dreaded Dreaccle. He knows that the monster had to have come this way, and so he is searching for any tracks it may have left in the snow.

Enris’s player tells the GM he is looking for tracks, and the GM decides that this requires a tracking skill check, modified by awareness. The GM also decides that it is easy (because of the snow on the ground and the Dreaccle’s great weight) so he includes a +3 difficulty modifier.

Enris has a tracking skill of 3 so he draws three cards from his karma deck: -3, -4 and –7. He selects the highest, -3, and modifies it by his awareness (+2) and the situational modifiers (+3 for difficulty), for a total of +2.

The check’s total is greater than zero, so the GM tells the player that the character has found the tracks.

Difficulty Modifiers
The GM can modify a skill or attribute check based on his understanding of the action and guidelines presented in the rules. The table below lists generic modifiers based on the difficulty of the situation:
Difficulty of Task Modifier
Very Easy +5
Easy +3
Moderate 0
Difficult -3
Very Difficult -5
Nigh Impossible -8

Opposed Checks
Any use of skill to best another character is an opposed skill check. For instance, when trying to hide from someone a character is using his stealth skill against the other’s awareness. An opposed skill check is successful when the character’s modified total is greater than the opponent’s modified total. Unless the character is also trying to accomplish something, the MT does not have to be greater than zero, it merely needs to be greater than the opponent’s.

For example:
Enris drank more than he could pay for one evening, and came to realize he would either have to fight his way out, or charm his way out. Being, in general, a good person, he tried to appeal to the large barkeeper’s kind nature.

The GM decides that Enris’s player needs to make a charm check modified by his finesse opposed by the barkeeper’s awareness. Enris draws a +5, modified for his finesse the total is +6. The barkeeper draws a +8, and even with no modifiers (the GM determined he had an average awareness of 0) can see through Enris’s drunken arguments.

Skill Results
Typically you will only need to know whether an action succeeds or fails. But sometimes you will want to know exactly how well a character performed. The GM can compare the character’s modified total to the appropriate Result Chart below to gauge how well a character did. For opposed skill checks, compare the difference between the two character’s totals. Remember that if one character has a negative MT you add it to the opponent’s MT.

General Result
The general result column of the chart gives a brief, qualitative description of how well a character did. It can be used as a benchmark for determining difficulty numbers as well as a way to add description to a character’s success.

Information
The information column should be used both for checking how much a character knows about a subject as well as research checks. The information column is also used when a PC is trying to learn data from an NPC through either charm or force. The result is the amount of data gained from the NPC.

Money
The money column lists the percentage of a cost. During bargaining checks or other checks that will affect the price of an item, the GM should first establish a fair price for the item in question, and then adjust it by the factor determined through the check. This chart is based upon a character selling an item. For a character buying an item, find the inverse (positive is negative and vise versa) of the result and adjust the price accordingly.

Reaction
The reaction column is used to determine NPC reaction to the player character. It should be used only when the NPC and players first meet, but can also be used to determine reactions for request for aid.

Speed of Execution
The speed of execution column adjusts how long it takes to complete an action. The GM should assign the base amount of time (many skills include a time taken in their description), and then adjust this card to determine the speed of execution.

Multiple Results
The value of a check should not be used to determine multiple variables on the result chart. For instance, a check could determine how fast something took, but not how well it succeeded. The medicine skill, for example, takes half an hour to perform. A check is made to see how many hit points are healed during that half-hour. You can not modify the time taken based on the result, since it is already determining how well it worked. The cleansing skill, however, returns one card an hour, and only one card. By performing better on the skill check you can decrease the amount of time it takes to regain that one card.

MT General Result Information Money Reaction Speed of Execution
-10 Incompetence Erroneous Information -200% Loathing x5
-9 None -150% Hate x5
-8 Horrific None -125% Hate x5
-7 None -100% Aversion x4
-6 Awful None -75% Aversion x4
-5 None -50% Dislike x4
-4 Bad None -35% Dislike x3
-3 General Feeling -25% Annoyance x3
-2 Poor General Feeling -15% Annoyance x3
-1 General Feeling -10% Neutral x2
0 General Feeling 0 Neutral x2
1 Sufficient Basic Information +10% Neutral x1
2 General Information +15% Fondness/Impressed x1
3 Average General Information +25% Fondness/Impressed x1
4 Additional Trivia +35% Pleased/Intimidated ½
5 Good Additional Trivia +50% Pleased/Intimidated ½
6 Commonly Known Secrets +75% Affection/Afraid ½
7 Excellent Secrets Known to Some +100% Affection/Afraid 1/3
8 Secrets Known to Few +125% Delighted/Scared 1/3
9 Superb Secrets Known to Few +150% Delighted/Scared 1/3
10 Extraordinary Anything +200% Love/Terrified ¼