Combat
Created | Updated Jul 7, 2005
Turn – Each turn/post is divided into two 'actions'.
A character with the Slow disability may only take one action per turn, to try and do anything more would only confuse them. The only exeption to this is the Jump Up action.
A character who is currently Berserk may only Charge and Strike.
Talking does not count as an action.
None of this is intended as a hard and fast rules set, although the structured approach will help newcomers. The most important thing to remember is that it should sound good! Typing "Hrothgar Dodges and Strikes" will get the job done but typing "Hrothgar falls to the ground and rolls away as his opponents axe swings past where his head had been only seconds before, before the Orc even realises what's happening Hrothgar slashes at its stomach with his sword" sounds so much cooler!
Movement Actions
Charge – Literally a charge into combat, the character uses his body's momentum to cause maximum damage. A character with the Fleet-Footed ability may make a hit and run attack (Charge-Strike-Flee).
Flee – The character retreats to a safe distance. A character with the Arrogant disability may never Flee as to do so shows weakness.
Take Flight – If a character has wings they may take to the air.
Dodge – The character may side-step, roll away from or duck an incoming attack, causing the opponent to miss. If your character has the Agile ability you may also dodge arrows.
Jump Up – You get knocked down, but you get up again... Normally this counts as two actions, unless you have the Agile ability in which case it counts as only one.
Sneak – A character with the Stealthy ability may sneak around and attack their opponent from behind. This ability may not be used against a character with 10 or more Mind if it is daytime.
Leap – A character with the Agile ability or who has wings may leap over their opponents head.
Combat Actions
Draw – Unless you are already carrying your weapon in your hand you have to draw it. Dropping one weapon and drawing another counts as a single action.
Strike – Swinging an axe or stabbing with a knife... it all comes under the 'strike' action.
Shoot – Does exactly what it says on the tin.
Parry – This action allows you to block against an opponent's Strike.
You will need to apply some common sense here as you obviously can't parry a war axe with a dagger.
Disarm – This action allows you to force your opponent to drop one weapon. To use this action you need at least 10 Mind.
Subdue – You can sneak up behind your opponent and knock them out. Your opponent has to be unaware of the attack for this to work.
Knock Down - By putting all your weight into a blow you can knock your opponent to the ground. Unless you have the Terrible Strength ability this action can only be used immediately after a Charge action.
Special Actions
Cast Spell – Self explanatory...
Use Chi Ability – Three guesses...
Use Psionic Ability – I bet you'll never work this one out...
Flange – This represents doing anything that isn't covered by the rules but is cool enough for you to get away with it. At the expense of all other actions this turn you may declare that you are Flanging and announce what you are going to do. The better you explain it the more likely it is to work. Wire-fu style combat where you're suspended in mid air repeatedly kicking an opponent in the face is good Flange. Suddenly gaining rubber limbs and attacking your opponent from a safe distance is bad flange.