Post by Father on Jul 20, 2019 19:55:58 GMT 1
The following advanced combat rules are in effect:
Battlefield Tactics
Attacking Object
Advanced Actions
Fatigue
Prone Condition
Non-prone combatants adjacent to a prone enemy receive the benefits of higher ground against them, the movement of a prone combatant is half normal (round down, minimum 1), and he cannot charge or sprint.
Standing up from prone requires a lesser action, test agility(acrobatics) against a TN equal to Bulk*3 to succeed, upon scoring two degrees of success, you can treat it as having done it as a free action. Upon a simple failure you may spend an additional lesser action to treat it as a success. On a critical failure, the action is wasted. You can also choose to stand up from prone as a greater action, in which case you succeed automatically.
Higher Ground:
Gain +1b on all combat tests if you have higher ground and +1 base damage on attack tests. For grabbing an opponent, this gives +1D instead.
Mounted Combat
When mounted in combat you use your steed's movement in place of your own. You also gain the effect of higher ground (+1b) against unmounted enemies and may attack these from 1 yard further away than normal (but not if another enemy or mount is in between) as well as +2 base damage. You do not gain bonus dice from having animal handling ranks. You do not gain +2 base damage from your mount standing still.
If your mount is injured (taking damage equal or greater of half it's health for normal steeds, taking injuries/wounds for steeds being able to do so), to regain control of the mount, you must succeed on an Animal Handling (Ride) test as a lesser action, the TN is equal to 3 for each injury it would have needed to take to negate all damage dealt to it in total (3 for each injury and wound it has taken for horses able to take those), the TN to regain control over an untrained mount is at +9. If the steed takes more damage, a new test is required if the TN exceed your previous test result. Additionally, certain combat maneuvers (such as knockdown and maneuver) are intended for fighting on foot and thus are not appropriate when used in combination with mounted combat.
Opposed charges with lances that are not orderly one on one jousts are resolved as both parties charging at the same time, substituting their passive animal handling(ride)+shield bonus -4 for their combat defense, jousting maneuvers other than brutal may be applied, but any other jousting rules and effects (including tourney knight) does not apply. This is frequently how grand melees and trials by combat tend to start. If one rider uses a tourney lance and the other fails the stay in saddle test, his attack is considered to be an automatic miss if he wields a war lance.
While during a joust, participants gains a free Catch your breath action while preparing for the next tilt, this is not so in a non-jousting opposed charge (but gallant knights fighting a duel typically allow one another a moment of respite). It is here generally assumed that both participants draw sidearms and close the distance while testing for iniative, starting next to one another. Either character may chose differently, in which case the horse will continue forward as initiative is tested for a distance equal to it's move. This is also what happens to a rider still seated upon his horse, if his opponent is dismounted, sidearms may be drawn as part of this movement.
If both characters remains mounted with lances in hand and the one winning iniative decides to charge again with the lance, the other may respond in the same fashion, making it an opposed charge again, if so the iniative results stands for later. If only one character has a lance in hand, the other, if mounted, will be able to sufficiently close the distance to prevent charging when testing for iniative, sidearms may be drawn as part of this movement. Note that in battle and melee, the option to charge at one another again is usually not present.
Mounts and encumbrance:
-Each two full points of bulk carried or worn by a rider counts as a point of bulk carried by the steed.
-A war trained steed may ignore carried bulk up to it's strength rating. Bulk otherwise affects it as it would a human.
-An additional rider on a steed is treated as having bulk equal to the highest of their athletics and endurance ranks.
Carrying capacity:
A character can reasonably carry and use 4 one-handed fighting weapons 5 if mounted. A Two-handed fighting weapon counts as two one-handed fighting weapons. Any ranged weapon counts as one handed fighting weapon. In addition, a character may carry 2 short-blades, brawling or off-hand weapons (any armor that normally has AR 4 or higher includes gauntlets which does not count towards the limit). Each additional one-handed fighting weapon (or equivalent) beyond this imposes 1 point of bulk. Each point of bulk carried beyond the fourth inflicts a -1 penalty to combat defense and agility tests, including passive results.
Other Provisions:
You are limited to one attack per turn, unless otherwise specified in an action, if it involves a test where you would deal damage if successful (before armor), it is an attack, it also is an attack if you could chose to inflict some other effect instead of damage (such as grab).
In order to use the charge action, you must move in a straight line towards your opponent that has a length at least equal to your movement. Things like moving back from an opponent in order to charge at him, or "bounce-charge" from opponent to opponent are generally frowned upon.
You may attack one yard further away than normal by taking -1D on your fighting test.
A Character is generally restricted to total movement in a single round up to what they could manage with a run action.
The consequences of defeat can be summed up in these broad categories.
1. Yield/Forfeit (on the battlefield this means surrendering for later ransom, in tourney/duel it means yield or defeated as per agreed upon rules).
2. Air knocked out (and unhorsed if applicable), -1D to physical tests for the remainder of the scene (common outcome if health is depleted during jousts).
3. Unconscious.
4. Physical or Mental Debilitation (Impose a drawback or reduce ability/specialty ranks)*
5. Death*
*Primary Characters can always burn DP to escape such fates.
First Blood conditions:
If all characters involved in a combat scenario wields suitable weapons (such as longswords) and it is appropriate for the scene (tourney contest, duel of honor) they may by mutual agreement invoke first blood conditions. Under these, all parties have doubled health, but may not take injuries or wounds, the consequences of defeat are always yield/forfeit..
Surprise: If an enemy is unaware of your presence or your hostile intent before the beginning of combat, you may act in a surprise round. Each enemy that is aware of you may also act in the surprise round. You gain +1D and +2 damage on any attack against unaware enemies in the surprise round.
Actions, those not listed are unaltered:
Aim (Lesser): Gain +1b to your next test.
Ambush (Greater): If during a surprise round no enemy is aware of you, you may take time to prepare your strike, you must make a stealth test (usually sneak, but blend in may be applicable in some cases) against the passive awareness (notice) of all enemies, if successful, you gain an additional +1D and +1 damage on your first attack test in the surprise round, but only against an enemy you designate when making this test and only if all enemies remains unaware of you. This bonus is cumulative up to the total extra dice allowed for taking extra time (the standard +1D for having surprise also counts towards this limit). Taking this action and successfully remaining undetected adds another surprise round in which you may take this action again. If any enemy becomes aware of you or any ally of yours before the surprise round where you make your attack, the bonus is wasted.
Called Shot (Greater): Make a normal attack with -1D, your weapon gains the +2 piercing quality, or it's existing piercing quality increases by 2.
Cautious Attack (lesser):
-The effect is +3 to Combat Defense and passive test results against combat actions, -1D to all combat actions.
-By foregoing your attack this round, you may instead use this in combination with a move action.
-At the start of your next turn, you may use a free action to extend the effects until the start of your next turn.
-If you are aware of your opponent's presence and hostility and have the time to brace yourself, sufficient to take a lesser action prior to any would be able to attack you, you may take activate it prior to iniative being tested (usually this will be possible at the end of an opposed joust), if so, you take the -1D on iniative and the effects lasts until the start of your second turn.
-You may take a lesser action to gain these effects without making an attack as part of it, this allows taking some other attack action this turn, which the -1D will apply to.
Divided attack (Greater): You split the total number of dice that you would roll for a normal attack over multiple, then separately determining how many are kept for each. If, for example, your regular attack is 4D+2B, you could make two attacks each at 3D, or one with 4D+1B and another with 1D (for sake of example). These are considered to be separate attacks, so static modifiers apply to each, as would benefits allowing re-rolls, wounds and other factors (such as cautious technique and flaws) which reduce kept dice applies to each separate roll.
Grab (lesser), when on foot and armed with a weapon with the grab quality, you may chose when attacking to attempt to initiate a grab against an unmounted enemy instead of doing damage, it otherwise follows the normal rules of the grab weapon quality except as noted here. Weapons of the Brawling and Short Blades categories gains +2 piercing against grabbed opponents. This counts as an attack.
Unless broken, the grab lasts until the end of your next turn or you are defeated, whichever comes first. You may as a lesser action attempt to maintain the grab for one more round by testing Fighting (Brawling) against your opponent's Passive Athletics (Strength), maintaining a grab does not count as an attack.
As a Greater Action, you may attempt to pin an opponent you have grabbed, testing Fighting (Brawling) against his Passive Fighting (Brawling), upon a success, he may not perform any attack actions until he is freed from your grab. Your fighting test is also resolved against opponent's passive athletics (Strength) to see if you maintain the grab.
Knockdown (Lesser): Make an Athletics (Strength) vs passive Agility (Balance), on a success, your opponent is prone, but the TN to stand up is 3 per DoS scored or as normal, whichever is lower. A second successful knockdown attempt against the same character before while prone makes the stand up action tested against the normal TN. If you take a move action before this action and on the same turn, you add +2 to your Athletics test result.
Interpose (Greater): You may throw yourself between attackers and an ally. Designate an adjacent character to protect. While the protected character is adjacent to you, all attacks against them that could target you target you instead. However, as you are actively putting yourself in the way of the attack you not only lose your Agility to your Combat Defense, but also take an additional -3 penalty to your Combat Defense.
Maneuver (Lesser): By pressing the attack, you can force an opponent into a disadvantageous position. Make a Fighting test (weapon skill applies) against a target in reach vs the opponent's passive Fighting (Weapons Skill applies), inflicting a -1 penalty on all tests that character makes until the start of your next turn. Additionally if both are on foot, you may force them to move up to one yard per DoS in any direction (up to your total movement allowed with a lesser action), but not through obstacles. If a maneuver would force a target into a lethal situation (into a roaring fire, off a cliff or parapet, into the tentacles of a kraken), your opponent is entitled to TN 6 Awareness(Notice) and Agility (Balance) tests to notice the danger and end the movement at the last moment by accepting -3 to CD, any penalty from the maneuver action applies to these tests. You may also choose to move after your opponent to the closest adjacent space limited by your movement.
Push (Greater): As maneuver, but you may also make an Athletics (Strength) test against opponent's passive agility (balance) result, adding another yard per DoS to the total distance the opponent may be moved (up to total distance equal to twice your movement), each degree also adds +1 to the TN to end the movement before being pushed into some sort of hazard.
Reckless Attack (Greater).
An additional -3 penalty also applies to all passive results against combat actions.
Shield Other (Lesser): You may defend another at the cost of lowering your own defense. Until the start of your next turn, reduce your combat defense by 3 and designate an adjacent character to protect. While adjacent to you, the protected character has +3 Combat Defense against any attack that could have targeted you instead.
Trample (Greater): If mounted on a war trained steed you may perform a special charge action against an enemy on foot, once the initial attack has been resolved, the following applies:
-Test Animal Handling (Ride) TN 9, granting the steed +1 to all it's tests per DoS.
-On a critical failure, you are dismounted halfway into the trample action.
-The steed may continue in a straight line, performing knockdown attempts against enemies on foot in it's path, a cumulative +2 bonus to passive result against this attempt.
-If an enemy resists the knockdown, the movement ends, otherwise the steed may continue to cover a distance up to it's sprint movement.
-The steed makes a hoof attack against each enemy knocked down, shield or armor is ignored by this attack.
-If an enemy has space to get out of the way (for example, he is not in a packed formation), he may attempt an Agility (Acrobatics) TN 6 test to ignore any hoof attack, if achieving at least 2 DoS, he also ignores the knockdown, this is resolved without any penalties taken from injuries/wounds inflicted by the charge attack.
If charging against an organized battle line trained to withstand a charge, enemies gains the following bonuses:
-Enemies gain assist bonuses to all passive agility results from their two closest comrades, the comrades may use their defensive bonus from shields instead of agility rank to determine the assist bonus (So Defensive+4 counts as rank 4, which would give +2 assist bonus).
-There will usually be 3 enemies in a line of footmen per horse and rider charging against them.
-Usually all enemies will have prepared set for charge actions.
--Some or all of these bonuses may not apply if the charge is made as part of a successful flanking maneuver.
Initiative Actions:
A character may only take a single initiative action per combat and a character can only be targeted once with an initiative action per combat.
Goad (Lesser-Initiative)
When you have allies in a scene, you may test persuasion (taunt) against the passive will (dedication) of the opponent you designate, compelling them to attack you if practically possible for a number of rounds equal to your DoS. The compulsion is broken if they are attacked by anyone other than you. A special character may always attempt a self-control test to resist as can any character considerably less skilled in combat than you (special NPC's will generally only attempt the self-control test if they expect to loose one on one or have specific intentions).
Never Outnumbered (Lesser-Initiative)
When a scene contains at least twice as many hostile characters as allied ones, you may test will (courage) against TN 12, on a success you gain a bonus to combat defense and health equal to your ranks in courage (minimum 1), on a critical failure you suffer -1D on all tests.
-Generally this option is not applicable in a free for all scenario, such as in a tourney melee where the hostile characters are not allied against you.
-True Knights treat this as a free action.
Not afraid of You (Lesser-Initiative)
When a scene contains an enemy whose athletics, endurance and fighting ranks at least equals yours and at least one of them is higher, you may test will (courage) against TN 12, on a success you gain a bonus to combat defense against that enemy equal to your ranks in courage (minimum 1), on a critical failure you suffer -1D on all tests.
-Generally this option is only applicable if your opponent seems to outmatch you, if due to benefits and other circumstance makes this not so and this is known IC, it should not be available.
-True Knights treat this as a free action.
Dominate (Iniative).
-When testing iniative, you may take a -1D penalty to target a foe with a Persuasion (Intimidate) test against their passive Will (Courage), imposing -1D on their iniative test per DoS.
-On a critical failure, they may take the not afraid of you iniative action for free regardless of whether they otherwise would be eligible to attempt it.
You and me! (Lesser-Initiative)
When a scene contains at least three enemies and there are at most 4 allied characters per 3 enemies, you may single out an opponent. You gain +1 to fighting attacks and damage against them, but lose your awareness to combat defense against all other opponents until your target has been defeated.
Specialties for various combat actions otherwise unaltered.
Impaling Weapons: Strength Specialties apply to associated Athletics tests.
Dodge Action: May use the dodge specialty rather than shields. Replaces your standard CD with the result or add your DoS against TN 0 to CD, whichever is better.
Disarm Action: Weapon specialties applies to both the test and passive result.
Distract Action: Cunning (Cheat) vs Passive Will (Dedication)
Knockout Action: Fighting (Brawling) vs Endurance (Resilience)
Trample: Ride Specialty applies.
Catch your Breath: Stamina applies.
Injuries, wounds and fatigue:
When taking an injury, you regain an amount of health equal to your endurance rank.
The penalties from injuries, wounds and fatigue taken in one scene does not apply to scenes occurring on the same IC day, unless they are linked together and is played out in succession (such as in a battle or a tourney). However, you are still limited up to your endurance rank in how many you may have at any given time, you may not take more points of fatigue in any one day than you have endurance ranks. Fatigue points are removed at the end of the IC day. Injuries and wounds inflict penalties as normal starting with the day after they were inflicted. If they were inflicted on day X, you may begin to test to remove injuries at the end of day X+1 and wounds at the end of day X+7.
It is possible to use fatigue out of combat to affect a single test (typically ignoring injuries/wounds). In the case of circumstances where the order of tests to be made in a scene is not explicit, you may chose the order in which the tests are made.
Destiny Points:
-Instead of spending a point to gain a lesser action, you instead gain a full turn worth of actions, any limits to what you may do during a turn/round applies separately to your normal turn and this special turn. Note that if you perform a reckless attack during your round, the penalty remains until the start of your turn in the next round.
-You may spend a destiny point to ignore AP for the remainder of a scene.
-You may spend a destiny point to ignore the penalties from injuries for the remainder of a scene.
-You may spend a destiny point to ignore the penalties from fatigue for the remainder of a scene.
-You may spend a destiny point to ignore the penalties from wounds for the remainder of a scene.
-You may spend a destiny point to turn any one test into a success or failure.
-You may spend a destiny point to add +5 to any one test result (including passive ones).
-You may spend a destiny point to regain all health.
-You may burn a destiny point to remove all injuries, fatigue and regain all health.
-You may burn a destiny point to add +15 to any one test result (including passive ones).
Note: These do not apply during jousting.
Battlefield Tactics
Attacking Object
Advanced Actions
Fatigue
Prone Condition
Non-prone combatants adjacent to a prone enemy receive the benefits of higher ground against them, the movement of a prone combatant is half normal (round down, minimum 1), and he cannot charge or sprint.
Standing up from prone requires a lesser action, test agility(acrobatics) against a TN equal to Bulk*3 to succeed, upon scoring two degrees of success, you can treat it as having done it as a free action. Upon a simple failure you may spend an additional lesser action to treat it as a success. On a critical failure, the action is wasted. You can also choose to stand up from prone as a greater action, in which case you succeed automatically.
Higher Ground:
Gain +1b on all combat tests if you have higher ground and +1 base damage on attack tests. For grabbing an opponent, this gives +1D instead.
Mounted Combat
When mounted in combat you use your steed's movement in place of your own. You also gain the effect of higher ground (+1b) against unmounted enemies and may attack these from 1 yard further away than normal (but not if another enemy or mount is in between) as well as +2 base damage. You do not gain bonus dice from having animal handling ranks. You do not gain +2 base damage from your mount standing still.
If your mount is injured (taking damage equal or greater of half it's health for normal steeds, taking injuries/wounds for steeds being able to do so), to regain control of the mount, you must succeed on an Animal Handling (Ride) test as a lesser action, the TN is equal to 3 for each injury it would have needed to take to negate all damage dealt to it in total (3 for each injury and wound it has taken for horses able to take those), the TN to regain control over an untrained mount is at +9. If the steed takes more damage, a new test is required if the TN exceed your previous test result. Additionally, certain combat maneuvers (such as knockdown and maneuver) are intended for fighting on foot and thus are not appropriate when used in combination with mounted combat.
Opposed charges with lances that are not orderly one on one jousts are resolved as both parties charging at the same time, substituting their passive animal handling(ride)+shield bonus -4 for their combat defense, jousting maneuvers other than brutal may be applied, but any other jousting rules and effects (including tourney knight) does not apply. This is frequently how grand melees and trials by combat tend to start. If one rider uses a tourney lance and the other fails the stay in saddle test, his attack is considered to be an automatic miss if he wields a war lance.
While during a joust, participants gains a free Catch your breath action while preparing for the next tilt, this is not so in a non-jousting opposed charge (but gallant knights fighting a duel typically allow one another a moment of respite). It is here generally assumed that both participants draw sidearms and close the distance while testing for iniative, starting next to one another. Either character may chose differently, in which case the horse will continue forward as initiative is tested for a distance equal to it's move. This is also what happens to a rider still seated upon his horse, if his opponent is dismounted, sidearms may be drawn as part of this movement.
If both characters remains mounted with lances in hand and the one winning iniative decides to charge again with the lance, the other may respond in the same fashion, making it an opposed charge again, if so the iniative results stands for later. If only one character has a lance in hand, the other, if mounted, will be able to sufficiently close the distance to prevent charging when testing for iniative, sidearms may be drawn as part of this movement. Note that in battle and melee, the option to charge at one another again is usually not present.
Mounts and encumbrance:
-Each two full points of bulk carried or worn by a rider counts as a point of bulk carried by the steed.
-A war trained steed may ignore carried bulk up to it's strength rating. Bulk otherwise affects it as it would a human.
-An additional rider on a steed is treated as having bulk equal to the highest of their athletics and endurance ranks.
Carrying capacity:
A character can reasonably carry and use 4 one-handed fighting weapons 5 if mounted. A Two-handed fighting weapon counts as two one-handed fighting weapons. Any ranged weapon counts as one handed fighting weapon. In addition, a character may carry 2 short-blades, brawling or off-hand weapons (any armor that normally has AR 4 or higher includes gauntlets which does not count towards the limit). Each additional one-handed fighting weapon (or equivalent) beyond this imposes 1 point of bulk. Each point of bulk carried beyond the fourth inflicts a -1 penalty to combat defense and agility tests, including passive results.
Other Provisions:
You are limited to one attack per turn, unless otherwise specified in an action, if it involves a test where you would deal damage if successful (before armor), it is an attack, it also is an attack if you could chose to inflict some other effect instead of damage (such as grab).
In order to use the charge action, you must move in a straight line towards your opponent that has a length at least equal to your movement. Things like moving back from an opponent in order to charge at him, or "bounce-charge" from opponent to opponent are generally frowned upon.
You may attack one yard further away than normal by taking -1D on your fighting test.
A Character is generally restricted to total movement in a single round up to what they could manage with a run action.
The consequences of defeat can be summed up in these broad categories.
1. Yield/Forfeit (on the battlefield this means surrendering for later ransom, in tourney/duel it means yield or defeated as per agreed upon rules).
2. Air knocked out (and unhorsed if applicable), -1D to physical tests for the remainder of the scene (common outcome if health is depleted during jousts).
3. Unconscious.
4. Physical or Mental Debilitation (Impose a drawback or reduce ability/specialty ranks)*
5. Death*
*Primary Characters can always burn DP to escape such fates.
First Blood conditions:
If all characters involved in a combat scenario wields suitable weapons (such as longswords) and it is appropriate for the scene (tourney contest, duel of honor) they may by mutual agreement invoke first blood conditions. Under these, all parties have doubled health, but may not take injuries or wounds, the consequences of defeat are always yield/forfeit..
Surprise: If an enemy is unaware of your presence or your hostile intent before the beginning of combat, you may act in a surprise round. Each enemy that is aware of you may also act in the surprise round. You gain +1D and +2 damage on any attack against unaware enemies in the surprise round.
Actions, those not listed are unaltered:
Aim (Lesser): Gain +1b to your next test.
Ambush (Greater): If during a surprise round no enemy is aware of you, you may take time to prepare your strike, you must make a stealth test (usually sneak, but blend in may be applicable in some cases) against the passive awareness (notice) of all enemies, if successful, you gain an additional +1D and +1 damage on your first attack test in the surprise round, but only against an enemy you designate when making this test and only if all enemies remains unaware of you. This bonus is cumulative up to the total extra dice allowed for taking extra time (the standard +1D for having surprise also counts towards this limit). Taking this action and successfully remaining undetected adds another surprise round in which you may take this action again. If any enemy becomes aware of you or any ally of yours before the surprise round where you make your attack, the bonus is wasted.
Called Shot (Greater): Make a normal attack with -1D, your weapon gains the +2 piercing quality, or it's existing piercing quality increases by 2.
Cautious Attack (lesser):
-The effect is +3 to Combat Defense and passive test results against combat actions, -1D to all combat actions.
-By foregoing your attack this round, you may instead use this in combination with a move action.
-At the start of your next turn, you may use a free action to extend the effects until the start of your next turn.
-If you are aware of your opponent's presence and hostility and have the time to brace yourself, sufficient to take a lesser action prior to any would be able to attack you, you may take activate it prior to iniative being tested (usually this will be possible at the end of an opposed joust), if so, you take the -1D on iniative and the effects lasts until the start of your second turn.
-You may take a lesser action to gain these effects without making an attack as part of it, this allows taking some other attack action this turn, which the -1D will apply to.
Divided attack (Greater): You split the total number of dice that you would roll for a normal attack over multiple, then separately determining how many are kept for each. If, for example, your regular attack is 4D+2B, you could make two attacks each at 3D, or one with 4D+1B and another with 1D (for sake of example). These are considered to be separate attacks, so static modifiers apply to each, as would benefits allowing re-rolls, wounds and other factors (such as cautious technique and flaws) which reduce kept dice applies to each separate roll.
Grab (lesser), when on foot and armed with a weapon with the grab quality, you may chose when attacking to attempt to initiate a grab against an unmounted enemy instead of doing damage, it otherwise follows the normal rules of the grab weapon quality except as noted here. Weapons of the Brawling and Short Blades categories gains +2 piercing against grabbed opponents. This counts as an attack.
Unless broken, the grab lasts until the end of your next turn or you are defeated, whichever comes first. You may as a lesser action attempt to maintain the grab for one more round by testing Fighting (Brawling) against your opponent's Passive Athletics (Strength), maintaining a grab does not count as an attack.
As a Greater Action, you may attempt to pin an opponent you have grabbed, testing Fighting (Brawling) against his Passive Fighting (Brawling), upon a success, he may not perform any attack actions until he is freed from your grab. Your fighting test is also resolved against opponent's passive athletics (Strength) to see if you maintain the grab.
Knockdown (Lesser): Make an Athletics (Strength) vs passive Agility (Balance), on a success, your opponent is prone, but the TN to stand up is 3 per DoS scored or as normal, whichever is lower. A second successful knockdown attempt against the same character before while prone makes the stand up action tested against the normal TN. If you take a move action before this action and on the same turn, you add +2 to your Athletics test result.
Interpose (Greater): You may throw yourself between attackers and an ally. Designate an adjacent character to protect. While the protected character is adjacent to you, all attacks against them that could target you target you instead. However, as you are actively putting yourself in the way of the attack you not only lose your Agility to your Combat Defense, but also take an additional -3 penalty to your Combat Defense.
Maneuver (Lesser): By pressing the attack, you can force an opponent into a disadvantageous position. Make a Fighting test (weapon skill applies) against a target in reach vs the opponent's passive Fighting (Weapons Skill applies), inflicting a -1 penalty on all tests that character makes until the start of your next turn. Additionally if both are on foot, you may force them to move up to one yard per DoS in any direction (up to your total movement allowed with a lesser action), but not through obstacles. If a maneuver would force a target into a lethal situation (into a roaring fire, off a cliff or parapet, into the tentacles of a kraken), your opponent is entitled to TN 6 Awareness(Notice) and Agility (Balance) tests to notice the danger and end the movement at the last moment by accepting -3 to CD, any penalty from the maneuver action applies to these tests. You may also choose to move after your opponent to the closest adjacent space limited by your movement.
Push (Greater): As maneuver, but you may also make an Athletics (Strength) test against opponent's passive agility (balance) result, adding another yard per DoS to the total distance the opponent may be moved (up to total distance equal to twice your movement), each degree also adds +1 to the TN to end the movement before being pushed into some sort of hazard.
Reckless Attack (Greater).
An additional -3 penalty also applies to all passive results against combat actions.
Shield Other (Lesser): You may defend another at the cost of lowering your own defense. Until the start of your next turn, reduce your combat defense by 3 and designate an adjacent character to protect. While adjacent to you, the protected character has +3 Combat Defense against any attack that could have targeted you instead.
Trample (Greater): If mounted on a war trained steed you may perform a special charge action against an enemy on foot, once the initial attack has been resolved, the following applies:
-Test Animal Handling (Ride) TN 9, granting the steed +1 to all it's tests per DoS.
-On a critical failure, you are dismounted halfway into the trample action.
-The steed may continue in a straight line, performing knockdown attempts against enemies on foot in it's path, a cumulative +2 bonus to passive result against this attempt.
-If an enemy resists the knockdown, the movement ends, otherwise the steed may continue to cover a distance up to it's sprint movement.
-The steed makes a hoof attack against each enemy knocked down, shield or armor is ignored by this attack.
-If an enemy has space to get out of the way (for example, he is not in a packed formation), he may attempt an Agility (Acrobatics) TN 6 test to ignore any hoof attack, if achieving at least 2 DoS, he also ignores the knockdown, this is resolved without any penalties taken from injuries/wounds inflicted by the charge attack.
If charging against an organized battle line trained to withstand a charge, enemies gains the following bonuses:
-Enemies gain assist bonuses to all passive agility results from their two closest comrades, the comrades may use their defensive bonus from shields instead of agility rank to determine the assist bonus (So Defensive+4 counts as rank 4, which would give +2 assist bonus).
-There will usually be 3 enemies in a line of footmen per horse and rider charging against them.
-Usually all enemies will have prepared set for charge actions.
--Some or all of these bonuses may not apply if the charge is made as part of a successful flanking maneuver.
Initiative Actions:
A character may only take a single initiative action per combat and a character can only be targeted once with an initiative action per combat.
Goad (Lesser-Initiative)
When you have allies in a scene, you may test persuasion (taunt) against the passive will (dedication) of the opponent you designate, compelling them to attack you if practically possible for a number of rounds equal to your DoS. The compulsion is broken if they are attacked by anyone other than you. A special character may always attempt a self-control test to resist as can any character considerably less skilled in combat than you (special NPC's will generally only attempt the self-control test if they expect to loose one on one or have specific intentions).
Never Outnumbered (Lesser-Initiative)
When a scene contains at least twice as many hostile characters as allied ones, you may test will (courage) against TN 12, on a success you gain a bonus to combat defense and health equal to your ranks in courage (minimum 1), on a critical failure you suffer -1D on all tests.
-Generally this option is not applicable in a free for all scenario, such as in a tourney melee where the hostile characters are not allied against you.
-True Knights treat this as a free action.
Not afraid of You (Lesser-Initiative)
When a scene contains an enemy whose athletics, endurance and fighting ranks at least equals yours and at least one of them is higher, you may test will (courage) against TN 12, on a success you gain a bonus to combat defense against that enemy equal to your ranks in courage (minimum 1), on a critical failure you suffer -1D on all tests.
-Generally this option is only applicable if your opponent seems to outmatch you, if due to benefits and other circumstance makes this not so and this is known IC, it should not be available.
-True Knights treat this as a free action.
Dominate (Iniative).
-When testing iniative, you may take a -1D penalty to target a foe with a Persuasion (Intimidate) test against their passive Will (Courage), imposing -1D on their iniative test per DoS.
-On a critical failure, they may take the not afraid of you iniative action for free regardless of whether they otherwise would be eligible to attempt it.
You and me! (Lesser-Initiative)
When a scene contains at least three enemies and there are at most 4 allied characters per 3 enemies, you may single out an opponent. You gain +1 to fighting attacks and damage against them, but lose your awareness to combat defense against all other opponents until your target has been defeated.
Specialties for various combat actions otherwise unaltered.
Impaling Weapons: Strength Specialties apply to associated Athletics tests.
Dodge Action: May use the dodge specialty rather than shields. Replaces your standard CD with the result or add your DoS against TN 0 to CD, whichever is better.
Disarm Action: Weapon specialties applies to both the test and passive result.
Distract Action: Cunning (Cheat) vs Passive Will (Dedication)
Knockout Action: Fighting (Brawling) vs Endurance (Resilience)
Trample: Ride Specialty applies.
Catch your Breath: Stamina applies.
Injuries, wounds and fatigue:
When taking an injury, you regain an amount of health equal to your endurance rank.
The penalties from injuries, wounds and fatigue taken in one scene does not apply to scenes occurring on the same IC day, unless they are linked together and is played out in succession (such as in a battle or a tourney). However, you are still limited up to your endurance rank in how many you may have at any given time, you may not take more points of fatigue in any one day than you have endurance ranks. Fatigue points are removed at the end of the IC day. Injuries and wounds inflict penalties as normal starting with the day after they were inflicted. If they were inflicted on day X, you may begin to test to remove injuries at the end of day X+1 and wounds at the end of day X+7.
It is possible to use fatigue out of combat to affect a single test (typically ignoring injuries/wounds). In the case of circumstances where the order of tests to be made in a scene is not explicit, you may chose the order in which the tests are made.
Destiny Points:
-Instead of spending a point to gain a lesser action, you instead gain a full turn worth of actions, any limits to what you may do during a turn/round applies separately to your normal turn and this special turn. Note that if you perform a reckless attack during your round, the penalty remains until the start of your turn in the next round.
-You may spend a destiny point to ignore AP for the remainder of a scene.
-You may spend a destiny point to ignore the penalties from injuries for the remainder of a scene.
-You may spend a destiny point to ignore the penalties from fatigue for the remainder of a scene.
-You may spend a destiny point to ignore the penalties from wounds for the remainder of a scene.
-You may spend a destiny point to turn any one test into a success or failure.
-You may spend a destiny point to add +5 to any one test result (including passive ones).
-You may spend a destiny point to regain all health.
-You may burn a destiny point to remove all injuries, fatigue and regain all health.
-You may burn a destiny point to add +15 to any one test result (including passive ones).
Note: These do not apply during jousting.