Combat Quick Reference

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As soon as any character decides to engage in combat, switch to the quint time system.

In general, a character, NPC, or monster can perform one action per quint as moderated by the ST – an example would be to draw a sword and slash, or pick up a stone and throw it.

  1. If either party has not yet been seen by the other, allow Surprise attack. This negates the opponent’s defense roll. If there is no surprise, roll Initiative, adding the player’s Reaction to the roll. Give most NPCs and monsters a Reaction of 4 unless you choose to give them more or less based on circumstances.
  2. Perform actions in order of Initiative. Most often this will be to attack or cast a spell.
  3. If attack –

     4.  If spell – consult Spell Casting Quick Reference Sheet.
     5.  Move to next person in Initiative order and begin at 1.

Anyone reaching 0 DP will fall unconscious. -10 DP equates with death. Any roll of 100 indicates a greatly beneficial result for the player, even if an opponent rolls the 100.

Some basic opponent examples –

Type

Weapon

% to Hit

DM

DT

DP

Def.

Reac.

  P S C

# attacks

Common Fighter

Knife

40

1

S

15

8

3

- - -

1

Town Guard

Broadsword

60

4

S

25

12

4

2 4 3

1

Adventurer

Hand & Half

75

5

S

30

20

6

2 4 3

1

Elite Guard

Rapier

85

5

P

40

36

8

3 6 3

2

Knight

Longsword

95

6

S

55

40

9

8 9 8

2

Sereg Warrior

Sword

85

7

S

60

30

6

- - -

2

Troll

Battle Axe

80

8

S

70

35

8

- - -

2

Basic Unarmed Combat -- % to hit = AG+DX+6% per rank.

DB = - 3 + 1 per 3 points ST above 16.

DT = C

Defend Only – Decided per quint – fighter gets x2 Def., but no attacks or other actions that quint.

Attack Only – Decided per quint – fighter adds 20% on their % to hit and adds their DB twice instead of once to their 1d10 roll. Fighter gets no defense against any attacks that quint, and can perform no other actions.

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