Violence

Vio­lence is ruinous. You can recov­er from wounds, but you can­not so eas­i­ly recov­er lost peace, trust, or secu­ri­ty. Don’t start fights you don’t think you can win and don’t will­ing­ly insti­gate a fight with­out some advan­tage at your side.

Vio­lence is played in the per­il timescale.

Vio­lence is an exchange: An attack made using a com­bat skill and a defense made in response.

getting an edge

In com­bat, any edge you can get against an oppo­nent is worth +2 to attack d12 rolls and +1 to dam­age. You get an edge if your tar­get is:

  • Stag­gered
  • Sur­prised
  • Prone
  • Sleep­ing
  • Knocked out
  • Grabbed
  • Receiv­ing your charge
  • Fac­ing away from you
  • Attack­ing with a short­er weapon vs your block or counter

attacking

Roll a com­bat skill. Depend­ing on your suc­cess and the out­come of your tar­get’s defense roll, you dam­age them.

Attack­ing costs an action. You get 2 actions per turn.

charg­ingGet an edge on your melee attack roll if you move at least 6 m before attack­ing. You can do so as part of a sprint.

aimed attacksTar­get­ing spe­cif­ic body areas incurs a penal­ty:

  • melee attacks tar­get­ing a spe­cif­ic body area get -2 to attack.
  • ranged attacks tar­get­ing a spe­cif­ic body area get -4 to attack.
  • For either, if you tar­get a minute area, get -6.

defending

Choose a defense: Roll Agili­ty to dodge or Melee to block or counter.

Defend­ing costs a reac­tion. You get 2 reac­tions per turn. You spend them when it’s not active­ly your turn. Use reac­tions to:

  • Defend (attack, block, or counter)
  • Turn and adjust you fac­ing after a foe moves
  • Per­mit an ally to move through your space

You can’t react if uncon­scious, sur­prised, blind­ed, or back­stabbed.

getting-hit

A suc­cess­ful attack inflicts dam­age on a body area. Ran­dom­ize a wound loca­tion, com­pare the dam­age to present armor, then apply a wound cor­re­spond­ing the dam­age if any remains.

Pro­tec­tion by armor

Armor is expressed as Hardness|Reduction. For exam­ple, 7 hard­ness and 5 reduc­tion (steel plate armor) is writ­ten 7|5.

If a hit body area is armored, com­pare the dam­age to hard­ness, then apply reduc­tion:

  • If the dam­age does­n’t exceed hard­ness, it becomes blud­geon­ing dam­age. If it exceeds it, it breach­es the armor.
  • Sub­tract reduc­tion from the dam­age.
  • Remain­ing dam­age becomes a wound.

combat throws

Option­al­ly, for expe­di­ence, roll all the dice involved in an attack or defense simul­ta­ne­ous­ly as a com­bat throw. An attack throw would com­prise the attack d12, the hit loca­tion die (d20,) and the dam­age die. For defend­ing: The defense d12 and the reduc­tion die for your dodge/block (or your attack dice if you counter.)

cohesion

Start­ing your turn next to an ally means you’re in cohe­sion with them. You enjoy the ben­e­fits of fight­ing as a unit:

  • You can move freely through each oth­er’s spaces
  • If you’re knocked down, an ally behind you can catch you as a reac­tion, pre­vent­ing the fall
  • You don’t risk missed shots hit­ting your allies

confines

To swing a weapon, you need space equal to its reach on one side of you. Stab­bing and ranged weapons aren’t affect­ed by this. Two-hand­ed weapons require at least 1 meter between you and your tar­get. With inad­e­quate space, you suf­fer -4 to attack. You can always pum­mel while con­fined or too close.

cover

In these bal­lis­tic times, mere armor is not enough.

If your body is total­ly inter­posed by an object rel­a­tive the angle of attack, you are in full cov­er. Attacks against full cov­er always hit the cov­er­ing object and not the cov­ered char­ac­ter (unless dam­age pen­e­trates the cov­er.) Enfi­lad­ing attacks hit as nor­mal.

If half or more of your body is inter­posed by some sur­face rel­a­tive to the angle of attack, you have half cov­er. Attacks against cov­ered body areas hit the cov­er before they hit you. 

The Book­keep­er deter­mines what por­tion of you is covered—usually 50%. Waist-high cov­er, lying prone, or lean­ing to attack from true cov­er expos­es 50% of your body to an attacker—left/right or front/back. If you’re prone and fac­ing a ranged attack­er, chest hits become back hits.

Stand­ing char­ac­ters lean­ing to attack from true cov­er have either all their left or right-side body areas shield­ed by the cov­er, depend­ing on which side is their non-weapon arc.

Any dam­age that hits and pen­e­trates cov­er may con­tin­ue and hit a body loca­tion behind the cov­er.