COMBAT

Combat in this game includes much more than just the exchange of blows. Before close combat can be initiated, the attacking individual must first find an opponent and get close to him. Also, many creatures, especially when they are notably smaller than their attackers, are better off fleeing than fighting. The whole combat procedure can include the following:

  1. Finding an opponent. Before you can attack, you must first know what to attack.
  2. Chase. Should the attacker need to catch his opponent before combat can be started.
  3. Fleeing. Maybe the opponent doesn't want to stick around.
  4. Combat. The opponents try to hurt each other...
  5. Damage. ...And may succeed.


Finding an opponent

So, you need something to hit. Well, first you must find it. The following discusses searching for and hiding characters, but the same rules basically apply when searching for and hiding all kinds of objects.

Search

In order to find a hiding character an Opposed Success Check is made. What characteristic is used in the check depends on which one the character wants to use or the GM sees best. VIS, HEA and SCE are the options, but each of these can only be used once per 10 minutes. If the opponent has hidden himself well and doesn't move, seeing him is difficult. If he doesn't make any noise, hearing him is difficult. And if he has masked his smell with other smells, smelling him is difficult.

SEARCH

Your AV (VIS, HEA or SCE + SKILL + a DIE ROLL)
Vs
The AV used to hide the opponent(INT + SKILL + a DIE ROLL)

Hide

When a character wishes to hide himself an Unopposed Success Check is made. The GM determines the DV and assigns modifiers based on lighting, surroundings and other conditions. The hiding character must remember the AV he used with the check. The AV is used when checking if other characters can find him. See Search for information on how to search for hidden characters.


Chasing

One very important part of combat is chasing. If a creature is significantly smaller than the one attacking him, it is much wiser to run away from the attacker than to fight him.

Distance reduction and increase

Chasing is naturally always done with the maximum speed a character can go. It is wise to drop all excess baggage in crucial situations to gain as much speed as possible. In non-combat situations a character can run with his maximum speed (the Max. column in the movement values chart) for minutes equal to his Constitution value. For example, a character with a Constitution value 5 and SPD value 6 can run for 5 minutes with the Max. movement rate advancing 700 meters each minute or for 60 Turns advancing 58,3 meters each Turn. This is used when both the chasing and fleeing characters are beyond hitting distance from each other. It doesn't consume movement points.

The value from the formula below tells how much the distance between the chasing and fleeing characters is reduced each turn. Use the value as a SPD value and look at the Movement Chart to see how many m/Turn, m/Minute or m/Hour the distance is reduced or increased.

DISTANCE REDUCTION AND INCREASE

Your AV (CON + SPD + SKILL + a DIE ROLL)
Vs
The DV (CON + SPD + SKILL + a DIE ROLL)

Combat Movement

When at least one character is close enough to hit another one, Combat Movement rules apply and we begin to use MOVEMENT POINTS (MP). Note that a character must always use MPs when another character is able to hit him with any natural or melee weapons. It doesn't apply when using shooting or throwing weapons.

Characters have a certain amount of MPs that are only used when at least one character is close enough to hit another one. This amount is the same as a character's Constitution value. One MP allows the character to move one turn with his Max. movement rate, or four turns with his Fast movement rate. Moving with Normal movement rate doesn't consume MPs. Characters recover used MPs only by resting, but using them doesn't affect how many minutes a character can move with his Max., Fast and Normal movement rate in non-combat situations. This reflects the ability to perform fast bursts of speed in combat situations with the help of adrenaline, excitement, etc. So, if a character is able to run away from his chaser by using all of his MPs, he can continue to run with his Fast or Max. movement rate as long as he is normally able.

Initiating combat and fleeing from it

When at least one character is close enough to hit another one, but the other one is trying to flee from him, he can attempt to Initiate Combat. If the attacker succeeds in his attempt, combat begins. If he doesn't, combat doesn't begin and the distance between the opponents is increased by the amount of meters equal to the result of the formula below. Initiating Combat isn't used when both characters want to fight each other.

INITIATING COMBAT

Your AV (AIM + SKILL + a DIE ROLL)
Vs
The DV (AGL + SKILL + a DIE ROLL)

Fleeing from combat can be attempted like any other action, once every Turn when it is a character's turn based on his SPD value. The formula below applies when trying to flee from combat. If the fleeing character succeeds, combat stops and the distance between the opponents is increased by the amount of meters equal to the result of the formula below. If he doesn't succeed, combat continues as normal.

FLEEING FROM COMBAT

Your AV (AGL + SKILL + a DIE ROLL)
Vs
The DV (AIM + SKILL + a DIE ROLL)


Combat

Combat is divided into Turns. Each of them lasting approximately 5 seconds. The character with the highest SPD characteristic value will perform actions (hitting, for example) first. Next comes the one with the second highest SPD value, and so on until all participating characters have performed their action attempts. After this the Turn ends and another one begins. Only one action (hitting, throwing, fleeing, etc.) can be attempted in a Turn, except for defensive actions used in Success Checks like parry and dodge that can be used an unlimited number of times.

Hitting an opponent

To determine whether a character hits another one, make a Success Check based on one of the formulas below depending on the situation. Remember to apply all modifiers given by the used weapon to the relevant characteristics. If the outcome of the check is good enough, the GM can award a bonus to the attacking creatures damage check. The opponent can choose whether to parry or dodge. It is up to the GM to decide what difficulty is used when attacking a defenseless opponent.

ATTACK VS PARRY

Your AV (AIM + SKILL + a DIE ROLL)
Vs
The DV (AIM + SKILL + a DIE ROLL)

ATTACK VS DODGE

Your AV (AIM + SKILL + a DIE ROLL)
Vs
The DV (AGL + SKILL + a DIE ROLL)

THROWING / SHOOTING

Your AV (AIM + SKILL + OPPONENT'S SIZE + a DIE ROLL)
Vs
The DV (AGL + SKILL + ATTACKER'S SIZE + a DIE ROLL)

ATTACK VS DEFENSELESS OPPONENT

Your AV (AIM + SKILL + a DIE ROLL)
Vs
The DV (determined from GENERAL DIFFICULTY VALUE TABLE)

Damage

When hitting an opponent, damage is likely to occur. The outcome of the formula below indicates how much damage the attacker inflicts. Remember to apply all modifiers given by the used weapon to the relevant characteristics. Deduct the amount inflicted from the opponent's HPs. When a creature's HPs drop to 0, he falls unconscious. When his HPs drop down to -5, he dies.

DAMAGE

Your AV (STR + SIZ + WEAPON)
Vs
The DV (CON + SIZ + ARMOR)

Healing

All characters recover HPs with a rate of one per 6 hours if their HPs haven't dropped to 0 or below. If they have, the character requires medical care to raise him above 0, after which he will start recovering them as normal.


Special combat procedures

Hold

An important part of hunting is to succeed in holding the opponent. This is mostly done with the attacker's teeth, but claws, arms, and possibly the whole body can be used. The hold check is similar to the attack Vs parry/dodge/defenseless check, but instead of using the AIM characteristic, use DEX. If the attacker succeeds in the check, he has achieved a hold on his opponent and can start doing damage next Turn. As long as the hold is sustained, the attacker can inflict damage as normal each turn, but the opponent can only try to break free from the hold with an attack Vs dodge check, using DEX instead of AIM.

Battle of might

In the animal kingdom, individuals do their best to avoid injuries as much as possible. Conflicts are often solved with a Battle of Might, especially between members of the same species when settling territorial and courting disputes, but it can be useful in conflicts between predator and prey as well. This involves two or more individuals showing their power, size, strength, health etc. to the other without damaging physical contact.

The formula below is used for the Battle of Might. If either side has multiple characters participating, the highest characteristic values in the group are used. They also receive a group bonus of 1 per each participating character beyond the first. The losing character or group can't attack the winner for an amount of Turns equal to the Outcome of the check. They must also back down to a suitable distance determined by the outcome of the check.

BATTLE OF MIGHT

Your AV (STR + SIZ + CHA + GROUP BONUS + a DIE ROLL)
Vs
The DV (STR + SIZ + CHA + GROUP BONUS + a DIE ROLL)