AIOCO

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Combat is a large part of life in Raxia, and thus a large part of the rules of Sword World. There will often be situations where PCs will have to fight their way out of a scene, and this section establishes the rules to do so. Explanations for skills like Accuracy and Evasion, among others, are to follow.

Supplements and Notes

The following combat rules, as well as the rules of Sword World in general, aren't meant to be perfectly memorized. There are going to be some terms used below that won't be described until later, so don't be afraid to read everything through and refer back to earlier information as need be.

Simplified Combat and Standard Combat Rules

There are two main methods of resolving combat in Sword World, the Simplified Combat Method and the Standard Combat Method.

The Simplified Combat Method is less focused on the minute details of combat, aiming more for a rather cinematic feel and flow to a fight. It is definitely helpful for those players and GMs who aren't as familiar with Sword World rules, and it's recommended that beginning players and GMs use this method in order to get comfortable with how Sword World works.

The Standard Combat Method takes the Simplified Combat Method and adds complexity to it, requiring careful tracking of movement and distance. It is a bit more of a burden to learn, but the tactical opportunities are far greater this way. It is recommended that more advanced players use these rules, to get the most out of combat.

Flow of Battle

Combat is resolved as per the following Combat Procedure Chart, regardless of the Method used.

  1. Begin Combat
  2. Winning Initiative Acts
  3. Losing Initiative Acts
  4. Check to Determine if Combat is Over
  5. Post-Combat Cleanup

Simplified Combat Sequence

Range chart.png

Using the Simplified Combat rules, there is only 3 different areas, and no others. There is the Frontline, the Allies' Rearguard and the Enemies' Rearguard. Collectively, the two rearguard areas are just referred to as the singular Rearguard. The distance between the Frontline and either Rearguard is normally 10m, though if that does change it will be noted.

Skirmishes

When two combatants from opposing sides are in the same area, that area is considered to be a skirmish. Obviously, being involved in a skirmish means that dangerous melee weapons can be brought to bear against one's enemies.

The whole concept behind Simplified Combat is that those attackers on each side that use melee weapons will rush to the Frontline and fight there, while each Rearguard provides aid, support and long-range fire to their own side from safety.

Simplified Rounds and Time Management

Combat is handled in units of time called Rounds, and each round lasts all of 10 seconds. During each round, every character involved in combat will have a chance to take a turn and swing the battle their way.

When considering magic, special effects and durations, time is considered to have passed at the beginning of the round. Any effects with durations will tick one round off of their duration, expiring if they reach their limit.

1. Begin Combat

Once the PCs and enemies have met and it is certain combat will break out, the GM begins setting the stage for combat.

First, figuring out which faction (i.e. who the Allies and Enemies are) the participants are in everyone present (PCs, NPCs, even monsters) is important.
Second, if there's a monster that's unknown to the PCs, they are able to make a Monster Knowledge check. Rules for this are covered under the Monster Knowledge skill.
Next, each side rolls initiative to figure out which faction gets the first strike. Monsters have their own Initiative score at the target number to beat, while characters will have to have a contested roll to determine initiative.

Once this is all figured out, the faction with initiative chooses which characters are on the Frontline, and which are Rearguards, followed by the camp who lost initiative. If characters are divided between the Frontline and Rearguard, at least half (rounded up) must be in the Frontline (though it is a possible tactic to have everyone begin in the Frontline as well). It is also an option to keep everyone in the Allies' Rearguard, but if the opposing faction places anyone in the Frontline the entire Allies' Rearguard moves up to the Frontline!

2. Winning Initiative Acts

Once the GM has everything set up, characters in the faction with initiative making the first move. Within that faction, there's no set order for who takes their turn first, who goes second, etc., so long as all characters end up taking their turn when all is said and done.

Now, it is important to note that there is no way to have a character "ready an action" to go during another character's turn. You can't divide your turn, take some actions at one point and save some for later. Once you're finished with your turn, it becomes the turn of the next character.

3. Losing Initiative Acts

After all characters who have won initiative have taken their turns, any remaining characters in the faction who lost initiative may now take their turns. This is exactly the same as the previous entry.

4. Check to Determine if Combat is Over

If all the attacking characters on both sides have taken their turns, and neither side is willing to surrender, then the next round begins. Proceed back to "2. Winning Initiative Acts" and continue from there. Do note that the turn order of the new round does not have to be the same as the previous round.

However, if all the characters on one side are dead, or have lost morale and are willing to surrender, the combat ends there immediately. Proceed instead to "5. Post-Combat Cleanup".

5. Post-Combat Cleanup

If one side of the combat is unable to continue the battle, whether due to surrender or annihilation, the combat is over. Same with one side retreating, and the other side not pursuing those fleeing.

When combat is over, most magical effects are considered to have ended. Exceptions to this are those with considerable durations (1 hour, 1 day, permanently, etc). However, if another combat starts quickly enough after the first, the GM may rule that those temporary magic effects are still active, though some rounds may have passed in the meanwhile.

Loot Recovery

If there are monsters that were defeated in combat, there is a chance to recover loot from them (according to their drop tables) after the battle ends. Doing so requires 10 minutes per monster.

Use of Lifegrass and Magic Herbs

After combat, characters can use the various herbs like Lifegrass or Magic Herbs in order to recover HP and MP, respectively. To use Lifegrass or Magic Herb character has to spend 10 minutes for each.

Simplified Combat: Breakdown of Character Turns

This section gives descriptions as to the available actions for characters during their turns. One thing to note, while this section is specifically talking about actions for the Simplified Combat rules, many of these actions are shared with the Standard Combat rules as well.

Turn Basics

A character's turn consists of three separate parts: Movement, a Major Action, and a Minor Action. Specifically, within the Simplified Combat rules, a character first moves, then takes their Major Action, in that order. Minor Actions are exactly that, and may be taken as many times as necessary (unless otherwise noted), at any point during the turn so long as it doesn't interrupt one of the other parts of the turn (i.e. no "move, Minor Action, finish move" shenanigans).

Movement

Choose one of the following three movement methods for the character in the turn. The distance that can be moved and the actions that can be performed during the turn are different depending on which one is selected.

Full Movement

The character breaks into a full sprint. A Full Move is very long, able to cross from one Rearguard area into the opposing Rearguard area (assuming there's no one on the Frontline) but imposes severe limits to what actions can be taken afterwards. Specifically, Major Actions cannot be taken, and any Minor Actions will need to specify that they can be taken after a Full Move. After taking a Full Move, the character incurs a -4 penalty to Evasion until his next turn.

Normal Movement

The character moves at their normal pace, allowing them to move to the adjacent area. A character cannot take their Normal Move and also cast a spell or make a ranged attack in the same round (regardless whether those are Major Actions or Minor Actions).

Limited Movement

The character does not move from the area they're currently in. In this case, all Actions are open to them.

Restricted Movement Situations
In general, a character can't move from the area they're in if an enemy character is also in the same area. Additionally, movement may be restricted due to various magical effects. In such situations, the character automatically takes a Limited Move.

First Round Restrictions

In order to make things fair for the side that loses initiative, the winning side's Frontline characters are considered to have taken a Normal Move option for the first round of combat. This means that those characters cannot cast spells or shoot during the first round of combat.

Leaving Combat

Typically, when there are enemy characters in the same area, a character cannot move to another area as part of their movement. However, as their Major Action, they can declare a retreat at the start of their turn, allowing them to move by retreating to their Rearguard area.

Under no circumstance can a character "retreat" from the Frontline into the Enemies' Rearguard area (even if magically compelled to move).

Major Actions

After movement, a character has the opportunity to perform a Major Action. As a general rule, a Major Action can only be performed once per round, regardless of how long it would actually take. The type of movement chosen may also limit which Major Actions can be taken. In particular, a Full Move prevents any Major Actions from being taken.

Typical Major Actions include the following:

  • Casting a spell
  • Attacking with a weapon
  • Declaring a retreat
  • Stowing a weapon
  • Picking a weapon up off of the ground
  • Handing off a weapon to another
  • Storing or readying an accessory
  • Other actions, as determined by the GM

Minor Actions

Minor Actions are fairly quick actions, often (but not always) simple little actions that don't require skill checks. Even if it's not spelled out in the rules, if the GM feels an action can be done in a short amount of time (keeping in mind 1 round is only 10 seconds), then they may rule it as a Minor Action.

Unless specified, Minor Actions may be taken any number of times in the same turn, at any point from before taking a Move to after taking a Major Action. However, Minor Actions cannot be taken during the resolution of a Major Action.

Keep in mind, these are only guidelines, and some Minor Actions may be limited in timing, or may only be allowed a limited number of times per turn. Some Minor Actions may also trigger skill checks as well.

Typical Minor Actions include the following:

  • Casting a Magic spell
  • Ending a spell effect
  • Activating a Combat Feat
  • Standing up from a prone position
  • Equipping a new weapon
  • Changing the stance a weapon is held in (for weapons with multiple stances)
  • Sheathing a weapon
  • Dropping a weapon
  • Receiving an offered weapon from another
  • Other actions, as determined by the GM

Simplified Combat: Range

When taking an action, it is important to keep in mind the position of the target relative to the character taking the action. Using the Simplified Combat rules will help, as many effects will just affect the same area.

Melee Attacks and "Range: Touch" Spells

Melee attacks and spells with "Range: Touch" can only be performed on those targets in the same area as the character taking the action. For example, a character on the Frontline cannot make a melee attack on an enemy in the Enemies' Rearguard. This limitation applies regardless of whether you're dealing with allies or enemies.

Summary of Range

Ranged Attacks and Spells

Shooting attacks, and spells and effects with a range of 10m or more can affect targets in adjacent areas. In addition, if the range is 20m or more, it's possible to target characters in the Enemies' Rearguard from the Allies' Rearguard (or vice versa). However, if there is an opponent in the Frontline, the Combat Feat 《Hawk Eye》 is needed.

Under Simplified Combat rules, if the attack has a range lower than 10m, it cannot be used to attack adjacent areas.

Ranged Attacks, Spells and Misfires

Ranged attacks, as well as those under the effect of "Area: Shot", will misfire when shooting into an area with melee combat, and targets will be randomly chosen from all characters in that area instead. Misfires only occur when shooting into an area from outside of that area; shooting at another target in the same area doesn't cause any misfires. In addition, Combat Feats like 《Precise Shot》 or 《Guided Magic》 allow targeting without worrying about misfires.

Note, spells and effects with "Area: Target" cannot misfire under any circumstances.

Summary of Range

A. Range 10m or more required
B. As A, but also requires 《Precise Shot》/《Guided Magic》 for ranged attacks & spells/effects with "Range: Shot"
C. Range 20m or more AND 《Hawk Eye》 required
D. No particular restrictions

Attacktypes.png

Simplified Combat: Weapon Attacks

This section covers the use of weapons in melee (as well as natural weapons, such as fists, claws and fangs).

Melee Attacks

A character requires levels in Fighter, Grappler or Fencer in order to attack with melee weapons with any sort of proficiency. A melee attack is a Major Action, available if a character has not taken a Full Move. Characters making melee attacks may only target characters within the same area.

Ranged Attacks

Attacks with range are collectively called ranged attacks, with range determining which targets are available to attack.

When a character outside an area takes a shot at a character in an area, if they do not have the Combat Feat 《Precise Shot》, they will misfire.

Shooting Weapons

Shooting weapons, such as bows, crossbows, and guns each require their own specific ammunition in order to function in combat. Marksmen are the only class that gain proficiency with these weapons, so a character wishing to be more of a ranged combatant should look at that class.

In order to shoot in combat, a character must take a Limited Move in order to fire accurately on their target.

Throwing Weapons

Weapons considered to be "throwing weapons", such as daggers and spears, are essentially melee weapons that are light enough and balanced to be able to be thrown. Unlike shooting weapons, a weapon can be thrown during either a Normal or Limited Move. In order to be proficient with thrown weapons, a character needs to have levels in Fighter, Fencer or Marksman.

Basic Attack Chart.png

Simplified Combat: Accuracy

When an attack with a weapon is declared, an Accuracy check is made in order to determine if the attack is successful. More specifically, it's a comparison of the attacker's Accuracy check against the defender's Evasion check. If the Accuracy check is higher, then the attacker is successful and the attack hits. However, if the Evasion check is higher, or if the checks are tied, then the defender wins, and the attack misses.

Standard Values for Accuracy & Evasion

To figure out a standard value for Accuracy, the type of attack being performed will influence which classes can add their bonus to the roll. Specifically:

  • Melee Attack: Fighter, Grappler & Fencer
  • Ranged Attack: Marksman
  • Throwing Attack: Fighter, Fencer & Marksman

The standard value for Evasion, on the other hand, is the highest of Fighter, Grappler or Fencer class levels added to the character's Agility modifier.

The class bonus applied to Evasion does not have to match the one applied to Accuracy. For example, a character may use their Marksman class bonus to throw a weapon at an opponent, who can use their Fencer class bonus to try and dodge.

Fixed Values for Monsters

Monsters are able to use dice in order to roll for their own Accuracy and Evasion, but they also have fixed values for those stats, in case the GM doesn't wish to roll dice. These fixed values are often (but not always) around the average result of an actual roll of the dice, and utilizing them can help speed up the game significantly.

One method is to use fixed values for so-called "small fry" enemies, the rank-and-file fodder, while using dice rolls for the larger and more important monsters. It is unwise to have one monster switch between the two methods mid-battle, as it can lead to confusion and misunderstandings.

Damage Determination Chart.png

Simplified Combat: Damage Calculations

Damage is dealt to a target if their Evasion roll is lower than an attacker's Accuracy roll. The term "damage" refers to a target's HP (or rarely, MP) being reduced, with the notation "X damage" meaning to reduce the target's HP by X points.

In other words, it is a term that conceptually shows the effect of reducing HP (MP), and is a generic term that includes various classifications that appear in the following explanation.

Determining Physical or Magical Damage

When calculating damage, first figure out whether it's physical or magical damage. Roughly speaking, mechanical damage such as hitting with a weapon or collision with a wall or the ground is physical damage, and damage caused by special effects such as fire, cold, or electric shock is magical damage. However, what is important as a game rule is that physical damage is reduced by armor and other defenses, and magical damage is not.

Most weapons deal physical damage, and are mitigated by Defense. However, guns (despite shooting physical bullets) deal only magical damage, and can thus circumvent normal protections.

Even monster attacks and abilities are split between physical and magical damage. Regardless of the flavor of the attack, pay attention as to whether it is a physical attack or magical attack, and be aware of the difference.

Power Tables

Power is a measure of how destructive a weapon is, and gives a relative idea about the strength of the weapon. Each weapon has its own Power, which is listed in the form of a table.

It's fairly simple to use these tables, just roll 2d and take the corresponding result. For example, on the following 20 Power Table, a roll of [5] would mean the result is a [3].

There's also the possibility of Criticals, which will be explained later.

Dice
Power 20 * 1 2 3 4 5 6 7 8 9 10
Power Tables for Magic

Each type of magic that actually deals damage does also have its own power table, though said power tables are only multiples of 10. Because they're so simple, they've already been added to the character sheets, giving a range from 0 to 50.

Recovery Effects

Power tables are not only used for damage determination, but also HP and MP recovery as well. They're used in the exact same way, though normally recovery items and spells don't get bonuses for rolling a critical result.

Automatic Failures (Double [1]'s)

Sometimes, the dice don't roll the way they should, and recovery is no exception. If a roll of double [1]'s comes up when trying to determine the Power of a recovery item or spell, it is treated as an automatic failure. No HP or MP is recovered, and any expended resources (MP, items, etc) are still expended, and the character making the roll gains 50 Experience Points as with any Automatic Failure.

On the plus side, at least it didn't hurt the receiving character...

Adding Extra Damage (Calculated Damage)

Once the result of the Power Table is determined, it's now possible to add extra damage to that. Extra damage is determined by the class levels and ability bonuses used in the associated action, assuming any appropriate class levels. If a character does not have levels in the appropriate class, then this extra damage is going to be 0, regardless of any other ability bonuses.

For example, with a weapon attack, extra damage comes from both the Warrior-type class used for the Accuracy check, as well as the character's Strength modifier. Magical extra damage is similar, utilizing the character's Magic Power. Guns not only also use a character's Magic Power (if they have levels in Artificer), but also draw power from the Artificer's various "Bullet" spells as well.

A similar addition happens with the healing effects of magic and medicinal herbs. Spells, as above, key off of Magic Power, while medicinal herbs use Ranger level and the character's Dexterity modifier, and potions use Ranger level with the character's Intelligence modifier.

The result of all of these additions is called calculated damage, and is added to the result of the roll on the Power Table.

Extra Damage Chart
Non-Gun Weapons Warrior-type Class level + Strength Modifier
Guns Magic Power (Artificer level + Intelligence Modifier)
Magic Magic Power (Wizard-type class level + Intelligence Modifier)
Medicinal Herbs Ranger level + Dexterity Modifier
Potions Ranger level + Intelligence Modifier

Damage Done by Monsters

Monsters actually deal damage a little differently than characters do. In their stat block, there is usually a notation of "2d + X" calculated damage, which monsters use instead of the Power Tables. There is no chance of criticals when doing this, to avoid players getting one-shot from a lucky roll. Unless stated otherwise, this damage is physical damage.

Sometimes, there may be a monster with unique skills that deal flat damage. This is already assumed to be calculated damage, so nothing should be added to it. For other damage caused by the unique skills of monsters follow their own instructions.

Resisting Damage

Most damaging magic allows for characters to make Willpower checks in order to reduce the damage they actually take. Additionally, there may be some unique skills that require either a Fortitude or Willpower check in order to avoid some damage. When these checks are required, they halve the calculated damage of the spell or ability coming at them. If a successful check halves damage and leaves a fraction, round that fraction up for purposes of determining the final damage dealt.

Applying Effects that Increase Damage (Total Damage)

Once the calculated damage has been determined (halved, etc), then apply all effects that increase damage, paying attention as to whether an effect is applicable due to the type of damage. This end result is the total damage being dealt.

Examples of Effects that Increase Damage
  • Combat Feats such as 《Power Attack》 and 《Weapon Proficiency/**》
  • "Enchant Weapon" and similar spells
  • Monster Weaknesses, such as "Fire Damage +3" or "Physical Damage +2"
Note: No Halving of Increased Damage!

If damage is halved due to resistance, effects that increase damage will be added after halving is done.
In other words, damage increasing effects will not be halved.

Note: Changes in Stats Affect Calculated Damage!

Some spells and effects affecting character stats could result in Extra Damage.
For example, if your strength increases by 6 points, your strength modifier will increase by 1 point, and as a result, attacks with weapons (other than Guns) will also increase your Extra Damage.

These changes are changes in Extra Damage, so it should be counted towards “calculated damage”.
Damage resistances would thus apply to this form damage increase.

Applying Effects that Reduce Damage (Applied Damage)

Finally, after the total damage is determined, apply any effects that would reduce damage. This final damage calculation is the applied damage, or the damage that is actually dealt to the target's HP or MP.

If damage reduction brings the applied damage to 0 or lower, then no damage is actually done to the target.

Examples of Effects that Reduce Damage
  • Defense granted from Armor and Shields
  • Combat Feats such as 《Taunting Strike》 and 《Armor Proficiency/**》
  • Spells such as "Protection" or "Blunt Weapon"

Criticals

When using a Power Table, there is a chance of increasing damage, called criticals. Each weapon has it's own critical value (often abbreviated to "C value"). Magic that deals damage has a C value of 10, unless otherwise noted.

Resolving Criticals

When using a Power Table, if the 2d roll is equal to or greater than the critical value, then the attack is a critical. Roll on the Power Table again, and add the new result to the first one rolled. If this second roll is also a critical, roll a third time, and so on. Extra Damage is added to the final result of this rolling to get the calculated damage. No matter how many times a critical occurs, Extra Damage is only added once.

Double [1]'s

Once an attack is determined to be a critical attack, it cannot fail. A roll of double [1]'s after a successful critical roll is not an automatic failure, but just means that the attack's damage proceeds with what was rolled before. The bonus 50 Experience Points are not gained in this instance.

Modifying Critical Values

Some effects can modify critical values, as follows:

  • Weapon attacks using Fencer class levels reduce C Values by -1
  • Characters wearing Metal Armor increase incoming physical attacks' C Values by +1
  • Combat Feats, such as 《Lethal Strike》 or 《Aimed Attack》 modify C Values as per their description
  • The spell "Critical Bullet" reduces the C Value of the gun using it by -1

These are only a handful of effects that can change the critical value of a weapon. In general, a critical value will never be less than 8. If, after calculations the C Value is 7 or less, it is treated as 8 instead. However, a C Value can be raised to 13 or higher, in which case there is no possibility of criticals.

No-Critical Situations

There are a handful of situations that may occur in which a critical is not possible. That is, no matter how high the 2d roll is, there's no way to trigger a critical. First, as above, if the C Value is raised to 13 or higher. Second, if a spell or effect is able to have its damage reduced on a successful save (i.e. it has "Resist: Half"), then a successful save will also prevent criticals.

As a general rule, healing effects do not trigger criticals.

Example of Accuracy Checks and Damage Calculation

Wolf makes a melee attack on the Goblin in front of him with his Bastard Sword. Wolf's Accuracy is 5. Meanwhile, the GM decided use fixed values for the goblin and reveals that its Evasion Value is 10.
Wolf can hit the goblin with an attack if he gets a result of 11 or higher, that is, if he rolls 6 or higher on 2d.

Enthusiastically, Wolf rolls and gets “4” and “2”.
The Result of the Accuracy check is 11, so he hits.

Since Wolf's attack hit, let’s determine the damage. First of all, rolling on the power table. Wolf uses his Bastard Sword with one hand, and thus its power is 17. His rolls on the power table are “5” and “5”, while the critical rate of his Bastard Sword is 10, so he lands a critical hit.
For the time being, remember the roll on the power table resulted in 7 damage and move on to calculating additional damage from the critical hit.

He rolls on the power table again. The next roll comes up as “4” and “3”, resulting in 5 Damage. Adding this to the previous result, 7 + 5 = 12 is the final result for the power table roll.

Wolf's additional damage is 12 + 5 = 17 points. This is the calculated damage of Wolfs’ hit.

Now effects that increase damage are applied and the total damage is calculated. However, Wolf's attack has no particular effect that increases damage, so the total damage remains at 17 points.

Afterwards, it's time to apply effects that reduce damage. Since the attack with the Bastard Sword is considered physical damage, defense is used to reduce damage.
The Goblin's defense is “1”, thus the damage is 17 – 1 = 16 points. There are no other effects that would reduce damage, so these are 16 points of applied damage, reducing the HP of the goblin.

The Goblin's HP was 16. Thus, Wolf's attack has reduced the Goblin to 0 HP with a single blow. As a result, the goblin falls unconscious (see next section).

Losing HP/MP and Death

Once applied damage is determined, this is subtracted from the target's HP. If that brings the character to 0 HP or less, the character falls unconscious, and a Death Check needs to be made. If this Death Check fails, the character dies.

Sometimes, damage is dealt to MP instead. Damage dealt to MP cannot reduce it to a negative number, only to 0. Additionally, there are no ill effects for being reduced to 0 MP. Characters can expend MP themselves, such as to cast spells or whatever, but cannot spend MP that would reduce them to below 0.

Simplified Combat: Wide-Range Effects

Spells and Effects with Radius less than 10m

If the target area of the spell or effect used is less than 10m radius, then it will only affect one area.

Maximum Number of Targets

Some magic and effects with an effect range of less than 10m radius have a maximum number of targets set at the same time as the effect range, such as "Radius 3m / 5". In this case, if there are more people in the area, randomly select the characters to be affected, up to the maximum number of targets.

Spells and Effects with Radius more than 10m

If the target area of the spell or effect used is greater than 10m, but less than 20m, then it will affect the target area and the adjacent area. For example, if a spell was cast on the Allies' Rearguard with a 15m radius, it would affect both the Allies' Rearguard and the Frontline. However, if that same spell was cast on the Frontline, it would affect the entire combat.

Spells and effects with a radius of 20m or greater always affect all three areas.

Spells and Effects with "Area: Line"

"Area: Line" spells and effects not only directly affect the one being targeted, but any unfortunate soul between the origin and the target can get caught in the crossfire as well. Specifically, it will always affect the Frontline, and may affect other areas, depending upon how it's used. If used from one of the Rearguard areas, it will affect all three areas, as it passes through the Frontline to the other Rearguard area. If used from the Frontline, however, the effect will only affect the Frontline and the targeted Rearguard area.

As mentioned, characters other than the target might be affected. To determine this, each non-targeted character in the affected areas must roll 1d; a 1~3 means they are affected, 4~6 dodges the effect. The character using the effect is always excluded, while the target of the spell or effect is always included.

If a character outside of combat fires an "Area: Line" spell or effect into an active combat, if said character does not have the 《Guided Magic》 Combat Feat, it will misfire.

Spells and Effects with "Area: Breakthrough"

In Simplified Combat, spells and effects with "Area: Breakthrough" cannot pass through any areas where there are enemies. If there is melee combat occurring in the Frontline, targets in the opposite Rearguard area cannot be targeted. There is still the possibility of non-targeted characters being affected; deal with these as above for "Area: Line" spells.

As a result of using these kinds of spells, the character using the spell or effect moves to the targeted area, if they were not already there.

Standard Combat Sequence

The following rules cover the Standard Combat Sequence. From this point on, the parts that are not specifically described as “Standard Combat Rules” (for example, rules regarding damage) are exactly the same as the Simplified Combat Rules.

The rules for Standard Combat are far different, and much more in-depth, than those for Simplified Combat. Specifically, movement and character placement are significantly more complex.

Position Management and Movement

In Simplified Combat, there were three distinct areas of the battlefield. Standard Combat has characters move and position themselves freely, with movement measured in meters.

Even with this free positioning, the battlefield is considered to be a line, with characters managing their position on this line, relative to others. In other words, despite being far more freeform in 3d space, combat can boil down to a single line if necessary, turning it into one-dimensional management.

Flexible Skirmishes

In Simplified Combat, in order to cut down on the clutter, only one skirmish was allowed to be up and running, and movement beyond that wasn't helpful. However, in Standard Combat, actions such as retreating from the front only to attack a rear flank, or other such maneuvers, are entirely possible.

Standard Combat Procedure

Character Positioning

As mentioned above, in Standard Combat a virtual straight line is defined, and a character's position is managed in relation to this line, as a one-dimensional battlefield.

While a battlefield may be nearly any size, in practice the GM sets a point in the battlefield as the reference point, and characters' positions are tracked in relation to their distance from that point. This measurement is made in meters, and is assumed to be to the nearest full meter.

When describing Standard Combat rules, the term "coordinates" may come up in reference to a character's position. Specifically, if characters are said to be at the "same coordinates", while they may not be in exactly the same spot on the battlefield they are close enough to interact with each other. They may also make melee attacks against each other, as well as affect the other with "Range: Touch" spells.

Multiple characters can simultaneously exist at the same coordinates, whether enemy or ally.

Coordinate Restrictions

The GM may limit the coordinates where the characters can move, the starting point of magic, etc., taking into account the situation on the battlefield. For example, if you encounter a monster waiting in the back of the room, there are no coordinates behind the position of the first monster.

1. Begin Combat

Once the PCs and enemies have met and it is certain combat will break out, the GM begins setting the stage for combat.

Faction determination, Monster Knowledge, and initiative are dealt with the same way as in Simplified Combat.

The GM also determines the terrain and size of the battlefield, as well as the distance the parties begin combat at. The GM determines the state of each participant and the terrain and obstacles on the field as described below.

If the combatants begin too close together, some PCs may be unable to use their abilities. On the other hand, if they begin too far away, some PCs won't be able to take meaningful actions. The GM should take the PCs' needs and the circumstances into account and try to begin combat at a distance between 5m and 30m.

While the GM places the characters, they should listen to how the players are arranged, such that those in the front of the party are much closer to the action (about 1 ~ 2m from the enemy), while those characters who are more apt to hang back in combat are farther away (about 3 ~ 5m away from the front). Once combat begins, PCs and NPCs may move around as normal.

Combat Opening Recommended Distances Guide
Situation Distance (m)
Enclosed space 5m
Relatively large space 10m
Crowded space, such as a forest 10m
Open space, such as flat plains 20m
Moving, such as on horseback +10~20m
Fighting a large monster +5~10m

2. Winning Initiative Acts ~ 5. Post-Combat Cleanup

Once combat is set up, play proceeds exactly the same way as in the Simplified Combat rules, including each player having to take the entirety of their turn before another player can do so.

Standard Combat: Movement

While there is no difference from Simplified Combat to Standard Combat with regard to the available Major and Minor Actions one can take, movement is the minor difference between the two methods of combat. A character must still choose their method of movement before taking any Major or Minor Actions, but the details of movement are more complex than in the Simplified Combat rules.

As in Simplified Combat, there are three separate methods of movement. In Standard Combat, those same methods vary drastically in relation to the ability of the character. Even still, the Major and Minor Action restrictions spelled out in the Simplified Combat rules, as well as the -4 Evasion penalty for Full Movement, are still in effect here.

For PCs, their Move Speed is equal to their Agility score. To be more specific, if a character were to take a Normal Move, they would be able to move up to their Agility score in meters. Spells and effects can change a character's Move Speed, modifying it both up and down, independently of the character's Agility. The difference in movement between characters taking the same Movement this causes is what separates Standard Combat from Simplified Combat.

Full Movement - (3 x Agility)m

Characters can move a distance of up to three times their Agility score in a Full Move. They are very restricted as to what Minor Actions they may take, and are not only unable to take Major Actions, but also suffer a -4 penalty to Evasion.

Normal Movement - (Agility)m

Characters can move a distance in meters equal to their Agility score (the whole score, not just the bonus!). A character cannot take their Normal Move and also cast a spell or make a ranged attack in the same round (regardless whether those are Major Actions or Minor Actions).

Limited Movement - 3m

If characters take a Limited Move, they may move up to 3m. However, if the character's Move Speed is lowered to below 3m (from a spell, for example), they may only move that speed instead. All Actions are open to a character.

Restricted Movement Situations
In general, a character can't move from the area they're in if an enemy character is also in the same area. Additionally, movement may be restricted due to various magical effects. In such situations, the character automatically takes a Limited Move.

Melee and Skirmishes

Characters that are attacking each other are "participating in combat" or "in melee", while the particular area said combat is taking place in is "a skirmish". Under Simplified Combat rules, there was only one such skirmish on the battlefield, and management of that was fairly simple. However, Standard Combat allows for much more nuanced movement and positioning, so more intricate rules for dealing with that are necessary.

Skirmish Outbreaks

If characters hostile to each other are at the same coordinates, and at least one of them is attacking, casting a spell, or activating a unique skill, then both characters are considered to be "in melee combat" and a skirmish breaks out at that point. However, if there's already a melee occurring, then no new skirmish will break out.

A skirmish is centered where the first conflict occurs, and spreads out from there depending upon the number of participants. Important to note, when determining the number of participants in this way, that monsters with multiple sections (as shown in their bestiary entry) count as that many participants.

Characters on the outskirts of a skirmish are still considered to be participating in that skirmish. For example, if a character is 3m from the center of a skirmish, and the skirmish is only 3m in radius, then that character is still involved in that skirmish.

Skirmish Range Table

Number of Participants Skirmish Size
2 ~ 5 3m radius
6 ~ 10 4m radius
11 ~ 15 5m radius
16 ~ 20 6m radius

Side note: there can only be no more than 20 characters in any one melee.

Melee and Characters

If a melee has already broken out, and a character wishes to get involved with it, there's a number of rules, depending upon the specific situation.

New Participant in Melee

A character can join an already existing melee, by moving to the center of the ongoing skirmish and declaring their intent to join in on the melee. This can cause a skirmish to increase in size, as that is dependent upon the number of participants.

Characters in Melee

A character participating in melee combat is said to be "in melee". This allows the character to make melee attacks, as well as cast spells with "Range: Touch". Their coordinates are considered to be the center of the skirmish

Independent Characters

Sometimes a character is in the midst of a skirmish, but does not wish to join in the ongoing melee. In this situation, the character, being involved in the skirmish but not "in melee", is considered an independent character. Each independent character has their own coordinates, which can include the center of the skirmish.

Independent Characters Transition to Melee

Characters in melee don't worry about the difference in coordinates with regards to independent characters involved in the skirmish. However, if a hostile character in the melee attacks an independent character, the independent character is inadvertently added to the melee, and their coordinates are adjusted to be in the center of the skirmish.

Conscious characters will transition from being independent characters to being in melee in one of two manners:

  1. If the character takes their turn, and they're still in the skirmish, they will join the melee at the beginning of the next round.
  2. If the character is attacked by another participant of the melee, they will join the melee immediately.

If a character is unconscious (as if they've been reduced to 0 HP), they cannot join melee in either of these situations, and will remain an independent character.

Characters in Melee Becoming Independent

Characters who cannot act on their own, such as those who've fallen unconscious or been put to sleep, will be removed from melee and become independent characters. However, their coordinates are still considered to be in the center of the skirmish.

Leaving Melee

Normally, characters in melee can only take a Limited Move. However, if the character declares the intent to flee from battle before their turn, they may take any movement.

Expanding or Reducing the Skirmish Size

The size of the skirmish is dependent upon the number of participants, as mentioned above. Only characters actively participating in melee count towards this, independent characters do not (so long as they remain independent). If new characters join in the melee, then the size of the skirmish may expand, as per the above chart. However, as characters are defeated (whether fleeing, unconscious or dead), the size of the skirmish can shrink appropriately. In either case, the size of the skirmish will change only after a character's action, not during.

Example
There is a fierce battle raging, a terrible melee of five participants that includes Character A, while Characters B and C are 4m away from the origin. Since there are currently 5 characters in melee, the skirmish is only 3m in radius, so Characters B & C are outside of it.

Character C, on their turn, moves to the center of the skirmish and declares their intent to join in quite forcefully, making a melee attack on Character A. At this point, the skirmish has not yet expanded.

If Character A survives the attack, then the number of participants in the melee will increase to 6. In doing so, the skirmish will increase to 4m radius, and Character B will be an independent character. If Character C has a unique skill to perform more major actions, they would then be able to attack Character B.

However, if Character A falls to Character C's attack, the number of participants in combat remains at 5, and Character B remains safe.

Multiple Skirmishes

In Standard Combat, multiple skirmishes may form. If the center of one skirmish is within the area of another skirmish forming up, then the two will merge into one skirmish. The center of this new skirmish will be the midpoint between each of the other two skirmishes, rounded up to the nearest m.

Characters in either melee will still be in melee, though their coordinates will have moved to the new midpoint. The size of the skirmish will be recalculated, based on all of these participants.

Disappearing Skirmishes

A skirmish forming is predicated on two separate factions in conflict with one another. If, through any means, one of these factions becomes unable to continue the combat, the skirmish disappears.

Blocking Movement

When a character moves, if there is a hostile character or skirmish in the path, then movement may be blocked.

Blocking Outside Combat

When outside of combat, characters can block movement, but are limited in doing so. Essentially, a character can block another if the interfering character's Limited Move would cross the moving character's path. In this case, both the moving character and the interfering character will move to the same coordinates; the interfering character moving first, then the moving character to meet them.

This does not change the movement chosen; a character blocked 2m into their Full Move would still be prohibited from most actions and still receive the penalty to Evasion.

Outside of Skirmish

Characters outside of skirmish looking to block a character's movement cannot specify coordinates in a skirmish as a blocking point.

Multi-Section Monsters

A character can block the movement of a monster with up to twice as many sections, but not more. However, multiple characters can succeed where a single one could not. If there's enough characters to bring the characters to sections ratio to 1:2 or better (i.e. if there's at least half as many characters as sections or more), and all of the impeding characters can reach the coordinates they wish to stop the multi-section monster at using only a Limited Move, then the monster's movement can be blocked.

Blocking in Skirmish

Characters in skirmish can block movement by hostile characters trying to move through a skirmish. In this case, the moving character is moved to the center of the skirmish and is considered in melee.

Blocking Possibilities via Party Comparison

If a character tries to move through a skirmish, determine which side of the conflict they are on. If that side (including the moving character) is more than double the opposing side, then the moving character's movement cannot be blocked.

For example, in melee there's 3 characters from Party A, and 2 from Party B. Two more characters from Party A wish to move through a section of the skirmish, and Party B wants to stop them.

However, in this case that would mean that Party A would have 5 characters to Faction B's 2, and so Party B cannot block those characters' movement.

Independent Characters

An independent character can assist characters in combat in order to block movement. In doing so, they become active in melee and their coordinates move to the center of the skirmish.

However, independent characters about to pass through a skirmish aren't counted on either side in determining the possibility of blocking movement.

Restrictions

There are some situations where collaborating to block movement isn't possible.

Characters outside of combat and those in combat cannot jointly block movement.

Characters that change their coordinates via magic, or effects with "Area: Breakthrough" cannot have their movement blocked.

If a character declares they're retreating from combat, their movement cannot be blocked by anyone within the skirmish.

Other Notes

If a character has their movement blocked successfully, and there are effects that work off of the distance traveled, this shortened distance is the one used for those effects.

As mentioned above, this does not change the method of movement chosen. Just because a character moved only 2m does not mean they have taken a Limited Move.

Standard Combat: Misfires, Shielding, and Wide-Area Effects

Misfires

When aiming at a character in a skirmish from outside the skirmish with a ranged attack or a spell or effect with "Area: Shot", if there is another character at the same coordinates, there will be the possibility of misfiring. The target must be chosen randomly from among all characters at the same coordinates.

Characters in Combat

As mentioned above, characters in melee with each other share the same coordinates at the center of the skirmish. Thus, if a shot is taken at one of the characters, all of the characters in that skirmish are potential targets.

Independent Characters

Independent characters in a skirmish still have unique coordinates. However, if there are multiple independent characters at the same coordinates, they too are subject to misfires.

Even if a character is independent, if their coordinates are at the center of a skirmish (i.e. immediately after falling unconscious), then they are able to be hit by misfires.

Same-Area Shooting

Misfires do not occur when one character in a skirmish is attacking a character in the same skirmish.

Shielding

In order to use a ranged attack, spell, or effect, line of sight to the target cannot be blocked. skirmishes and hostile characters will shield any targets behind them, preventing line of sight from being drawn beyond the shielding character(s).

Shielded by a Skirmish

For characters outside of a skirmish, the skirmish will shield any characters beyond. In order to shoot through a skirmish, the Combat Feat 《Hawk Eye》 is needed. However, shooting directly at the skirmish does not require any Combat Feats.

If a character is shooting from inside of a skirmish, other characters in that skirmish are not shielded.

Shielded by Other Characters

Hostile characters will also shield others behind them, and just as with skirmishes the Combat Feat 《Hawk Eye》 is required to shoot beyond them. However, hostile characters cannot block shots if they share coordinates with either the shooter or the target.

Friendly characters do not shield others from shots under any circumstances.

Notes on Shielding

Objects, such as trees or skirmishes, that are easy to see but difficult to see beyond, are considered to shield whatever is behind them. Shielding only obstructs vision, not movement. The other side of the shielding object cannot normally be targeted by attacks or magic. However, Combat Feats, such as "Hawk Eye", allow targeting.

The following list are examples of what could be treated as shielding, though the GM may also use other objects that block line of sight.

  • Hostile Characters
  • Skirmishes
  • Heavy Forest
  • Heavy Rain
  • Muddy Water (when underwater)
  • Clouds (when in the air)

Wide-Area Effects

Characters in Combat

If a wide-area effect is used, and the area of effect covers the midpoint of a skirmish, all characters in the skirmish are considered to be affected. Independent characters retain unique coordinates even in the skirmish, so they're only affected if the area of effect covers their coordinates.

Area: Line Effects

Line effects have one direct target, who is always affected by the line effect. Other characters have a 1/2 chance to be affected if their coordinates are between the character and the target. The character using the effect can choose to exclude themselves from the effect.

Notes on Major and Minor Actions

Specific notes on various Major and Minor Actions are detailed below. Assume any differences between Simplified Combat and Standard Combat will be spelled out specifically, and are otherwise the same.

Major Actions

Magic

As a general rule, a character casting a spell can only take a Limited Move.

Weapon Attacks

Melee and throwing attacks are available after a Normal Move, but ranged attacks can only be made after a Limited Move.

Declaring a Retreat

As a general rule, a character in a skirmish must declare a retreat in order to move out of a skirmish. Once this action is taken, the character receives a -4 penalty to Evasion until the start of their next turn.

However, if the number of allied characters in the skirmish is more than twice the number of hostiles, not counting the retreating character nor any other characters who have declared a retreat, they do not suffer this penalty.

  • Simplified Combat: The next time you move, you can move in the direction of retreat: If the skirmish is in the Frontline, you can Normal Move to the Allies' Rearguard; if the skirmish is in the Enemies' Rearguard, you can either Normal Move to the Frontline, or Full Move to the Allies' Rearguard.
  • Standard Combat: The next time the character moves, they can leave the skirmish. The method of movement chosen must be enough to leave the skirmish. Do note that independent characters will count as enemies when determining whether to apply the Evasion penalty.
Stowing/Picking Up Weapons

Stowing a weapon in hand away as luggage, or picking up a weapon fallen to the ground, counts as a character's Major Action for the turn.

Handing Weapons to Others

Giving a weapon in hand to another character is considered a Major Action (while receiving one is a Minor Action). In order to do so, the one handing the weapon needs to take their action first, while the one receiving the weapon needs to take their turn at some point afterwards. If this hand-off fails at any point, the weapon is considered to be dropped on the ground.

In order to hand a weapon to another, both characters need to be in the same area (in Simplified Combat) or at the same coordinates (in Standard Combat).

Wearing/Storing Accessories

Accessories stored as luggage can be equipped as a Major Action if the appropriate equipment slot is available. Worn accessories can be stowed as a Major Action as well.

Other Actions

The GM can allow for other actions to be Major Actions, given the general rule that 1 round = 10 seconds.

Minor Actions

Magic

Magic with in the name can be used as Minor Actions without any Spellcasting roll. However, as such any sort of Magic Power is to be treated as 0.

If Magic is used, movement is still restricted to Limited Movement as with other Magic use. If a character has taken a Normal or Full Move, they cannot use Magic.

While Magic can be used at most any time, MP is still consumed per each usage.

Ending Spell Effects

Spells with durations may have their effects ended at any point before the duration. This is as simple as the caster willing the spell to end, with no need to gesture or make any noise.

Activating a Combat Feat

For those Active Combat Feats, declaring the use of one is a Minor Action. Generally, only one Combat Feat can be activated at a time, and will have no effect if activated after Accuracy and Evasion checks.

Standing from Prone

A fallen character can stand up with a Minor Action, and may stand before moving. There is no point in standing up multiple times during a turn.

Weapons

Equipping new weapons, changing stance, sheathing, dropping, and receiving weapons are all Minor Actions. It is possible to do these multiple times in a turn, but even if a character can take multiple Major Actions, once a Major Action is taken these Minor Actions cannot be performed until the next turn.

  • Equipping Weapons: A character can equip a new weapon, assuming they're not already holding a weapon (Hand Accessories do not count). To free up a hand, a character can either sheathe the weapon they're using, or drop it to the ground.
  • Changing Stance: A weapon that can be used either 1H or 2H can switch between the two. If going from 1H to 2H, it's assumed the other hand is also free before changing stance.
  • Sheathing a Weapon: It is generally assumed that stowing a weapon as luggage is a Major Action. However, Swords and Guns have sheathes and holsters, and can thus be sheathed or holstered as a Minor Action.
  • Dropping a Weapon: Dropping a weapon frees up the character's hand(s), but leaves the weapon on the ground. Picking up a dropped weapon is a Major Action, and any character who wishes to do so can attempt to pick up a dropped weapon, as long as they're in the same area (for Simplified Combat) or at the same coordinates (for Standard Combat).
  • Receiving a Weapon: This action receives a weapon handed off by another character, and automatically equips it.
Other Actions

The GM can allow for other actions to be Minor Actions, assuming it's a trivial action to be performing. Generally, there's no limit to the number of times a Minor Action can be done, nor many restrictions as to when it can be performed, but ultimately the GM has the final word.

Supplementary Rules and Notes

The following are additional notes for combat, both Simplified and Standard (unless otherwise noted). While there is no need to memorize them, having these notes handy when running a combat is not a bad idea. There are ideas and notes here that will help guide both players and the GM to run combat smoothly.

Simplified Combat: Initial Placement Theory

In the Simplified Combat rules, the battlefield is split into three distinct areas, the Frontline and two separate Rearguard areas (one for allies, one for enemies). Some trouble may occur when trying to figure out who is on the Frontline, and who is relegated to the Rearguard.

The concept is, those characters who wish to act as the vanguard should take their spot in the Frontline, while support hangs back and stays in the Rearguard. Sometimes, though, even the vanguard might wish to hang back in the Rearguard, use an effect with "Range: Touch" on an ally, or even take a shot before engaging in melee, and that's fine. This is the reason the winning initiative doesn't need to place any characters in the Frontline.

However, players should be careful not to disregard the Frontline entirely, as if the enemy places characters there during setup (or all friendly characters retreat from the Frontline during the round), the enemy can break through the Frontline and can attack the Rearguard directly.

Simplified Combat: Breaking Through the Frontline

The general setup of the battlefield in Simplified Combat is for the Frontline to be where most of the combat actually takes place, while support from both sides comes from the Rearguard. However, if one side disappears from the Frontline (whether retreating, unconscious or slain), then the other side may press their advantage and move into the opposing Rearguard. Characters on the Frontline can take a Normal Move to advance, while characters in the opposite Rearguard need a Full Move.

As a result, combat will take place in the Rearguard area instead, with all the usual allowances and restrictions that brings (such as misfires from outside shooters, or melee attacks and "Range: Touch" spells being viable major actions.

No Retreat!

For the side that has lost their Frontline presence, once enemies have moved into their Rearguard area, their backs are against the wall. Essentially, the side who has been broken cannot leave their Rearguard area, even by the effects of magic, Combat Feats, or items. At the GM's discretion, they may allow a move to leave the battlefield entirely, but that typically involves long-distance fleeing with no chance of retaliation against the attackers.

Those pressing the attack, however, can move freely, as per normal Simplified Combat movement rules. If all characters pressing the attack leave the Rearguard, then the broken side may advance to the Frontline.

Multi-Section Monsters

Movement and Positioning

All of the sections of a multi-section monster will always be in the same area (for Simplified Combat) and at the same coordinates (for Standard Combat). All sections move at the same time, even if they may take individual actions afterward. Regardless of the different sections the monster must take their turn in its entirety; there's no possibility to have some sections move and take actions without having the rest of the monster do the same. There is no specific order a monster must move its sections in, however.

Presence

Multi-section monsters count each section individually when necessary. Specifically, when determining the size of a skirmish, if movement is obstructed, if the Evasion penalty is applied upon retreating, etc., consider "number of people" equivalent to "total sections".

Sections below 0 HP

If a section is knocked below 0 HP, it is treated the same as if it were an unconscious character.

Entering Combat

Under Standard Combat rules, if one section enters combat, every section also enters combat.

Damage Notes

Different Attributes

Some damage has different elemental attributes, such as "fire", "water/ice", or "poison". Spells like Fireball can deal the damage directly, or others like Fire Weapon will add it as an enchantment. These elements can cause damage to increase or decrease, depending upon the target's individual elemental weaknesses and resistances.

Guns

Guns shoot bullets made of compressed mana, enhanced by the various "Bullet" spells known by the Artificer, and deal magic damage upon hit. This damage can be avoided via an Evasion check, but if this check fails the damage cannot be halved via Willpower. In addition, because it is magic damage, Defense from armor and shields does not work.

Additionally, a gun's critical threshold does not increase by +1 when shooting at a character in Metal Armor.

Fall Damage

Characters falling from a high place will take fall damage, equal to 3x the fall distance (in meters). This damage is physical damage, and can be reduced by a successful Tumble check.

Monster Ambushes

Some monsters have unexpected abilities, and can spring an ambush. When ambushed by a monster, not only does the monster get the first turn, but any surprised players receive a -2 penalty to all Actions until their next turn.

Actions and Combat in Special Situations

This section covers the rules for combat in special situations, such as underwater, in mid-air or any other time when combat is not just a normal battle, as well as the actions a character can take in such combat situations.

Underwater Behavior in Combat

Character movement is drastically reduced when underwater. A Limited Move is only 1m, while both a Normal and Full Move are reduced to 1/5 speed (rounded up).

When a skill check is required (except Fortitude and Willpower), there is a -4 penalty to those skills. Characters in full metal armor are unable to make any skill checks underwater at all. Additionally, unless able to breathe underwater characters cannot speak while underwater, making communication and spellcasting impossible. Spells may be used in water up to shoulder-height (though the -4 penalty for being in water would apply); anything higher prevents spellcasting.

If unable to breathe underwater, a character can stay under for a number of rounds equal to their Vitality. Any longer, and the character's HP drops to 0, and they become unconscious. If underwater, or floating facedown in water, and unconscious, a Death Check needs to be made every minute, with the Target Number increasing by +1 every minute.

Attacking While Underwater

When making a melee attack while underwater, both the attacker's Accuracy check and the defender's Evasion check are penalized, reducing the results by -4. This is applied regardless of the attacker's weapon, strength, etc.

Ranged attacks (including thrown attacks) cannot be made underwater.

Casting Spells Underwater

Assuming the character is able to cast a spell underwater, the spell works the exact same way as on land, no matter what the effect would be. Yes, that means Fireball and other fire spells would still work underwater.

Blocking Movement While Underwater

Underwater, a character can only block one opponent at a time, and only if that opponent doesn't have more body sections than blocking characters. For example, a single character cannot block a character or monster with two or more body sections.

Special Underwater Abilities

Certain abilities allow for a character to function (or at least use the ability) underwater. In particular, any ability that says "Underwater" in the name, as well as the Elf Racial Ability "Sword's Salvation/Gentle Water", allow for unfettered movement. These characters may move and speak freely underwater (including casting spells), are not limited in movement, and do not receive any penalties on skill checks. When blocking movement, count the character as per normal rules, as well.

Actions and Combat in the Air

This section covers actions and combat for those characters who can fly.

Movement in the Air

Characters with flight, as well as those with items that allow flying, are able to move in the air. The distance traveled depends upon the type of flight used, as well as the character's Agility score. Movement is the same as it would be on the ground for those characters.

Falling

Falling from the sky forces a character out of a skirmish, regardless of all other conditions. When falling, the time from the start of the fall to impact with the ground is instantaneous, and fall damage will be taken.

If a character that can fly ends up falling, reduce the height fallen from by 10m. If this reduces the fall height to 0m or lower, that character doesn't receive fall damage.

Below are a couple of common situations that would cause falling damage.

Falling from a Height

If a character would be affected by something that would cause them to fall (or be knocked prone) while in the air, they immediately start falling. However, if the distance to the ground is more than 10m, then the character can ready themselves and reestablish flight, albeit 10m lower than their previous position.

Knocked Unconscious

If a character is knocked unconscious, they fall to the ground immediately. In this situation, Tumble checks cannot be attempted.

Loss of Flight

If a character loses the ability to fly, whether through the item used failing, the magic effect used running it's duration, or whatever, they immediately fall. Tumble checks can be made in order to minimize the damage dealt.

Characters with multiple sets of wings lose their flying ability when half (rounded up) of their wings are rendered non-functional. Characters with multiple flying abilities simultaneously will fall if they lose all of them, not just one.

Fall Damage Situational Modifiers

If falling into water or into trees,as opposed to directly to the ground, there's a chance characters can use the different terrain to cushion their fall somewhat. Below is a list of modifiers that will either increase or decrease the fall distance for the purposed of determining fall damage.

Falling Situation Drop Distance (m)
Able to fly -10
Fall location is in the forest -10
Fall location is in water -5
Sliding down a cliff -10
Fall location is harder than dirt +5

If there are thorns, spears, punjees, etc. at the fall location, that damage will be dealt after determining fall damage.

Catching a Falling Character

When attempting to catch a falling character, both the falling character and the one trying to catch them can make Tumble checks in an attempt to reduce fall damage. In doing so, the sum of both checks is subtracted from the fall damage, but both characters will take the remaining fall damage.

If the falling character is unable to make a Tumble check, the character catching them can still attempt the Tumble, and reduce damage accordingly.

Falling Monsters

If a monster is falling and attempts to make a Tumble check, use their Evasion score when rolling.

Losing Flight

If a monster's Wings drop to 0 HP, they will be unable to fly, and if in the air will fall immediately. Monsters with multiple sets of wings will lose the ability to fly when half or more of their sets of wings are at 0 HP.

However, monster abilities like [Flight] only actually offer bonuses in combat. If those abilities are lost, it doesn't actually remove the ability to fly.

Fall Damage for Multi-Section Monsters

Monsters with multiple sections will receive fall damage on each section.

Notes Regarding Mounts in Combat

When a rider brings a mount into combat, there are a few changes to the flow of combat. This section will go into detail regarding those changes,

Riding in Battle

When engaging in combat, both the mounted PC and mount can actively participate. The mounted PC and mount are considered to have the same coordinates, and the movement type and speed used are those of the mount. While riding, the mount moves and performs Major Actions as commanded by the rider. As a general rule, if the mount is nor being ridden, it will not move or take Major Actions on its own, but will act on its own instincts.

Just like a monster with multiple sections, a mount and rider can act independently from each other, and are targeted separately for effects.

Mount Weaknesses

Just as with most monsters, mounts do have weaknesses, though specifics depend upon the type of mount. If an enemy spellcaster appears, it is a possibility that these weaknesses might be exploited.

Unlike monsters, whose weaknesses are found through a Monster Knowledge check, a mount's weaknesses are discovered through a contested roll at the start of the battle. The jockey's Rider Class Level + Intelligence Modifier is compared to the character with the highest Magic Power among the enemies, and if the jockey is successful, the mount's weaknesses are unusable. However, if the monsters win, then all enemies (not just the spellcaster) may take advantage of the mount's weaknesses. This check is made during the "Begin Combat" step.

Actions While Riding in Combat

Rider Behavior

The actions available for a rider to take in combat depends upon the mount's movement. For example, if the mount takes a Normal Move, then the rider is also limited to actions available after a Normal Move, and so on.

Weapon Restrictions while Riding

As a general rule, Wrestling type weapons cannot be used while mounted. Additionally, at least one hand must be used to control the mount, so any two-handed weapon cannot be used while mounted.

Mounting and Dismounting

In order for a character to mount up or dismount from a mount during combat, if that character does not have any levels in the Rider class, then they must mount up or dismount as a Major Action. However, if they have any levels in the Rider class, then these actions become Minor Actions. A character may choose to mount up or dismount either before or after the mount's movement, but can only choose to either mount up or dismount once per turn.

Sealing and Unsealing Statues in Combat

For more details on sealing a mount into a statue, unsealing a mount from a statue, or calling a mount from a magisphere, see "Mount Statues".

Behavior of Mounts in Combat

Mounts can, as their Major Action, use melee attacks and unique skills appropriate to the combat at hand. If there are any abilities that can be used as Minor Actions, they will be noted as such. Any unique skills the mount has are considered to be those able to be used after a Normal Move, unless otherwise noted. Generally, anything a PC can do during combat, a mount can also do. For example, attacking with ranged weapons or magic are actions that would require the mount to take a Limited Move.

Mounts with Multiple Sections

For mounts with multiple sections, only one section can be commanded per turn, but that section is able to use both Major and Minor Actions. It is possible to command different sections over the course of multiple turns.

In order to command multiple sections in the same turn, Stunts such as "Lion's Fury" or "Versatility" must be used.

Forcefully Dismounting

In situations where either the rider or mount is knocked prone, the rider falls off the mount, and is forced to stop riding. Similarly, if either the rider or the mount is forced to move, the rider will become unmounted as they will be at different coordinates after the forced movement. For example, if only the rider (or mount) is forced to move, the mount (or rider) will remain at its original coordinates, and the rider will fall prone after moving. If both the rider and mount are forced to move to the same coordinates, however, the rider will remain mounted.

Notes on 《Throw Attack》 and Similar Effects

When using 《Throw Attack》, or any other effect that involves counting the number of sections a character has, for convenience the rider and mount are considered to have the same number of sections as the mount normally + 1 (for the rider).

When a Rider or Mount Loses Consciousness

If either the rider or mount loses consciousness (i.e. from being put to sleep magically, having their HP drop to 0, etc), the rider falls prone off of the mount. If the rider is the one falling unconscious, they may not Tumble in order to prevent falling damage.

Passengers

If a rider is forcefully dismounted and would fall prone, any passengers that may be riding along will also fall prone off of the mount.

Riders without Rider Class Levels

When a rider who does not have class levels in the Rider Class participates in combat, the rider themselves are in a state where both hands are unable to be used. Without a hand free to guide them, mounts cannot perform Major Actions in combat when mounted by such a rider.

Enemy Riders and Mounts

When an enemy with Rider levels appears, the rider and mount are considered two different monsters for determining Initiative, Reputation and Weakness. However, the handling of 《Throw Attack》 and similar effects, as well as forced dismounting, are treated the same as they would for a PC. Also, defeating both a mount and rider will offer the chance for loot from both enemies.