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This section introduces rules for battles in special situations, as well as adding new rules for battlefields.

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 battlefield, 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.

Notes on Fall Damage

This section has information on how to deal with fall damage in special situations.

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.

Enhanced Racial Features

Once a PC's Adventurer Level is 6th or higher, their racial features are enhanced. In most cases, there's a racial feature for each race that's easier to use and is more relevant than the other, so that one will receive the benefit.

Optional Rules

The following are options for enhancing racial features. If using these rules, refer to Alchemist Works for levels 11 and beyond.

Human - Strengthened Racial Feature: [Sword's Salvation/Change Fate]
When using [Sword's Salvation/Change Fate], add +1 to the result. However, this will not work if changing double 6's to double 1's (which will also cause an automatic failure), or vice versa. When using a Power Table, the maximum result is 12.

Elf - Strengthened Racial Feature: [Sword's Salvation/Gentle Water]
Each companion who grabs a hand can also breathe and function underwater for up to 1 hour. If contact is lost underwater, so is this benefit.

Dwarf - Strengthened Racial Feature: [Sword's Salvation/Body of Flame]
Each companion who grabs a hand will no longer receive any damage from fire, physical or magical, and their equipment cannot burn or be damaged by fire.

Tabbit - Strengthened Racial Feature: [Danger Sense]
When making a Danger Sense check, add your Intelligence Bonus to your Adventurer Level.

Runefolk - Strengthened Racial Feature: [HP Conversion]
[HP Conversion] now takes a Minor Action to activate.

Nightmare - Strengthened Racial Feature: [Alternate Form]
When in [Alternate Form], all melee attacks, ranged attacks, and spells that deal damage directly to a target deal an additional +1 damage.

Shadow - Strengthened Racial Feature: [Moonlight's Protection]
[Moonlight's Protection] also reduces Poison, Curse and Disease damage by -3, whether physical or magical.

Lildraken - Strengthened Racial Feature: [Sword's Salvation/Wings of the Wind]
When flying using [Sword's Salvation/Wings of the Wind], maximum flight speed is equal to that of a Full Move (i.e. 3x Agility).

Grassrunner - Strengthened Racial Feature: [Mana Interference]
Once per day, as a Major Action, a Grassrunner can attempt to dispel a magical effect with a duration. By touching it, you can make a check using your Adventurer Level + Spirit Bonus, and if it's higher than the caster's standard value, then the effect is dispelled.

Newman - Strengthened Racial Feature: [Child of Magic]
If a Spellcasting check comes up as an automatic failure (double 1's), then no MP is spent.

Special Rules for Weapons and Armor

Custom-Forged Weapons

When purchasing weapons, the option exists to have weapons custom-forged for the wielder. These weapons have their Minimum Strength requirement adjusted, making it easier to wield a particular weapon. This custom forging can either be assumed to have taken place before the weapon was purchased, or may be done at any time after purchase by a qualified weaponsmith.

With these custom-forged weapons, the Minimum Strength requirement can be either raised or lowered by up to 3 points from the listed value, and the Power is adjusted accordingly. For example, a weapon that was custom-forged to require an extra +3 Minimum Strength also gets +3 Power. However, Guns cannot be custom-forged, as that would disrupt their inner workings. Also, custom-forged weapons cannot have either their Minimum Strength or their Power reduced to 0 or lower.

The cost increase for a custom-forged weapon is based on it's rank, below:

  • B-Rank: +300 Gamels for each +1 or -1 modifier
  • A-Rank: +1,000 Gamels for each +1 or -1 modifier
  • S-Rank: +3,000 Gamels for each +1 or -1 modifier

This cost can be part of buying the weapon and paid upfront, or it can be specifically paid out after the fact when custom-forging an already purchased weapon. The same amount of money will be charged whether there's an increase or a decrease in Strength and Power.

Custom-forged weapons may have unique names, though this should be discussed upon between the PC and the GM.

Silver Weapons

Purchased weapons can also be silver, and are more expensive as a result. When purchasing a silver version of a weapon, it is +1,000G for B-Rank weapons, +2,000G for A-Rank, and +4,000G for S-Rank weapons. An already existing weapon cannot be made into a silver weapon. Also, weapons made of mithril are already considered to be silver weapons.

Handling High STR Weapons and Armor

At the GM's discretion, a PC may attempt to wield a weapon or wear armor with Minimum Strength requirements higher than their Strength score. These are referred to as "oversized weapons" and "too-heavy armor".

In situations like these, the character takes a penalty to their Accuracy equal to the different between their Strength score and the Required Strength of the weapon. For example, if a character with 15 Strength tried to wield a Bastard Sword requiring 17 Strength, the character would receive a -2 Accuracy penalty as long as they were wielding that sword.

Wearing heavier armor than capable limits characters just as harshly. While in too-heavy armor, a character can only take a Limited Move, and may not perform any Major Actions, until the armor is taken off.

Handling Higher-Ranked Weapons and Armor

At the GM's discretion, a PC may attempt to use weapons and armor of A-Rank or higher even without the appropriate 《Weapon Proficiency/**》 or 《Armor Proficiency/**》 Combat Feats.

When using one of these higher-rank items, the Minimum Strength requirement is increased by +10, and any extra annotated benefits the weapon may give are ignored. For example, if a character were to try and wield a Defender sword (Min STR 12) without having 《Weapon Proficiency/Sword》, they would need a 22 Strength in order to even attempt to use it, and even then the character would not get the added Defense the sword offers. Additionally, if Strength is not enough to handle a weapon, the wielder would receive an Accuracy penalty depending upon the difference between their Strength score and the Required Strength of the weapon as per “Handling High STR Weapons and Armor”.

Similarly for armor, the Minimum Strength increases by +10 when attempting to wear higher-rank armor. Even then, a character can only take a Limited Move, and may not perform any Major Actions, until the armor is taken off.

Characters may not attempt to wield weapons or wear armor two ranks higher than what they are normally capable of.

Loss of Hearing Penalties

A PC may have issues with certain skills if they lose the ability to hear, whether through going deaf or just an inability to distinguish separate noises.

Situation Penalty
Deaf in one ear -1
Deaf in both ears -2
Strong wind blowing -1
Unable to distinguish due to noise -1

These penalties apply to the following skills:

  • Hide
  • Evasion
  • Follow
  • Listen
  • Danger Sense
  • Engineering
  • Search
  • Meteorology
  • Find Trap

Staying Awake Longer Than 1 Day

If a character stays awake for more than 24 hours, they receive a -1 penalty to all Actions taken and skill checks made, as well as a maximum HP and MP reduction by -1 point. This effect accumulates for each day spent awake, and goes away when the character can finally get at least 6 hours of continuous sleep.

Notes on Shielding

Objects, such as trees or battlefields, 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
  • Battlefields
  • Heavy Forest
  • Heavy Rain
  • Muddy Water (when underwater)
  • Clouds (when in the air)

Torch and Lantern Light

By using a torch or lantern, a character is able to see in the dark. Unless otherwise specified, the light from either a torch or lantern illuminates a 10m area.

Viewing Bright Areas from Dark Places

Even if a character is in complete darkness, they can target characters in illuminated areas without suffering penalties from the darkness.