Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
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 Attacks & Options

Attacks & Options

Time for a recap:

Attack Method To HitDamage CalculationPain
Melees +   Each = 1
+ +
By Weapon
Throwns +   Each = 1
+
By Weapon
Shooters +   Each = 1½
+
By Ammo
Unarmeds +   ½1 + ½
Martial Artss + [ or ]  Each = 1 + 1 +
½[ or ]
Touch1 + [ or ]
—OR—
1d12 Competition  
NoneNone
Touch with
Martial Arts
Advantage +
[ or ]
—OR—
1d12+3 Competition  
NoneNone
Divines + and   By SpellBy Spell
Sorcerys + and   By SpellBy Spell
  d20s rolled in attack, each modified
  successfully striking d20s
  Weapon Weight value
  round down (floor function)
  Strength modifier
  Agility modifier
  Logic modifier (bonus only)
  Faith modifier (bonus only)

There are many methods of attacking an opponent. It could be with a weapon or with savage fighting. Some magical spells allow orbs or beams to target an opponent. Sometimes only an effective grip is all that is required. There are even more than just those options. Many have been discussed previously, but here those various types of attacks will be summarized in the same place for future reference.

These are the general rules. Weapons used, skills possessed, special rulings by the GM could always create an exception. However, the rules of thumb are these: melee uses Strength to modify both the attack and damage, as well as the weapon-weight for damage. A thrown weapon will be modified by Agility to hit, but use Strength for damage. For shooters, Agility modifiers adjust both the attack and damage; however, the damage per successful die hit counts a little higher. Unarmed combat uses Agility for the to hit calculation, but Strength to determine damage. Of course hand-enhancers could adjust the damage. After learning martial arts the better of either Agility or Strength is chosen; further, damage is more like that of a weapon. Touch attacks will be discussed a bit later, but these most often are for delivery a magical or alchemical effect. Of course, magical spells, whether incantations or axioms, are governed by the spell description, but without explanation a spell that targets an opponent’s Defense would use the rules in the table.

The attack itself is performed by rolling the number of d20s allowed. The number allowed is based on the combination of skills a being has. This group of dice is called a die pool which is just a way to refer to all the dice/skills being applied to a strike. Thus, the die pool is rolled. Then each d20 is adjusted by modifiers and compared to the defender’s Target Mark (TM), which is its Defense value. Only if all those adjusted values from all those dice fall below the TM is the die pool attack a miss. If even one die score is successful, then damage can be inflicted. And the more dice that meet or exceed the opponent’s Defense, the greater the damage imposed. Those methods in the “To Hit” column of the table to the left are the dice and adjustments used for the various attack methods.

With all that explained, understanding what a die pool means is quite important.

Die Pools

A die pool defines an individual strike. This is not to be mistaken for using more than one d20 in an attack. In fact, as a character progresses, his or her primary-hand die pool will likely have several d20s in it. Using the primary-hand as an example, this is the die pool for the skills and dice used with the weapon wielded in with the primary hand. If someone has weapon forte with the weapon equipped, the by default 3d20 would be the die pool. However, other skills might still adjust it.

To use more than one die pool in an attack, this requires additional skills. However, there are effectively three different methods to gain another die pool: have multiple attacks from savage fighting, split the primary-hand with skills like spinning moves or targeting, or learn how to use two weapons simultaneously.

Savage fighting is what monsters do. Different parts of the body count as a separate attack or a die pool. Sometimes the die pools of savage fighting are referred to as an “appendage,” such as in the transmogrify axiom. The number of d20s may vary by creature, but by default fists, claws, biting and kicking all act as a single d20; a tail attack is 1d20; horns provide one d20 to the die pool; and wing buffets also add 1d20. Unless stated differently, all of these die pools must be used against the same target. Skills like spinning moves would allow them to be used against different targets.

Skills like spinning moves and targeting allow dice to be redistributed to different die pools but also to be used on separate targets. There are a lot of varieties that can occur here. If having that 3d20 primary-hand die pool, then those three dice could be split into three smaller pools (or a two-and-one, if desired), allowing each pool to be used against a separate target. Typically those two to three targets must be within adjacent spaces. Targeting, however, means using more than one ammo; thus, if using a bow and splitting the dice with targeting into two die pools, an arrow for each victim, i.e. two arrows, would be used.

Finally, there are skills like two-handed fighting that allow a die pool from the primary hand and also another die pool from the off-hand. Not as effective, even the shield-blitz and pole-blitz allow the talent to be used in combat. How those die can be applied are explicitly stated in those skills.

One might ask, “Why does all that matter?” The reason is because how damage is calculated. If Weapon Weight is used in damage, it will be applied for each strike of the weapon. However, the Strength or Agility modifier is only applied once per target. Thus, if someone using two die pools makes an melee attack against a single target, the the first strike will assess damage as 1 point per successful die score, then add the Weapon Weight, and finally add the Strength modifier. However, the second strike would be 1 point per successful die score, then add the Weapon Weight, and the calculation is complete. Whereas, if those were two different targets, then the Strength modifier would be added in for both strikes. As such, the total potential damage when distributed over multiple targets is higher than the total potential used against only one.

Damage Types

Damage Type Harm Against
BluntBody
EdgedBody
PiercingBody
ColdBody
CorrosiveBody
FireBody
ForceBody
LightningBody
NecroticBody
PoisonVaries
PsychicMind
SmiteSpirit

Before going much further, a quick explanation is needed. There has previously been a fair amount of discussion about the various types of damage that can occur, but there has been no summary of what that means or an enumeration of those types. Well, here it is.

When it comes to damage against Body, it will often be some sort of weapon damage; however, those weapons might have poison on them; or acids might used; some undead inflict a life-withering damage; and so on. Of course, there are damage types that also harm Mind and Spirit as well.

Armor is an example of how damage protection works; e.g. studded leather has an armor base 10 but is 11 against blunt damage. In the armor section of the character sheet as well as in the Armor discussion in the Equipment section, there are Damage Type Receptions, which indicate when this armor receives damage of this type, then it is treated differently than normal. Studded Leather, for example, has a listing of Blunt:+1, which indicates the armor is one point higher in its armor base against blunt damage types. If looking at a breast plate, one of the Receptions is Piercing:1R. The R in the code means that it reduces damage, in this case by one point per strike.

Another factor is resistance, which will half the amount of damage received against a specific damage type. This is designated in the Reception as [Type]:Resist. Immunity means that damage type cannot hurt the target, which is [Type]:Immune. There is one further resistance category called absorption, where damage that is inflicted actually heals the recipient. This is listed as [Type]:Absorb Also, at the other end, if something is vulnerable ([Type]:Vuln), then it will suffer twice the damage against that type.

Of course, there are some odd scenarios that might be considered. For example, if something is naturally resistant and momentarily enchanted to be vulnerable, then these cancel each other, making the damage normal. Also, if multiple effects of the same type, such as being magically made resistant to fire and then given a ring that grants resistance to fire, these effects do not enhance the overall effect -- only resistance is gained. This is the rule of internal combination.

All of this said, the broader point here is that there are various different ways in which damage is inflicted. Along with this plethera of damage types, there are many ways to alter those effects.

Touch-Based Attacks

As mentioned above, often invocations and axioms require touch to deliver the magic against an opponent. Unless specified in the description, these will be reactions after the action of a touch attack. The benefit of using these as a reaction is the action must succeed before expending the Mind or Spirit points. However, that initial touch attack requires one of two options.

The caster must either make a successful hit against the victim’s Defense, which inflicts no damage. This is performed with a single d20 using the better of either Strength or Agility. However, someone with martial arts training (not just unarmed) would be granted to roll this special attack at advantage. The other option is to make a successful grappling attack, see below. However, if using grappling, then success indicates a mere momentary grip to deliver the magic; the target is not held or physically harmed from the touch attack alone.

Whether by d20 or by grappling competition, penalties are included when the target is either small-sized or tiny. A small target causes -1 on the roll, while -2 is the penalty when the target is tiny. However, these penalties are specific to touch attacks and no other types of rolls. Lastly, if the touch is unsuccessful, then obviously no magical effect will manifest. This is either because the reaction was not chosen due to the missed touch or because the spell required the casting and points but no contact was made to deliver the effect. Of course, the description in each incantation or axiom will contain such specific details.

Of course, the explanation above is under the assumption that the touch will be attempted during combat. However, a touch attack could be performed when no combat is occurring. Perhaps, this is during some sort of social setting. Possibly it is a pre-combat event, such as stealthily approaching an unsuspecting potential victim by making a sneak attack. To accomplish this there are additional skills which would be helpful but not absolutely necessary. For example, unskilled use of stealthy methods is possible, but the chances of success are much lower.

For the social setting, walking on the street, brushing up against the victim, sleight of hand would improve the chances of success. If attempting a sneak attack, which the GM would have to state is even possible, then stealth would be the beneficial skill. In either case, the attacker who is untrained would use d6+9 to set the TM value for the target’s Awareness check. If the target succeeds on the Awareness check, this ruins the clandestine touch. Assuming the potential victim doesn't respond by starting combat, the caster could choose to initiate combat for a touch attack, using the combat rules above.

To come full circle, the numbers for having those optimal skills will be detailed. With a stealth skill would set the target’s awareness TM as 2d6+9, as would sleight of hand. If having both for an incidental touch, the TM would be 3d6+9. Likewise, attempting a sneak attack with stealth II would also set the TM at 3d6+9 as well. All this said, this is very much how a pick-pocket feat would be determined.

Finally, there will be times that touching an ally to produce an effect will be desired. Assuming the ally is willing, which is nearly always the case, then the person touching the other must be standing in an adjacent hex from the recipient or move there before completing the action.

Ground Rules

One way to stay humble is to take a tumble.

Sometimes striking the enemy with a weapon is not the best method. There are times when limiting the enemy’s offense is more effective while a party member inflicts the weapon damage. Of course, many of the monsters who survive by violence understand this concept as well. Thus, finding oneself in a prone position is likely to happen.

One of the reasons to force another to the ground is that without special skills, traits or enhancements, being prone places one at disadvantage for melee attacks or axioms that require gesturing. Further, those in melee against a prone target will attack with advantage.

Despite those hassles, there are times when one may want drop to the ground, such as being spotted by archers. Choosing to drop prone can be performed at any time and with no cost to movement. However, recovering takes more effort as well as an available reaction. One could use his or her action for the round to stand, but unless needing the reaction for something very important, it is unlikely to play out that way.

When using the reaction, it will remove half of the species standard walking movement. Thus, a human, regardless of armor or encumbrance, would need to expend 20 feet of movement to stand up; a dwarf would have to use 15 feet of movement; a nhoblit 17 feet; and so on. If the character has fewer movement points remaining than the required amount, then standing up is not possible until the reset of the the round occurs to permit enough movement to make the effort.

The timing of the stand-up reaction is also a factor. Unlike most reactions, standing up requires a minor amount of time -- a d4 in game terms. Thus, using the reaction in 10’s (the second counter of the round), then regaining one’s feed would happen somewhere between second counter 9 and second counter 6, depending on the result of that d4 roll.

Finally, when prone and wanting to move without standing, then the only option possible is crawling. For every foot crawled, it costs an extra foot in movement. If crawling through rough terrain, then 2 extra feet are lost. Moreover, dash and other feats which increase movement cannot be performed while crawling.

Grappling

There may be times when grabbing and hold a person in place is a strategic plan. There are no skills that grant extra dice for grabbing other persons or monsters. Only one die is used unless advantage or disadvantage apply, but even then, the special attack works like a competition, comparing body die-rolls from both sides using a d12. For a modifier in the grappling competition, one can choose either Strength or Agility to add as a modifier. If the grappler wins the competition, then during his or her action, the victim is held by the grappled restriction (see Combat Restrictions). Otherwise, the attacker was unable to maintain the hold. But if held, on the victim’s turn, he, she, or it can initiate another competition to escape.

ConditionModifier
Grappler has size advantage+2 (Grappler only)
Victim has faster movement rate+1 for the Victim
Victim can fly+2 for the Victim
Environment is rainy, icy or slick+3 for the Victim
One or both sides are prone-5 for prone Competitor
Footwork skillCancels prone penalty
Martial arts skill+3 for either
Takedown skillAdvantage for Grappler
Throttle skillSee skill for details
Unarmed Combat skill+2 for Grappler
Whip Master skillSee skill for details

For the competition rolls, the either side might have some adjustments to its d12 roll based on the circumstances, such as size difference, weather and skills. Most of these are listed in the table to the right; however, there could be additional ones due magical effects, special armor or other events which may require the GM to alter. Lastly, the size advantage would not apply if the grappling competition were being used to establish a touch-based attack.

If the hold remains until the grappler’s following turn the next round, the aggressor may choose to drag the victim with its movement; however, one’s movement rate is halved when towing another, as the victim will be resisting. However, if the gripped outweighs the maximum encumbrance of the grappler, then dragging is not possible. Conversely, if the aggressor is two size categories larger than the grappled target, then movement is not altered. Another option for the aggressor who is two sizes larger, an action, in any round after the hold is established, is to hurl and slam the victim to the ground or walled surface in an adjacent hex. This slamming action will inflict blunt damage equal to the aggressor’s Strength bonus. Of course, the GM might adjust the damage based on the terrain or surface. When using this slamming feat, the victim can be placed into any open adjacent space. Obviously, this maneuver frees the victim from the hold. Grappler three sizes larger can hurl the victim into another target, which the victim momentarily becomes a thrown weapon, requiring the attack on the other target to strike its Defense. Damage of the attacker’s Strength bonus would be inflicted to both the hurled and the struck.

To clarify, the grappled restriction merely prevents the victim from moving while also penalizing the victim with disadvantage on actions other than an escape competition; this includes casting spells. However, for the grappler establishing the hold, there are a few detriments as well because both hands are need to maintain the hold and therefore no primary-hand die pool can be used for an attack, but savage fighting not using one’s hands, can be used at disadvantage. Further, axioms with any form of gesturing cannot be cast. Divine incantations not requiring the holy symbol can be cast, but using either form of magic will require a successful Resilience save (TM:10) to have the focus to cast a spell. Item use that is passive or requires minimal hand-usage would normally permitted unless the GM rules the conditions are unconventional. Of course, all these limits are the default, and there are skills which could mitigate them.

Unless the victim finds being held is beneficial, an unlikely occurrence, it will have the goal to escape the grasp. As stated abpve, the held creature can use its subsequent actions to perform another d12 competition with the same modifiers in the table above; however, for an escape, size advantage would apply only to the escapee this time. However, rather than attempting to escape with a competition, the grasped victim could choose to attack, albeit at disadvantage. Whenever struck by Body damage, the one maintaining the hold must make a Strength save against a base TM:10, which increases by one points for each point of damage inflicted. Thus, a hit that inflicts 3 points would force a Strength save (Comp:13). Failing the save causes the release of the grappling hold. Of course, damage could be inflicted by allies as well, not just the victim.

Pushing

ConditionModifier
Size advantage+2 for larger Competitor
Environment is rainy, icy or slick-3 for the Victim
One or both sides are prone-5 for prone Competitor
Charge skillTackling only, Advantage
Drive skill+1 for the Aggressor
Footwork skillCancels prone penalty
Martial arts skill+3 for either
Takedown skillAdvantage for the Aggressor
Unarmed Combat skill+2 for the Aggressor

Another non-damage option that may be used as an action in combat is pushing the opponent. When pushing, there are three different methods that might be used: shoving, tripping and tackling. Regardless of the method chosen, the target of the pushing must be no larger than one size category; further, the target must obviously be within reach in the second-counter of the action. All pushing is very similar to grappling in the game mechanics, as it will create a competition. The primary difference is for pushing, only the Strength modifier is used for d12 roll (both parties).

When attempting a shove, then on success the victim is pushed away 5 feet, assuming the terrain permits. Of course, if that new location is on the edge of a tall cliff, where certain death or other serious result would occur, then the GM will allow the victim to make an Agility save (TM:10) to keep from falling. This would mean that the victim is instead prone at the razor’s edge of the peril. The GM might also add a point or two of damage, perhaps even Pain as a result of the effort to prevent the greater fall.

Much is the same when attempting to trip the opponent. Again, only the Strength modifier is permitted to adjust for both competitors. If the attacker is successful, then the victim is forced prone in place. Remember the details from the Ground Rules that someone who is prone can use a reaction to stand up; however, this will be delayed by d4 seconds to achieve.

Tackling, however, has a few more moving pieces to the action. Like the others, it too is a d12 competition. One might think of it like a grapple and a tripping combined. With such, the aggressor grabs the opponent while using his own weight and momentum to bring both parties to the ground. In the first two methods, the only size restriction is about the size of the target. This is still a restriction for tackling; however, an additional constraint here is the aggressor cannot be more than one size-category larger than the target either. Due to the nature of this attack, the aggressor gains a +2 bonus on the d12 roll. If successful, then both parties are prone on the ground. To be clear, no hold is established as a result of a tackle. However, if the tackle fails, the aggressor ends up prone alone.

Certain skills can enhance the ability to tackle, as well as defending against it. The charging skill allows the tackler to roll the competition with advantage, assuming a 20-foot run prior to the tackle. Martial arts allows for +3 on the competition but only for the defender. And to be clear, unarmed combat does not offer any bonus for tackling.

Throwing Stuff

Items like globes of acid splash, molotov cocktails, and vials of holy water are somewhat routinely thrown at enemy targets. How does that work in a system that uses weapon styles? And didn’t it say in Combat Skills that “those without a trained combat skill have no dice to roll for an attack?” -- so, again, how does that work?

These questions will be answered in this subsection. The trained combat is discussing thrown items that are themselves weapons and can inflict physical damage on their own merit. Items like acid and holy water do not inflict damage because of the force and skill to strike with the “pointy end” or something. They inflict damage because of special properties they possess which when coming in contact of the recipient creates an effect, e.g., holy water against the undead. Therefore, these items are permitted a d20 for nearly anyone, so long as the one hurling has the physiology to throw the item. For example khaasta would not. If the raw score of the d20 strikes the opponent’s Defense, then the throw was successful enough to activate the effect in the description of the item.

ItemDamageNote
Acid Splashd4Alchemical Damage
Bonfire Blend1Fire Damage; very ineffective
Explosive Oild4Fire Damage; Combustion
Firebreather's Oild4Fire Damage; special attack delivery
Holy Waterd4Smiting Damage; limited victims
Sleep SmokeSleepArea of Effect
Smoke of RestraintGrappledArea of Effect
Thick SmokeObscurement Area of Effect

However, skilled persons can throw “any item” better than untrained. Therefore, a person with ranged fighting is permitted to add an extra d20 to the roll. This does not adjust the damage of the effect in anyway. In fact, it is akin to rolling a single d20 at advantage in such that should either die score a hit, the effect happens. Further, if a person has hurling as a skill, then 3d20 is rolled, but likewise, it is only for the determination of contact with the opponent’s Defense.

As with anything seeking to achieve verisimilitude, there are exception. Specially-crafted items which create an area of effect use a “close-enough” guideline, which means if the thrower is able to get the object to the desired area, then the effect (usually smoke) fills the area and will subject those in said area to some sort of a save. If it is a “close-enough” item, this unrolled hit applies even if the area is a single hex and effects only one target.

Sneak Attack

There are several opportunities for a sneak attack. The general criterion needed to perform a sneak attack is when the victim can be attacked but is not aware of the attacker, such as an ambush or just being awakened. The first strike from an invisible attacker could be an example, depending on many other variables. The victim must have lost track of the one attempting the sneak attack during the previous round or could have never been aware during that time, such as being asleep. The victim is usually permitted an Awareness check, and if failing said save, the attack is considered a sneak attack. However, understand this is establishing whether or not the sneak attack is possible. A second Awareness check might occur, as explained below.

When making a sneak attack, 2d20 is added to the attack roll. The first d20 is made for being at advantage. The second d20 is for striking a vulnerable and unaware victim. If advantage has been granted for another reason, it cannot be gained twice. Therefore, if the victim is stunned or otherwise already to be attacked at advantage, then only the second d20 is added to the attack. Nonetheless, these extra dice act cumulatively above the normal attack. In other words, if a character has a melee skill, using a dagger, performs a sneak attack, then 3d20 are rolled for the attack. Moreover, if enough skills circumstances exist to reach the 5d20 maximum, a sneak attack could still exceed that and permit six or even seven total dice to be used.

One possible event that might ruin the sneak attack is actions by other persons in the area. If an ally of the target is capable of noticing the sneak attack, which is not always true, and that ally also makes an Awareness check against the set stealth TM, then if that ally uses his or her action specifically to alert the target, then the potential victim will be raised up from being a vulnerable and unaware victim to an invalid target. Again, that ally cannot simply use normal communication methods but rather must explicitly sacrifice his or her action (on the appropriate init value) to give the warning.

If having established a sneak is possible, then range attacks can happen with the extra dice automatically. However, if closing in to strike in melee, even with reach, then the victim is allowed a second Awareness check to notice the attack at the last moment. Obviously the attacker is attempting to move quietly and being mindful of the light, shadows and other give-aways. This requires the one approaching to have a movement rate half on its normal speed. If the victim cannot be reached by the end of movement, then yet another Perception check will be allowed in the following round. The unskilled lurker will set the TM for those Awareness checks at a base of d6+9. With the stealth skill, TM:2d6+9 would be expected. There are even more skills and magic effects which can adjust the TM as well; however, the GM may consider the conditions and adjust accordingly too.

Obviously, the primary goal of a sneak attack is to deliver more damage than from an ordinary attack. By doing so, the greater hope is to incapacitate the victim, as this is often used to remove guards silently. To that end, certain sneak attacks with other skills can greatly improve those odds, but well-trained or not, there is a sentry rule for sneak attacks used as pre-combat action. To be very clear about when a sneak attack (or even a backstab) can be used. Sneak attacks can be used in the midst of combat; however, it requires permission from the GM and the sacrifice of a turn or two to set up the possibility. For example, someone could turn invisible and move around to an optimal location, then make a sneak attack the following round, assuming the potential victim fails the initial Awareness to be attentive of the invisible combatant. Of course, how repeated the same technique along with other conditions might cause the GM to say that method is no longer effective in this fight -- or perhaps just give the victim bonuses on the Awareness check.

The sentry rule does not apply to those mid-combat tricks. However, if the potential victim of a sneak attack is acting as a sentry and not actively at a heightened state, then the amount of damage delivered could incapacitate the guard. When damage from a single sneak attack or backstab inflicts at least (equal or greater than) 50% of the victim’s maximum Body value, then the victim must make a Resilience save due to the shock. The TM for the save is a base of 5 plus 1 point per inflicted point of damage. If the victim fails the save, then the target becomes incapacitated as the combat restriction for its next d4 rounds. Note: this is not unconsciousness; thus, recognition of the attacker might be possible, although unlikely.

Lastly, there are restrictions when performing a sneak attack. First, the one performing the sneak attack cannot be at disadvantage either for any reason. Second, weapons used for such an attack must be made either at range or have the light or reach property or otherwise specified usable in this way.

Getting The Drop

Rather than taking the sneak attack, assuming such an attack is an option, one could choose to “get the drop” on the opponent instead. This action can only be taken in lieu of a sneak attack; however, it offers an option for intimidation and bluffing rather than pure bloodshed. Further, for this to be effective, the victim must be intelligent enough to recognize the threat and have the free will to surrender. “Getting the drop” on a wild animal or zombie is pointless. When the victim is not a valid target, the GM should inform the player to inflict the damage instead. Of course, there could always be some really bizarre circumstances, such as attacking a phantasmal illusion.

However, when using such a blackmail in combat, a strong target is rarely the victim. Usual victims are children, elderly parents, a seriously wounded combatant and the like. The goal is not harming the victim as much as gaining a psychological advantage to coerce the mark’s allies to surrender or lay down their weapons.

To “get the drop,” the opponent is granted all the Awareness chances as in a sneak attack. When the attacker declares the attack, he or she announces that damage will not be inflicted and this special move is being performed. Assuming the die rolls hit the target, then in the theater of the combat, what this looks like is a bow-shot pointed at the back of the target's head or the knife on the throat; however, the actual damage is being held back. Also, the attacker is free to speak at this point as well, since it is his or her turn. From a game mechanics standpoint, until releasing the dominant position, the character who “got the drop” on the target can inflict all the previously rolled damage automatically on the next action or anytime using an available reaction; further, the reaction is basically for any reason: when anyone else moves, target resists, or even the attacker just got bored. This is one of those cases when the reaction occurs first for determining the number results. Obviously, this is a bluff, a serious one, but a bluff designed to discourage others to continue to fight, give up an item, demand parley, provide a getaway or any object of persuasion. (Do you feel lucky, punk?)

Since the damage was not delivered, there is a bit of hope for the victim. When the aggressor does inflict the contingent damage, the victim can use a reaction however, choosing the better of either a Strength or Agility check (TM:20) to suffer only half damage. If the victim has treachery, then that save is rolled at advantage. The TM of that check lowers over time. If combat continues after the demand, then the timespan is each round, which at the end of each causes the TM to lower by one point. If combat stops and parley beings, then the timespan is one minute for the TM to lower one point. However, after one minute of delay, the TM will have reached its lowest value (TM:15) and will remain at that difficulty until damage is inflicted or the victim released. Finally, if harming the victim, no matter the save result, the damage will inflict at least 1 point.

Another consideration is that “having the drop” is a little like using concentration for a magic effect. Others might be able to break “the drop” by inflicting damage against Body, Mind or Spirit, if the one with “the drop.” fails the associated Resilience/Judgment/Muse check (TM:14). This is a bit of a risk; however, as the one “having the drop” can use a reaction against anything and that reaction will usually apply first. Thus, the attempt to harm the extortioner would be best performed without his knowledge. Of course, there might be creative ways to use diplomacy, intimidation, a silence spell or perhaps charm to negate the potential use of the reaction. Obviously, hostage scenarios can be challenging, complicated and strategic.

This will not likely be used often, but it does create opportunity for interesting play or perhaps a hook to another plot. In a hostage scenario, there might be twists like an invisible ally, a victim with an innate blink power, someone using silent prayers to give physical resistance to the victim, perhaps some allies just aren't that smart and fail to understand the blackmail, and of course, the one taking the hostage is under some sort of mind control.

Compelled Surrender

The concepts of fantasy RPG combat comes from movies and books where medieval armies with footman, archers and cavalry charge against one another. While battles are quite valuable depictions, they fall short in many ways for the way a fantasy world is often imagined. The mindless violence of two grand forces on a battlefield attempting to thwart and stifle the other side. It is fascinating but doesn't really represent the verisimilitude desired from a fantasy RPG.

Heroes of myth, Perseus, Theseus and Achilles, are closer to the gaming mark. Using sword and shield to slay horrible monsters, they are the epitome of the player character’s desires. However, Achilles never fought monsters. He was known for his being rebellious and refusing to follow Agamemnon’s command. His duel with Hector is the model of the PCs fighting a group of NPCs, minus perhaps the dragging of the bodies behind a chariot.

The lifestyle of the fighting Greek hero is much like what many imagine the adventurer of the RPG to be. However, what has been lost in modern story telling is that in the Illiad, the preeminent attribute of Achilles is not his invulnerability but rather it is his speed. He chases others down; he's quicker than they are. In fact, he killed Hector without engaging in close combat.

By now, some readers will be asking what this Greek literature lesson has to do with attacks and options of combat in the game. Fair; the point is when mano-a-mano conflicts occur, or even a small rumble of two clashing parties, the way to win is not the same as defeating a monster or overpowering an army. Beating on each other at a line in the sand, while simple to gamify, is an unlikely way to resolve a clash of two superior fighters. With that in mind, depleting the enemy of his Body points is not the goal of a warrior. Instead, finding a way to defeat or disable the enemy is the actual goal. To this end, disarming or ruining the opponent’s method of attack is one of the most effective ways to accomplish this. As we stop and think about modern policing methods, disarming the foe is a higher priority than fighting toe to toe.

This is where the skills of weapon lock and weapon disarm enter into the discussion. Weapon lock is a skill that uses a weapon in a way to lock the opponent’s weapon from being wielded effectively enough to strike. Weapon disarm is another skill that can be used to physically remove the enemy’s weapon. These are skills that a seasoned warrior will use to lessen the threat of battle.

While these are simple concepts, there are a lot of scenarios that have to be understood and considered. For both skills, the attacker rolls a single die to lock or remove the opponent’s weapon. It is important to note no matter how many skills complement these maneuvers, no matter what bonuses are granted for a weapon employed, the success roll is a single d20. Of course, what this means is if there is advantage or disadvantage, then two dice are thrown using the better or worse of the two.

Once the feat is successful and the attacker has locked the weapon or has disarmed the opponent, there are a few items that must be resolved. First, due to the nature of this special attack, a rebuff cannot be used as a defense to block the attack. However, in the description of these skills, the victim has the option to use a reaction which may prevent the locking/disarming effect. Further, that reaction is not based on possessing a specific skill. Obviously, the victim must have a reaction remaining for the round, but for weapon lock the victim rolls a Strength competition to pull the weapon free by brute force. Of course, the attacker is at advantage on the d12 comparison, but all others modifiers as if a grappling challenge would apply.

The victim of a weapon disarm can use a reaction to resist the disarming maneuver. One envisioning of this is the two have blades locked, and while the attacker is applying torque to pry the weapon free, the victim’s successful Agility competition means the victim sidesteps and slides his weapon down to the hilt and the momentum pulls the attacker off balance, forcing to relent the torquing. The end result of resisting being disarmed is the victim takes a gamble to maintain a hold on the weapon. This gamble will be at the sacrifice of some minor damage, and it is not guaranteed to work. The suffered damage to resist is a base of 2 points, but the attacker’s weapon size (light, medium or heavy) adds to injury; thus, the resulting cost for resisting is 2 points against light weapons, 3 points against medium, and 4 points against a heavy weapon. Of course, the damage type will be equivalent to what the weapon delivers in melee. After conceding to the Body damage, the victim initiates an Agility competition with the attacker. But again, the attacker is at advantage on the d12 roll. If the victim wins the competition, he or she retains the weapon; if not, then the weapon is thrown some distance away.

Assuming the success of the attacker’s feat, then the weapon has become pinned or has been disarmed. Now there are options for each side to consider for the next action. For the locked weapon, whether resisted to avoid or not, future reactions to pull it free with brute force will automatically fail for this specific pinning. Because the weapon is locked, any bonuses, skills or maneuvers from the wielding that weapon in combat are lost. For example, the defense for parry is lost, plus the opportunity to rebuff or riposte can not be used.

The victim whose weapon is pinned weapon can use an action to step backwards 5 feet (and only 5 feet) in a maneuvered withdrawal, which will free the weapon. However, the lost of an action to perform this is not the only cost. Freeing the weapon will place the victim at disadvantage for any action the subsequent round, somewhat akin to being struck by a potent heavy weapon attack.

Another option to free the weapon is if a third party comes and applies a successful weapon lock against the original attacker. Even if the reaction to prevent the pinning of that weapon is successful, the first locked weapon becomes free.

Of course, letting go of the weapon is a free choice that can be taken at any time. However, unless armed in the off-hand as well as having the ambidextrous skill or trait, this will cost ten feet of movement for the round. It is likely the victim will have this movement amount in reserves, as having the weapon pinned prevents movement while holding on to it. Despite all these options, attempting to free the weapon is not required. The victim might be content to take other actions that require only one hand, such as drinking a potion from a belt pouch or casting a verbal-only spell, although likely at disadvantage.

Of course, when the employer of the weapon lock has his or her next turn come around, the decision to release the weapon and make a different attack or action is a choice. If the opponent's weapon is still pinned at the point, then any action requiring the hands used to wield the weapon must me sacrificed to maintain the hold, but if not employing a two-handed weapon, then drinking a potion or casting a non-gestured spell or any other one-handed option would also be possible.

Like the victim, the entire time while maintaining the weapon lock, that combatant also loses the benefits from parry and other skills gained from active use of the primary weapon in combat. However, if the aggressor has shield-blitz, then a d20, of blunt damage can be inflicted - but only against the victim of the pinned weapon. Obviously polearm-blitz would not be permitted.

When disarming a victim, the attacker has no restriction after performing the maneuver. That said, the weapon is up for grabs. Part of luck and strategy is the timing of one’s action during the round. To pick up a weapon, there is a cost of 10 movement points, but also requires an action to get it, even if there is no challenge for it. Clearly, the attacker cannot grab the weapon in the same action he or she disarmed the weapon, but if the victim still has an action, then it could be retrieved. Depending on where the weapon has landed, the one retrieving it might become susceptible to an attack of opportunity. Of course, others on the field might change their action to retrieve the newly available item.

Finally, those creative players are likely to combine many of these concepts. For example, a character with weapon lock and dual knifing might use two sai, locking the opponent’s weapon with one and “get the drop” with the damage of the other to negotiate a surrender. Obviously, all these methods and strategies allow for many creative options that are not built into other combat systems.

Shackles

If that surrender is successfully negotiated, then the detainees will probably be tied up or placed in manacles. But what this mean? Are they completely helpless? The short answer is “mostly.” However, the more complex answer is “no.”

When a character is brought to zero Body and then revived, when the victim of a sleep axiom, when a entity fails a save against the surrender incantation, when a being has been grappled and two successful manacle-touch-attacks have been made, or other creative possibilities, then the victim will be placed in a combat restriction of bound. Further, if gagging the victim, verbal spells will be prevented. It is also not uncommon for a shackled prisoner to be blindfolded or have a hood placed over one's head to add the blinded restriction as well.

However, the bound restriction only reduces the combat ability and prevents certain weapons from being used. That said, some creatures under a bound restriction may not us weapons anyway. Thus, those with martial arts or savage form do propose special cases. Further, there are opportunities to escape the restriction, which will be discussed shortly.

Shackling an enemy can be done in numerous ways and with different devices. A victim who is restricted as incapacitated, paralyzed, petrified, stunned or unconscious can be bound with a single action if having ropes, manacles or the like at the ready. A charmed victim can be bound with a single action by the charmer - or with a coordination of efforts, using an action to instruct the victim to allow being tied or shackled, then the following action by who performs the restraints. It is possible to place someone in manacles who is actively fighting, but it is a difficult process. First, the victim must be successfully grappled. While under that restriction, an action per hand to be bound is required. The grappler does not have to be the same one to apply the manacles; however, whoever is applying the manacles must be the same person for all limbs. The exception is shackling a limb, retreating and allowing another to move in to apply subsequent shackling actions. Only after both arms are placed in manacles is the victim considered bound; however, the restriction only applies to those limbs. This means a jen’esse could still attack with its tail without being at disadvantage. Of course, specialized manacles have been created for various races and creatures, but it does require shackling those extra limbs as well. Lastly, binding a fighting victim with rope cannot be performed unless the one doing the tying has the knots skill, in which case, the actions are the same as manacles.

Escaping from the shackling is also possible by brute force or through certain skills. If tied by rope, a victim with knots can attempt to untie the binding as described in the skill. If there is something sharp available to cut the ropes, then this can be attempted as well using an Agility feat (TM:18); however, someone with the knots skill in addition gains a bonus of +4 on the check to cut free. Also, one with lock-picking when placed in manacles could attempt to open them with a -4 penalty for being bound, but only if having access to picks. The GM might allow substitute objects to act as a pick in certain scenarios and with appropriate penalties.