| Miscellaneous Combat & Other Rules | [06FEB09] misc.htm |
Missile Ranges Missile attacks are at
normal skill up to the base Range; 1/2 chance up to 2x Range; 1/4 chance up to
4x Range.
Point-Blank Range Missile attacks at a distance of DEX
feet of less are Easy (x2). But if in combat, this is cancelled.
Shooting Into Combat Divide chance to hit intended target
by the number of combatants. A miss that would have hit hits a random target.
Targets in Cover or Darkness or Prone Each of these
conditions makes missile attacks against such targets Difficult (x1/2).
Damage Bonus Missile attacks get only half the normal
damage bonus from Strength. (Some missile weapon types get no damage
bonus).
Parrying Missiles with Shield Missile attacks by thrown
weapons can be parried with a shield, or the shield can give a listed percentage
cover. Missile attacks by projected weapons (arrows etc) cannot be parried, but
shields can still give the listed cover.
Parrying Missiles with Weapons Missile attacks cannot
normally be parried with other weapons.
Same Class Weapon Skills Some similar
weapon types can be used with the same skill, as noted on the Weapons list.
Similar Class Weapon Skills Some fairly similar weapon types can
be used with a similar skill as if Difficult (x1/2). Similar weapon types
include: Spear 2h &
Polearm 2h; Mace, Hammer & Club; Staff & Club;
Javelin, Dart & Throw; and all 1h & 2h weapon versions.
Non-human Sized Weapons Damage, Armour Points, Speed, Space, Length x Scale; Weight x Scale^3. Scale = Species Height (ft) / 6
Light Sources Torch 40' r. (4hrs/torch); Lantern 30' r. (4hrs/grease pot); Bullseye Lanthorn 80' beam (4hrs/grease pot).
Bleeding When on zero or less Hit Points a character must make a CONx5 roll every round to avoid losing a further 1hp by bleeding (or other deterioration). If the roll is CONx1 or less then the bleeding stops. Bleeding can also be stopped by binding the wound using the First Aid skill, or just staunching (i.e. applying continuous pressure). Bleeding caused by a Slash special hit can be staunched, but this causes all actions (attacks, parries etc) to be Difficult (x1/2) - although this type of bleeding will stop if a CONx5 succeeds.
First Aid First Aid binds wounds and
prevents further bleeding. If the First Aid skill roll is successful, it also
restores d3 HPs (Special 2d3, Critical 3+d3, Fumble cause 1HP damage). For a
First Aid attempt to be effective it must be the first form of healing
applied.
Natural Healing Each week of rest regains d3 HPs (alternatively,
CONx3 per day to regain 1HP each. Rough treatment or exertion requires a CONx3
to avoid losing 1HP). Creatures of more than 1HD gain/lose in quanta equal to their Hit
Dice.
Herb Lore Finding, preserving and applying
herbs and similar substances with marvelous effects. [Base WIS-10%, DF1]
Finding Herbs: Each 4 hours searching make a skill roll: Success finds 1
lot of herbs; Special 2; Critical 3; Fail 0; Fumble loses 1 lot.
Type of Herb Found: GM consults a Herb Table for relevant terrain or, if
a specific herb is sought, the chance is 10 x Occurrence %.
Doses of Herb Found: 1 per 10% skill x d(Occurrence). Applying
Herbs: To effectively apply a herb requires a successful skill roll.
Preserving Herbs: Herbs only last a week unless preserved. A Herb Lore
roll success saves 1 dose per 10% (S2; C3; Fail loses 1 dose).
Minor Herbs: Minor herbs have many reputed properties (see DMG for
details), however they are only 10% likely to be effective.
Locate Plants: Use of this spell will allow a herb-finding roll
every turn (instead of 4-hourly) and give a skill bonus of +5% per spell-level
(i.e. per 1" diameter, as the bonus depends upon the linear dimension, not
area, because the caster will be moving). However, when this spell is used, the
druid (or other caster) is obliged by the powers granting the spell only to
harvest every third specimen found. Also note that an occurrence roll must still
be made to confirm each find, as a particular (plant) herb type must be
specified.
Weapon Immunity Some creatures, such as werewolves, cannot be damaged by normal weapons due to their multi-planar nature. Fire is usually effective against them but falling, drowning, suffocation, poison, etcetera usually are not (except perhaps to subdue), although they can still suffer the effects of entangling or knockback. Such creatures can be hurt by magic and magic weapons, and perhaps by weapons of silver or 'cold' iron (i.e. pure iron, not normal steel), which inflict full damage. However, some such creatures will require special methods to permanently slay them (e.g. silver bullet, blessed bolts, stake through the heart, etc) or they will eventually recover.
Incorporeality Some creatures, such as ghosts & wraiths, take no damage from normal weapons, which pass straight through them due to their immaterial and intangible nature. Magic may affect them, but only the magical component of magic weapons will do damage. Note also that incorporeal creatures are not blocked by non-magical weapons or armour - but they typically attack via Spirit Combat.
SPIRIT COMBAT (aka PSYCHIC COMBAT)
Spirit or Psychic Combat occurs
with aggressive ghosts/spirits, or between psionics, etc. Each participant attacks in turn by
rolling:
Current Power (PP) x 5 modified by +/-1 per Target PP
under/over 10 : Success reduces opponents PP by 1 (Special -2,
Critical -3).
When a participant is reduced to 0 PP they are defeated, and
the resultant outcome depends on the circumstances:
- If a spirit/ghost/demon defeats a creature with a material body, then
that body may be possessed by the spirit (trapping the soul within);
- If a spirit/ghost/demon is defeated, then it may be bound by the
victor (if they have magical means to do so - otherwise the spirit escapes);
- If defeated by a psionic attack then they will suffer effects according
to the particular attack form used against them (see Psionics).
(Note: This is the usual saving throw mechanism but rolled by the attacker, enabling specials/criticals to be scored).