The System - Summary  [23NOV08] system.htm
SKILL% Critical Special Fumble
01-05 01 01 96+
06-10 01 02 96+
11-15 01 03 96+
16-20 01 04 96+
21-25 02 05 97+
26-30 02 06 97+
31-35 02 07 97+
36-40 02 08 97+
41-45 03 09 98+
46-50 03 10 98+
51-55 03 11 98+
56-60 03 12 98+
61-65 04 13 99+
66-70 04 14 99+
71-75 04 15 99+
76-80 04 16 99+
81-85 05 17 00
86-90 05 18 00
91-95 05 19 00
96-100 05 20 00
101-105 06 21 00
106-110 06 22 00
111-115 06 23 00
116-120 06 24 00
121-125 07 25 00
etc.      
(Percentage threshold values as BRP rules)
INITIATIVE D12+DEX bonus once per combat. Characters act in turn, highest first.
   
ACTIONS 1 MOVE & 1 ATTACK action per round (or 1 FULL-ROUND action)
Attack actions:   Melee/missile attack, Cast Spell, Extra Move or Parry, Drink Potion, etc.
Move actions:   Move (MOV/2sq), Draw/Sheathe, Stand, Pick up, Mount/Dismount, etc.
Full actions:   Withdraw from combat, Charge into combat, Use a Skill, Careful Aim, etc.
Free actions:   Parry (1/rnd), Dodge (1/hit), Free Attack (1/rnd), Shift (1sq), Speak.
   
ATTACK
Normal Hit Normal damage.
Special Hit Special Effect by weapon type*.
Critical Hit Maximum damage, bypass armour.
Fumble Roll on the Combat Fumble table.
* SLASH    Bleed 1hp/rnd (until staunched) or 1hp damage minimum
* CRUSH    Damage v CON or Stun d3 rnds + 1pt to parry weapon/armour
* IMPALE    Double Damage Rolled + Weapon Stuck In (see Impalement, below)
* ENTANGLE   Hit Location/s Immobilized, as Grapple (Abd: Legs; Chest: Arms)
* KNOCKBACK   Damage v SIZ or knocked back 1ft per hp damage & DEXx5 or fall
   
PARRY
Normal Parry Blocks damage up to armour points.
Special Parry Blocks damage up to double armour points.
Critical Parry Blocks all damage.
Fumble No effect.
(Excess damages parrying weapon and/or limb).
   
DEFENCE
Normal Dodge Reduce hit by 10 damage
Special Dodge Reduce hit by 20 damage
Critical Dodge Reduce hit to 0 damage
Fumble No effect
(Requires a step back/fall/etc and interrupts casting/aiming)
   
ARMOUR Reduces damage from weapon hits (unless critical) but not falls/magic.
AMULETS Reduce damage from evocation magic (e.g. Fireball, dragon breath) by 1d6/+.
GOLFBALL Effect Powerful Hits (10+ damage) inflict Knockback and damage parrying weapon/armour as Crushing Blow.
Impalement Difficult skill pulls out immediately; later full skill but Easy target. Cannot heal until removed; take half-again initial damage if moving. Removal: full-round action, STR v Damage, fail gives d3hp (attempts out of combat are Easy).
d20 Location
19, 20 HEAD
13 - 18 ARM (L/R)
10 - 12 CHEST
7 - 9 ABDOMEN
1 - 6 LEG (L/R)
Wounds Effects/Injuries
Positive HP Just a scratch
0 (to -4) Location disabled + Bleeding
-5 (to -9) Ditto + Serious Injury (+ Scar)
-10 (or less) Ditto + Critical Injury (+ Scar)
Below -CON DEAD
SAVING THROWS:  POW v POW (WIS) v Mental Attacks etc;
 STATx3 v Physical Effects;  STATx5 v Damaging/Lethal Effects.
 
BLEEDING: On 0hp or less = CONx5 per round or bleed 1hp
FIRST AID: +d3hps (S/C/F: 2d3/3+d3/-1hp). Fail: stops bleeding
NATURAL HEALING: CON*x3 per day of rest to regain 1HP;
Exertion: CON*x3 or lose 1HP (* modified by negative HPs)
Aiming - Melee Aiming a melee attack for a specific location is Difficult (x1/2), but hits the chosen hit location if successful.  
Aiming - Missile Aiming a missile attack takes a full round - next round allowing either a specific target/location to be hit (as above) or an Easy shot (x2)
Surprise Gives a round of extra actions/attacks. Complete surprise makes attacks Easy (x2) and target's Defence Difficult (x1/2).
Prone Attacks v prone are Easy (x2). Actions while prone are Difficult; no damage bonus; no 2h weapons; DEXx5 to stand.
Rear Attacks Attacks from behind are Easy (x2). Target cannot normally parry or attack (but Defence is still possible at full chance).
Backstabbing Sleight skill gives extra attacks from behind: +1 per full 20% if Sleight roll succeeds, or automatically if target surprised.
Drowning, etc. CONx10, x9 to x1 each round. Fail gives d6 CON damage: CON 2- = Unconscious; CON 0 = Death. Regain +1 CON/Breath.
Longer Weapons Spears/Polearms etc strike first but are Difficult in 'close combat'. Shorter weapons must be in close combat to strike.
Holding At Bay Long weapons can hold an opponent 'at bay' instead of attack - closing provokes an Easy free attack.
Darkness Semi-dark: Attack/Parry Difficult. Total dark (inc. invisible/unseen) very difficult (x1/10).
Flee From Combat (FA) Running away gives Easy Free Attack which cannot be parried; else Disengage moves back MOV/2; or Shift 5ft.
Missile Ranges Medium Range (2xNormal) = 1/2 chance; Long Range (4xNormal) = 1/4 chance. Point-blank (DEX ft or less) = x2. 
Target Size Huge (e.g. giant, massed troops): Easy (x2); Very Small (e.g. dog): Difficult (x1/2); Tiny (e.g. rat): V.Difficult (x1/10).
Cover Roll location, and if that is covered then the attack misses (unless the shot/blow penetrates that cover). 
Shots into Melee Hit random target. Intended target can be aimed for (x1/2), but a miss that would otherwise hit still strikes randomly.
Grappling (FA) Gives Free Attack; defender can parry but not dodge; Immobilize/Throw/Disarm/Knockdown/Injure/Strangle/etc.
Overbear (FA) Leaping attack with with Natural Weapon for immediate Grapple-Knockdown: STR+SIZ v STR, and DEXx5 or 1hp
Knockback (FA) Attack with knockback weapon: STR* v SIZ, or knocked-back 1ft per STR* over SIZ. (*STR+SIZ if charging).
Knockout Attack Attack with crush/knockback weapon aimed at head (Difficult, x1/2); Damage > HP = Knock Out for 10+d10 rnds.  
Mounted Combat Skills limited to Ride%; Superior position; Charge gives mount's damage bonus; Hits to far-side leg hit mount instead.
Superior Position Half-again higher or more: Difficult (x1/2) to attack, unless with long weapon; hit location rolls -2 (d10+10 for superior).
Setting v Charge Set spears/etc gain charger's own damage bonus; Ride roll rqd to force mount onwards, else balks (Ride roll or fall off).
Perilous Poison Against poisoned-weapon attacks a save is required even if hits did not inflict damage/penetrate armour: CONx10 (CONx5 versus snake-bites and similar).
Very Easy (Great Adv.) x 10 E.g. target asleep, incapacitated, and/or prone and stationary or otherwise helpless
Easy (Advantage) x 2 E.g. target prone, held, chained, stationary, completely surprised and/or attacked from rear
Difficult (Disadvantage) x 1/2 E.g. attacker prone, held, confined, on foot v. mounted opponent, target at medium range
Very Difficult (Great Disadv.) x 1/10 E.g. target invisible (n.b. parrying v. invisible opponent is also at x1/10), target at long range
Free Attacks Some actions give nearby enemies an extra 'attack of opportunity' ("aoop"), e.g. incautious moves, spell-casting in melee, etc.
Magic Spells Magic skill to cast: Success = normal; Failure = cost x2; Special = no cost; Critical = effect doubled. (1POW/intensity).
Clerical Miracles WISx5 to invoke: Success = normal; Failure = no effect; No S/C/F. Benefits halved to non-believers. (1 POW/level).
Paladin Miracles Activate miraculous abilities at will as a Free action, automatically. Benefits halved to non-believers. (1POW/level).
Movement Rates Normal move rate (10) allows 5 squares per Move action (3=1sq.; 6(hobbit)=3sq.; 8(dwarf limit)=4sq.; 11(elf special)=5sq.; etc.)
Encumbrance Capacity = Body Weight x STR/20. Over half means Encumbered: halve move rate, initiative and sneaking skills.
Fatigue Extended exertion (e.g. 10 mins of combat) causes CONx5 to avoid becoming Fatigued: halve move rate, initiative and all skills.
Falling Damage d6 per 10ft. Defence applies, Armour does not. (Success with Jump/Acrobatics skill reduces by d6 damage).
Exposure, etc Thirst: after 1 day, physical actions Difficult. Hunger: after 3 days, physical actions Difficult. Heat/Cold/Thirst/Hunger: after CON/2 days, all actions require CONx5 to perform and take 1hp from exertion; after CON days all rolls Difficult.
Sweep Attacks Huge weapon: Easy attack, half damage; Dodge/Jump; Parry requires STR v (full) Damage. (Cannot Impale/Entangle).
Two Weapons Can perform a 2nd attack if both skills 100%+ and split. Off-hand Difficult, unless shield/parry dagger.