Combat Rules

## Summary

### Basic Weapon Attacks

In addition to any techniques that a character may be able to use with a weapon all weapons have a standard profile which determines how they function with regular attacks.

Attacking with a weapon requires a Regular Action

Unless otherwise stated, when attacking using a weapon the player rolls D20 and adds the following modifiers:

* (Skill Ranks + Level)/2 - rounded down
* Characteristic modifier (usually *Strength* or *Dexterity*)

The Defender uses the following to determine their defence Target Score (TS)

* 8 +
* (Skill Ranks + Level)/2 - rounded down
* Characteristic modifier (usually *Agility* or *Dexterity*)

### Resistance

After a creature has been affected by a weapon attack or other damaging ability, damage is resolved. The attacking character rolls damage from the ability and then subtracts any *Resistance* bonuses the target has (predominantly Armour). Damage cannot be reduced below zero.

### Non-Proficiency

If you are not *Proficient* with a weapon, the following penalties apply:

* You add a *Fizzle Dice* to your roll.
* If you have another weapon proficiency, you may use that weapon’s bonus.
* A character is considered non*-Proficient* unless you have ranks in wielding that weapon from a *Skill*, *Talent* or *Trait*.

### Handedness

By default all characters have a preferred hand, referred to as the *Main-Hand*. Their other hand is referred to as their *Off-Hand*. When performing actions with the *Off-Hand*, the following penalties apply:

* You add a *Fizzle Dice* to your roll.

### Oversized Weapons

When attempting to use a weapon too large for your character:

* You are considered non-*Proficient*.

### Critical Strikes

When a character rolls a natural 20 with an attack, they have struck a critical hit. A critical attack has three different effects:

* The attack ignores *Damage Reduction* from any armour the target is wearing.
* The attack automatically inflicts maximum damage.
* If the attack inflicts more damage than half the total health (Stamina + Vitality) of a target, the target is instantly killed

### Deadlock

*When a character is engaging multiple enemies at once they can quickly become overwhelmed.*

Each character has a *Deadlock* score:

* If a character is armed with a weapon, their *Deadlock* score is increased by 1.
* If a character is wielding a shield or second weapon, their *Deadlock* score is increased by 1
* A character's *Deadlock* score increases by 1 for each ally this character is adjacent to.

*Deadlock* affects how enemy's can attack a character:

* If a character is adjacent to more adversaries than their *Deadlock* score, they are considered *Off-Guard* against all of those adversaries.

## Stances

Some techniques or other abilities might cause a character to enter a *Stance*. This can be both positive (such as a defensive stance) or negative such as a vulnerable stance (such as being off balance).

### Defensive Stance

*Some techniques involve a character focusing on defence, rather than attack.*

Some techniques indicate that a character has entered a *Defensive Stance*. A character may not benefit from two such techniques simultaneously. If a character uses a *Technique* which creates a *Defensive Stance* while already benefiting from one, the first is replaced.

### Vulnerable Stance

*Some techniques involve a character extending themselves, trading defence for stronger offensive capabilities.*

While in a *Vulnerable Stance* opposing creatures gain +D4 to their *Melee Attack rolls* when targeting the *Vulnerable* creature. In addition, if a creature is in a *Vulnerable Stance*, they may not use techniques that create a *Defensive Stance*.