8. Combat

Combat is a significant part of many adventures. In combat it is important to know exactly what happens when, who can act at a particular time, and what actions are capable in the amount of time provided. This section addresses the wide variety of actions that occur during a combat round.

As described in Time Scales, the combat round measures time in a combat or action situation. A combat round is 10 seconds long, and in it, your character can perform actions and react to other actions in an order usually determined by their DEX characteristic; higher DEX characters act before characters with lower DEX. As with skills, actions in combat are determined by rolling D100 to determine the success or failure of attacks, defenses, and other actions.

Combat Round Phases

Initiative

At the beginning of combat, all player and nonplayer characters roll a D10 and add it to their DEX to find their initiative. Actions occur in order of initiative. This initiative value (DEX+D10) is maintained throughout the entire combat.

The StoryGuide rolls for each nonplayer character and, for convenience, can roll 1D10 to represent a group of nonplayer characters, if desired, or even break large groups of nonplayer characters into smaller groups with different initiative rolls. A leader or otherwise exceptional nonplayer character may have their own rolls, to distinguish them from the crowd.

As a note, characters will more likely be able to perform second or third actions in a round using this method, which will make combat rounds somewhat longer.

Magic

A character can use magic during their combat turn. What spells or items can be used is dependent on the casting time of the magic.

Action

A character in combat is either engaged or unengaged. An engaged character is within swinging distance of their opponents and is ready to attack or defend when possible. Usually, anyone engaged in combat can act against anyone else in that combat without penalty or requiring any significant movement. An unengaged character is still acting during the combat but performing other actions and outside the range of hand-to-hand combat (or they are in it, but not actively involved).

Actions occur on your character’s initiative. Actions can be attacks, parries, dodges, or other actions performed by unengaged characters.

If your character can perform more than one action in a round (some weapons allow for multiple attacks, and combat skill levels in excess of 100% also allow multiple attacks), all actions must be done during your action turn.

Following is a summary of the results of actions within a combat round. Later in this chapter the results for different levels of success (critical and special successes) and different types of attacks will be described in additional detail.

Combat Actions

In SagaBorn, a combat turn may consist of up to 4 actions of these types (in any order, or sometimes simultaneously):

  • 1 Move Action
  • 1 Standard Action
  • 2 Free Actions

Or…

  • 1 Full Round Action

Move Action:

  • Move
  • Heroic Action
  • Interact with an object or person (trade items, open an unlocked door, etc.)
  • Shield Stance

Standard Action:

  • Attack
  • Cast a spell
  • Disengage
  • Heroic Action
  • Interact with an object or person
  • Move
  • Skill Check
  • Stabilize or First Aid

Free Actions:

  • Say, shout, or whisper something
  • Switch weapons
  • Use a Reaction (such as a counterspell)
  • Parry
  • Dodge
  • Other quick actions specified under Talents and Spells

Full Round Action:

  • Put out a fire
  • Difficult spells and spellcasting abilities
  • Use a healing salve

• Move

• Attack

• Noncombat action (open door, unlock chest, disarm trap)

• Engage

• Disengage

At any time during the combat round, your character can:

• Parry or dodge

• Speak

Movement

A character can move their movement speed (MOV) as a Move Action or Standard Action, while still being able to Parry or Dodge. 

Attack

Your character can make an attack against a target on their turn as a standard action. Unless modified otherwise, this attack is performed at the full skill rating. 

Non-combat Action

An unengaged character can attempt the use of a skill or power or do some other action not requiring a skill check, such as drawing a weapon or opening a door. Use common sense as to what actions can reasonably be performed in this amount of time and within the degree of movement allowed.

Engage

An unengaged character can move up to 10 feet and make an attack and/or defensive action without penalty, engaging in combat.

Disengage

An engaged character can choose to leave the combat by declaring during the statement phase that they are disengaging. Generally, they do not take any attack actions, but instead are limited only to dodges, parries, and movement actions. If your character is successful in all dodges or parries made during this combat round, they have successfully disengaged from combat and may move their full movement rate away from the battle. If any of these rolls fail, your character is still engaged in combat. Other options are covered in Disengaging.

Heroic Action 

When a character wants to do something different from a standard attack, such as tackle their opponent, they must succeed at a Heroic Action. A Heroic Action is a player vs. SG contested roll. The highest roll wins. Heroic Actions can also be used for any non-combat actions that would be contested by another creature.

Parry

Anyone armed with a parrying weapon or shield (or using their own body) can block the damage from an attack. Roll against the relevant combat skill to parry a blow. You do not need to announce this beforehand, and it is done in reaction to a successful attack roll from another combatant.

A successful parry usually deflects all damage from the incoming attack (unless you are parrying with your own body as a form of Martial Arts), reducing successful attacks to misses or reducing the severity of special or critical attacks accordingly. Shield armor value and hit points (AV/HP) are used only when dealing with damage done directly to the shield itself, as in an attack to try and destroy a shield or parrying weapon; when resisting damage from special or critical attacks; or when 2 or 4 hit points of damage are done to the parrying weapon or shield on the Attack and Defense Matrix.

Each successive parry attempt after the first is modified by –30% to the skill rating, cumulative. If the chance to parry an attack falls below 1%, your character cannot attempt to parry. Under most circumstances, your character can only parry missile weapons with a shield, at the shield’s base chance (see Shields and Missile Fire). If attempting to parry a thrown weapon with a hand weapon, the chance of parrying must be a special success (1/5 the normal skill rating).

The StoryGuide may rule that a particular attack cannot be parried, such as from a vastly larger attacker (double or more the defender’s SIZ, for example) or when the attacker is using an area or sweep attack.

For example, a character with SIZ 15 cannot parry an attack from a brontosaurus of SIZ 72. Instead, the attack must be Dodged or otherwise evaded.

Dodge

Some weapons and attacks cannot be parried and must instead be dodged. Dodges can be attempted against all melee attacks or thrown weapons. As with parries, dodges do not need to be announced prior to the attack roll but are attempted in reaction to a successful attack roll from another character (see Dodge). Each successive dodge attempt after the first is at a –30% modifier to the skill rating, cumulative. If the chance to dodge an attack falls below 1%, your character cannot attempt to Dodge.

Fight Defensively

Your character forfeits their ability to attack during a combat round to get one extra Dodge attempt in place of that attack or attacks. This Dodge does not incur the subsequent cumulative –30% penalty for further Dodge or parry attempts.

Focused Assault

If your character has an attack skill that is over 100% (usually due to flanking or another factor), you may split your skill in half and make two attacks.

For example, a troll has been flanked by his two allies, so Kad’s Ranged Weapons skill is Easy, making it  140%. He instead splits it into two attacks at 70%.

Dual Wielding

You can use two light or medium one-handed weapons at the same time, but each attack becomes Difficult. Some Talents or Spells may change this.

Shield Stance

As a move or standard action, you may position yourself behind your shield which grants extra defense.

Speak

Speech is a free action, and normal conversation or shouted commands do not limit your character’s actions in any significant manner. However, if your character is speaking for some time, or a conversation between two characters is ensuing amid the action, your StoryGuide may ask you to keep conversations brief during combat rounds or action sequences. 

Parries and Dodges

Parries and dodges cannot be combined in a round unless your character is in a completely defensive state or you have a Talent that allows it. In this case, the –30% modifiers for successive defensive actions include both parries and dodges.

Attack of Opportunity

Resolution

To make an attack, parry, or dodge, roll percentile dice and compare the result to your character’s skill with the weapon or shield being used. Attacks may provoke a dodge or parry, rolled in the same fashion. The success or failure of these rolls is compared to the Attack and Defense Matrix to see the result of the combined actions of the attacker and defender.

Basic Combat Summary 

Attack RollParry or Dodge RollResult
SuccessSuccessAttacker’s blow is deflected or dodged.
SuccessFailsDefender is hit and may lose hit points.
FailsNo roll requiredDefender maintains guard, does not need to roll.
FumblesNo roll requiredAs per attacker’s miss above, plus attacker rolls on fumble table.

Attack and Defense Critical/Special Matrix

Attack RollParry RollDodge RollResult
CriticalCriticalCriticalDefender parries or dodges damage, no other result.
CriticalSpecialSpecialAttack partially deflected or dodged and achieves a success. Attacker strikes defender and rolls damage normally. Defender’s armor value subtracted from damage. Parrying weapon or shield takes 2 points of damage.*
CriticalSuccessSuccessAttack marginally deflected and achieves a special success. Attack does full damage** plus normal damage modifier and appropriate special result. Defender’s armor value subtracted from damage. Parrying weapon or shield takes 4 points of damage.*
CriticalFailureFailureAttack achieves a critical success. Attack does full damage** plus normal damage modifier (or attacker may choose a special success instead). Defender’s armor value is bypassed, and armor takes 1 point of damage, lowering the AV.
CriticalFumbleFumbleAttack achieves a critical success. Attack does full damage** plus normal damage modifier (or attacker may choose a special success instead). Defender’s armor value does not apply, and armor takes 1 point of damage, lowering the AV. Defender rolls on the appropriate fumble table.
SpecialCriticalCriticalDefender parries or dodges attack; no other result. If attack is parried, attacking weapon takes 1 point of damage.*
SpecialSpecialSpecialDefender parries or dodges attack, no other result.
SpecialSuccessSuccessAttack partially parried or dodged and achieves a normal success. Defender’s armor value subtracted from damage, and armor takes 1 point of damage, lowering the AV. Parrying weapon or shield takes 2 points of damage.*
SpecialFailureFailureAttack achieves a special success. Attack does full damage** plus normal damage modifier and appropriate special result. Defender’s armor value subtracted from damage, and armor takes 1 point of damage, lowering the AV.
SpecialFumbleFumbleAttack achieves a special success. Attack does full damage** plus normal damage modifier and appropriate special result. Defender’s armor value subtracted from damage, and armor takes 1 point of damage, lowering the AV. Defender rolls on the appropriate fumble table.
SuccessCriticalCriticalDefender blocks or dodges damage; no other result. If parried in melee combat, attacker’s weapon takes 2 points of damage.*
SuccessSpecialSpecialDefender blocks or dodges damage; no other result. If parried in melee combat, attacker’s weapon takes 1 point of damage.*
SuccessSuccessSuccessDefender blocks or dodges damage, no other result.
SuccessFailureFailureAttack strikes defender and rolls damage normally. Defender’s armor value subtracted from damage.
SuccessFumbleFumbleAttack strikes defender and rolls damage normally. Defender’s armor value subtracted from damage. Defender rolls on the appropriate fumble table.
FailureNo damage; no effect.
FumbleAttack misses completely and attacker rolls on the appropriate fumble table. Defender unharmed.

* If the parrying weapon or shield is destroyed during the parry attempt, roll the attacking weapon’s normal damage and subtract the points of damage used in destroying the parrying weapon or shield. The remaining damage penetrates the parry attempt to damage the defender (armor still protects). If the attacking weapon is destroyed during a successful attack, damage is still inflicted on the defender and the weapon is broken at that moment.

** This is the damage which that type of attack would normally do. This is not the same as ‘maximum damage’. For a greatsword, full damage is 2D8 on a normal success, 2D8 bleeding damage on a special success, and on a critical success it does 16 damage ignoring armor. Damage modifier, in all cases, is rolled separately and added afterwards.

Levels of Success and Failure

As with skills, in combat it is often essential to know not only whether an attack or parry succeeded or failed, but also how well it succeeded or how badly it failed.

Critical Success

The best possible roll! A critical success is 1/20 (5%) of a skill. A critical attack means that the weapon does the maximum possible damage for the weapon used (6 for 1D6, 9 for 1D8+1, etc.) plus the normal rolled damage modifier. Unless countered with a critical parry, a critical attack result always ignores armor, even if that armor is all-encompassing. A critical parry can damage the attacking weapon.

A Critical Success with an attack also adds the Special Success damage.

Special Success

An exceptional roll. A D100 result equal to 1/5 (20%) of your character’s skill rating. Often, a special attack means that the weapon does normal damage in addition to a special result based on the weapon’s type.

For example, a bludgeoning weapon, like a club, has a knockback/down effect.

A special parry can do damage to an attacking weapon.

For example, with Piercing 60%, your character achieves a special success on a roll of 1-12. This does normal damage (1D8, for example), but in the case of a rapier, also does impaling damage.

Success

A good roll. This is a D100 result equal to or less than your character’s skill rating but higher than the result needed for a special or critical success. Attacks are successful if not parried or dodged, and damage is rolled normally, with no damage done to either attacking or parrying weapon.

For example, with a skill of Firearm 60%, your character achieves a normal success on a roll of 13–60. For a firearm that deals 1D8 points of damage, the normal damage is rolled.

Failure

A poor roll. A D100 result greater than your character’s skill rating. Failing a combat roll means that the attempt failed, but your character can try again later in the same or a following combat round.

For example, with a Piercing skill of 60%, your character fails on a roll of 61–99. No damage is rolled, and your target does not need to attempt to dodge or parry the attack.

Fumble

A disastrous roll! A result of 100 on a roll is a fumble. Often, a fumble indicates a dramatic mishap of some sort, and often forces a roll on the relevant fumble table. See the Melee Weapon Attacks, Melee Weapon Parries, Missile Weapon Attacks, and Natural Attacks and Parries Fumbles Tables.

Special Successes and Damage

Different types of weapons do different types of damage upon special successes. There are five types of special damage: bleeding, crushing, entangling, impaling, and knockdown.

Bleeding: A wound resulting in a deep tissue cut into arteries or major organs. Weapons with a sharp edge inflict bleeding damage.

Crushing: A wound involving a blunt trauma to the victim, often breaking bones and stunning the target. Clubs, unarmed strikes, and other blunt weapons can cause crushing damage.

Entangling: Pinning or otherwise ensnaring the target’s limbs or body. Flexible weapons, nets, ropes, and those with short, jagged points inflict entangling attacks.

Impaling: A deep wound piercing vital organs or passing entirely through the body of the target. Firearms, arrows, and other pointed weapons inflict impaling damage.

Knockback: A wound that unbalances and possibly sends the target sprawling backwards. Some forms of unarmed attacks and shield attacks cause knockback.

These five types of damage are described in the sections below.

Bleeding

Inflicts 1d4 point of damage per round until treated.

A special success with a slashing weapon inflicts bleeding damage on the target, who now has a vein or major artery severed and is rapidly losing blood. This does 1d4 additional hit point damage on the character’s turn each round after the round in which the wound is inflicted. Armor can protect against the initial attack, but not against the effects of bleeding. Bleeding is rolled once, and that amount of damage is incurred each round. Additional bleed damage stacks on top of any previous bleeding damage per round.

The most reliable way to stop bleeding damage is to make a successful First Aid roll on the injury. Success means that the bleeding stops and will not begin anew. Failure for this First Aid roll means that the bleeding continues until the target receives successful medical attention (in the form of a power or another skill like Medicine) or dies from blood loss when they reach 0 hit points.

If the bleeding is stopped for five combat rounds, it stops entirely on its own.

Crushing

Doubles damage modifier and dazes for 1d3 rounds.

A special success with a crushing weapon—a club, staff, mace, or a particularly lucky unarmed strike—inflicts crushing damage upon the target. This is a particularly powerful blow, often causing massive bruising or even broken bones, frequently stunning.

A crushing special success doubles the damage modifier normally applied to the attack. If the attacker has a negative damage modifier, this becomes no damage modifier, and if there is no damage modifier, it becomes +1D4. The weapon’s damage is rolled normally, but the damage modifier is increased.

A target suffering a crushing special success must also make a successful Stamina roll or be dazed for 1D3 rounds. Being dazed is a dizzying, disorienting experience, as stars dance in the target’s eyes and their head swims from the pain of the sudden blow. Furthermore, all attacks against the target are Easy. The stunned target can attempt to flee, but to do so requires a successful Intellect roll to discern an escape path and a successful Agility roll to get out of danger.

If the target successfully parries against a crushing special success attack, they risk their weapon or shield breaking. The attacker rolls damage and the increased damage modifier, and compares the damage rolled to the parrying item’s current hit points on the resistance table. The active value is the damage inflicted, and the passive value is the item’s normal hit points. If the active roll is successful, the parrying item takes all the damage from the blow, and any remaining damage is inflicted on the parrying target. The target may subtract armor protection from the damage done by the crushing blow but cannot further dodge or parry this attack—it automatically hits and the remainder of the damage is inflicted on the target. If the target takes damage, they are subject to the rules for stunning (above).

If the passive roll of the parrying item’s hit points is successful, it takes the normal attack damage directly to its hit points. If the parrying item takes more damage than it has hit points, it is destroyed by the attack—broken or shattered, whichever is appropriate—but the blow does not continue to strike the target.

If specific hit locations are being used and the parrying item was a shield, this further damage is automatically applied to the arm the target wore their shield upon, allowing for armor protection, if applicable. If the parrying item was a weapon, the further damage is applied to a random hit location, rolled by the StoryGuide. As above, armor protection is still proof against the continued strike.

Entangling

Slows movement and sometimes prevents attacks.

A special success with an entangling weapon—whip, net, chain, rope, etc. —entangles the target. A successful entangle prevents the target’s movement for the rest of the combat round and into the next combat round. This gives the attacker time to close with the target or otherwise subdue them.

This may prevent attacks by the target. Based on the nature of the entangling attack, the StoryGuide may allow an entangled target a Luck roll to determine if they are able to attack.

For example, a whip wrapped around one arm might allow the other arm and leg free attacks, while a lasso might immobilize both arms.

On the round following a successful entangle attack, the target can attempt an Acrobatics roll to free themselves or make a STR vs. STR Heroic Action to attempt to pull the entangling weapon from the attacker’s hands. Alternatively, if the entangled target can, they may attempt an attack on the entangling weapon itself, cutting through it, if they have a cutting weapon equipped.

Impaling

Doubles the weapon damage.

A special success with a pointed or thrusting weapon inflicts impaling damage upon the target, piercing deeply within flesh and potentially striking internal organs. An impale doubles the dice and modifier for the weapon’s normal rolled damage.

For example, a short sword normally does 1D6+1 points of damage, while an impale with the same weapon does twice that, or 2D6+2 points of damage.

Only the weapon’s damage is doubled. If the attacker has a damage modifier, the damage modifier is not doubled, but is instead rolled normally and added to the damage.

Knockback

Knocked back 5’ and may end up prone.

A special success with an attack has knocked back the target. The target must also make a successful Agility roll or fall prone (see Prone).

Fighting Defensively

If your character forgoes all attacks in a round to fight defensively, they can substitute one free Dodge attempt for their attack and can continue to make dodge or parry attempts. Normally, each subsequent Dodge or parry attempt is at a cumulative –30% modifier, but while fighting defensively, your character can substitute a Dodge skill attempt for an attack without incurring the –30% penalty. If they have already made Dodge attempts and parries and are at a negative modifier, the modifier does not increase. Essentially, it is a free Dodge attempt that does not incur a penalty on the next dodge or parry attempt.

Under no circumstances can fighting defensively be combined with any attack or offensive action.

Fumbles in Combat

Fumbles in combat are unfortunate events or mishaps, attributable to bad luck or inexperience. When a fumble is rolled, roll D100 on the appropriate table and apply the result. The StoryGuide rolls for nonplayer characters. If the result of the roll is inappropriate, the StoryGuide should adapt it to something that makes sense, or reroll.

There are four fumble tables; use the most appropriate one to the action. Though the Natural Weapon Attack and Parries Table is intended to guide the actions of intelligent humanoids; with discretion it can also be useful for natural animals such as bears, wolves, etc. Again, the StoryGuide is encouraged to adapt or reroll unlikely results.

Melee Weapon Attack Fumbles Table

D100Result
01-40Nothing bad happens.
41-50Lose the next combat round.
51-52Lose the next 1D3 combat rounds.
53-60Fall prone.
61-70Drop the weapon being used.
71-80Throw weapon 2D10 feet away.
81-90Lose 1D10 points of weapon’s hit points.
90-92Vision obscured, modify all appropriate skills by –30% for 1D3 combat rounds.
93-95Hit nearest ally for normal damage or use result 41–50 if no ally nearby.
96-97Hit nearest ally for special damage or use result 51–60 if no ally nearby.
98–99Hit nearest ally for critical damage or use result 61–65 if no ally nearby.
00Epic Fail; roll twice more on this table (cumulative if this result is rolled again).

Melee Weapon Parry Fumbles Table

D100Result
1-40Nothing bad happens.
41-50Knocked prone.
51-60Drop weapon being used.
61-70Weapon or shield knocked 2D10 feet away.
71-80Lose 1D10 points of weapon or shield’s hit points.
81-90Wide open; foe automatically hits with normal hit.
91-96Wide open; foe automatically hits with special hit.
97-99Wide open; foe automatically hits with critical hit.
00Epic Fail; roll twice more on this table (cumulative if this result is rolled again).

Missile Weapon Attack Fumbles Table

D100Result
01-40Nothing bad happens.
41-50Lose the next combat round.
51-52Lose the next 1D3 combat rounds.
53-60Fall prone.
61-70Drop weapon; which slides or bounces 1D10 feet away.
71-80Throw weapon 2D10 feet away.
81-90Lose 1D6 points of weapon’s hit points.
90-92Vision obscured, modify all appropriate skills by –30% for 1D3 combat rounds.
93-95Hit nearest ally for normal damage or use result 41–50 if no ally nearby.
96-97Hit nearest ally for special damage or use result 51–52 if no ally nearby.
98–99Hit nearest ally for critical damage or use result 61–70 if no ally nearby.
00Epic Fail; roll twice more on this table (cumulative if this result is rolled again).

Natural Weapon Attack and Parry Fumbles Table

D100Result
01-40Nothing bad happens.
41-50Lose the next combat round.
51-52Lose the next 1D3 combat rounds.
53-60Fall prone.
61-70Fall prone and twist ankle; Movement is halved for 1D10 full turns (and all combat turns within them).
71-80Miss and strain something; lose 1 hit point.
81-90Miss and strain something; lose 4 hit points.
90-92Vision obscured, modify all appropriate skills by –30% for 1D3 combat rounds.
93-95Hit nearest ally for normal damage or use result 41–50 if no ally nearby.
96-97Hit nearest ally for special damage or use result 51–60 if no ally nearby.
98–99Hit nearest ally for critical damage or use result 61–65 if no ally nearby.
00Epic Fail; roll twice more on this table (cumulative if this result is rolled again).

Armor

Armor is traditionally a form of clothing thick and tough enough to protect from attack. Historically, it was made from leather, bone, wood, and metal appropriate to the period. If an attack is not parried or dodged, armor is all that stands between your character and injury.

Armor’s most important aspect is its armor value (AV). The higher the armor value, the better it protects the wearer. The armor value is subtracted from damage inflicted by a successful attack. The subject of the attack has the remaining damage removed from their hit points. If the result after armor value is subtracted is 0 or a negative number, no damage is taken.

Some types of armor can be layered over one another for greater effectiveness. Where shields are also used, a successful shield parry may not be enough to stop a blow, and damage from the attack can potentially pass through the armor value of the shield and to its wielder. In these cases, armor values for both shield and armor are subtracted before the parrying character takes damage.

Disadvantages of Armor

Despite all the advantages, there are negative aspects to wearing armor. The following are the most significant, though the StoryGuide may wish to emphasize some more than others, de-emphasize some of these aspects, or even introduce new conditions based on the setting:

Skill Penalties: Armor can inhibit certain skills, particularly the Agility roll, or other Physical skill group skills such as Climb, Jump, Stealth, and Swim. Additionally, wearing a helmet may limit certain Perception skills. Some armor descriptions in Chapter 8: Equipment include negative modifiers to these skills. Weapon skills are unaffected by wearing armor, as armor is crafted specifically to be used in combat.

Physical Discomfort: Armor is heavy, uncomfortable, and inflexible, or at least more-so than normal clothing, and the weight of armor can fatigue and/or encumber its wearer. Fatigue and encumbrance cover clumsiness or any weariness from wearing armor. In desert or other hot environments, armor may be even more uncomfortable..

Social Issues: Many types of armor are difficult to conceal and can be interpreted as hostile in many societies or cultures. Some Communication skills may become Difficult based on the situation, as it is often difficult to persuade or manipulate someone when giving the appearance of being ready for violence. Other Communication skills may become Easy for the same reason. These situations should be judged by the StoryGuide.

Access: Two other practical aspects limit the use of armor in a game setting: the availability of armor, and whether it fits. Availability should be judged by the StoryGuide and based on the setting.

Chapter 8: Equipment covers all the specific advantages and disadvantages of armor and provides examples of many armor types, ranging from rawhide tunics to personal force fields. Additionally, several powers can modify your character’s armor value. These are discussed in Chapter 4: Powers.

Armor and SIZ

Finally, not all armor is usable by everyone. Armor is usually rated by the SIZ it was crafted for, with the most comfortable armor being the most formfitting. Loose and ill-fitting armor is just as awkward to wear as armor that is too tight. Each armor type has a ‘Fits SIZ’ rating, expressed as a ± that determines the range of character SIZ above and below a particular suit of armor’s default SIZ. It is assumed that a character possesses or purchases armor suitable to their own SIZ, if given the choice. If your character’s SIZ is outside the range of the armor’s SIZ range, the armor cannot be worn.

Generally, the higher the armor value, the less likely it is to fit a character of another SIZ. If your character has an extreme SIZ one way or another (below 8 or above 16), they may be unable to wear much ‘off the rack’ armor (if it exists) and be forced to pay more for bespoke armor or seek alternative sources for defensive equipment.

Shields

The easiest way to think of a shield is that it is a weapon whose primary purpose is to move between your character and an attacker. Shields do not cover the entire body but are both lighter than body armor and much cheaper and easier to manage. Shields do not generally lose hit points when struck by normal blows, and they are not very easy to knock free from a defender’s grasp. Usually, only powerful blows (special successes or better) will damage a shield, and the only way to lose one is through a fumble.

Different types of shields are described in Chapter 8: Equipment. Unlike weapon types, all shields use the same Shield skill, and the same skill rating applies to any shield used. Your character parries melee attacks with their shield just as they would a hand weapon.

Your character can also use a shield to attack an opponent. The chance is the same as your character’s Shield skill rating, as shield training usually incorporates offensive use as well as defensive. Shields generally use the knockback as their special success, though some types of shields are spiked and can use the impaling special successes.

Damage & Healing

Hit points measure the amount of injury your character can take and survive. When your character loses hit points through injury, this is called damage. You start with hit points based on your CON and SIZ characteristics, and these are reduced by the amount of damage you take. Wounds or other injuries, poisons, disease, and other forms of attack may cost your character hit points in damage. You keep track of wounds on your character sheet.

Poison and disease are special sorts of injury; they may attack randomly, and their effects may be delayed. Some cost hit points, while others target characteristic points or have other effects. The First Aid and Medicine skills can lessen or heal minor wounds and injuries. Various powers and gear can also restore hit points to characters.

Healing Naturally

Most living creatures heal naturally, given enough time and a relatively stress-free environment. Your character will normally heal 1d4+1 hit points per 4 hours of in game rest. Your character will keep healing during rest until all their hit points have been restored.

The First Aid or Medicine skills or other remedies can speed recovery. A successful First Aid roll immediately restores 1D4 hit points* (a hero can only be healed with first aid once every 24 hours). The Medicine skill may be used to offset the effects of major wounds (described earlier) and can be used to restore hit points lost through means other than injuries. A wide variety of healing kits and other means (such as healing powers) can be utilized to aid in the healing process.

Death and Disabled

Disabled

When a hero drops to or below 0, they become disabled. If a hero is disabled, they can not move, attack, communicate, or cast spells. When disabled, a character loses one hit point per round until they stabilize.

Stabilizing a Disabled Character

As a Free Action, a character must succeed at a Stamina check to stabilize. If they become stabilized, they revert to 0 HP, no longer lose hit points per round to being disabled, and they may do one limited action per round. A limited action can be: move at 1/2 speed, cast a spell (difficult), use a skill (difficult), us an object, or attack an adjacent creature at -50% to hit and damage. A hero keeps these disadvantages until they are healed or they naturally gain back enough HP to put them over 0 HP. 

During combat, they may make a single Stamina check each round on their turn.

A character who fails to stabilize may choose to take an injury in order to succeed on either roll that failed.

Stabilized/Disabled Injury Check

D100

01-75 Minor Injury

76-99 Major Injury

00 Permanent Injury 

Death

When your character’s current hit points drop to -10 or lower, or your CON is reduced below 1, you are dead. They cannot be healed, and barring some kind of miracle, they cannot return to the world.

But, your hero is SagaBorn, and may choose to take a Dying Injury Check rather than die. The character is still considered dying and may not check to become disabled, stabilized, or mobile. The character has one hour before their wounds cause death. If they receive healing and care in that time they may live. Alternatively, a dying character may choose to risk another Injury to become disabled.

Dying Injury Check

D100

01-50: Major injury

50-00: Permanent injury

Injuries

(d100) Minor Injury

1-19           Break a Finger. You have -2 to Thievery checks and Dexterity checks to use fine tools (such as thieves’ tools) using the hand with the broken finger. The injury heals if you receive magical healing. Alternatively, the injury heals after someone sets the finger with a DC 10 Survival check and you spend ten days doing nothing but resting.

20-39       Ringing Ears. You have -2 to Awareness checks checks that rely on hearing. The injury heals if you receive magical healing. Alternatively, the injury heals after you spend three days doing nothing but resting.

40-59       Blurred Vision. You have -2 to Awareness checks that rely on sight and a -1 on ranged attack rolls. The injury heals if you receive magical healing. Alternatively, the injury heals after you spend three days doing nothing but resting.

60-79       Limp. Your walking speed is reduced by 5 feet. You must make a DC 15 Acrobatics Check after using the Run Talent. If you fail the save, you fall prone. Magical healing removes the limp.

80-90       Open Wound. You lose 1 hit point every hour the wound persists. The injury heals if you receive magical healing. Alternatively, someone can tend to the wound and make a First Aid check once every hour. After ten successes, the injury heals.

91-100        Minor Scar. The scar doesn’t have any adverse effect, but it makes you mysterious and sexy.

(d10) Major Injury

1           Lose a Finger. You have -2 to Thievery checks and Dexterity checks to use fine tools (such as thieves’ tools) using the hand with which you lost the finger. If you lose all five fingers from one hand, then it functions as if you had lost a hand.

2           Broken Arm or Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. The injury heals if you receive at least 10 points of magical healing from a single source. Alternatively, the injury heals after someone sets the bone with a DC 15 Survival check and you spend thirty days doing nothing but resting.

3           Broken Foot or Leg. Your walking speed is halved and you must use a cane or crutch to move. You fall prone after using the Run Talent. You have a -2 on Acrobatics or Dexterity checks made to balance. The injury heals if you receive at least 10 points of magical healing from a single source. Alternatively, the injury heals after someone sets the bone with a DC 15 Survival check and you spend thirty days doing nothing but resting.

4           Punctured Lung. You can take either a Standard Action or a Heroic Action or your turn, but not both. The injury heals if you receive at least 10 points of magical healing from a single source. If you puncture both lungs your hit points drop to 0 and you immediately begin dying.

5           Teeth Knocked Out. You have -2 on Persuasion checks. The injury heals if you receive at least 10 points of magical healing from a single source.

6           Skull Fracture. Whenever you attempt an action in combat, you must make a DC 20 Endurance Check. On failure, you lose your action. The injury heals if you receive at least 10 points of magical healing from a single source or if you spend thirty days doing nothing but resting.

7           Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Endurance Check. On failure, you lose your action. The injury heals if you receive at least 10 points of magical healing from a single source or if you spend ten days doing nothing but resting.

8           Broken Ribs. This has the same effect as Internal Injury above, except that the Endurance Check DC is 10.

9           Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The injury heals if you receive at least 10 points of magical healing from a single source. Alternatively, someone can tend to the wound and make a DC 15 Survival check once every 24 hours. After ten successes, the injury heals.

10     Painful Scar. You have a scar which gets painful whenever it rains, sleets, hails, or snows. Whenever you attempt an action in combat and your scar is giving you pain, you must make a DC 15 Endurance Check. On failure, you lose your action. The injury heals if you receive at least 10 points of magical healing from a single source.

(d10) Permanent Injury

1           Lose Nose. You have -2 on Persuasion checks (unless using intimidation then a +2) and -5 on Awareness checks that rely on smell.

2           Lose an Ear. You have -2 on Persuasion checks (unless using intimidation then a +2) and -5 on Awareness checks that rely on hearing.

3-4       Lose a Foot or Leg. Your walking speed is halved and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Run Talent. You have a -4 on Acrobatics checks made to balance.

5-6       Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time.

7-8       Lose an Eye. You have -5 on Awareness checks that rely on sight and can only make ranged attacks at short range. If you have no eyes left after sustaining this injury, you’re blinded.

9-10    Horrible Scar. You have -2 on Persuasion checks but a +2 to Intimidation.

Effects

Effects are conditional modifiers due to actions against the person or creature.

  • Anxious: You suffer -10 to all skills.
  • Bleeding: You take bleed damage per round on your turn. 
  • Blinded: you can not see.
  • Broken: The item is unusable.
  • Dazed: You lose 1 Action per round, and attacks are easy against you.
  • Dead: you have -10 hp and can not be resurrected.
  • Deafened: you can not hear.
  • Disabled: You are unconscious and losing 1 hit point per round.
  • Entangled: You can not move, or if saved, movement is halved.
  • Fatigued: All rolls are difficult until the character gets 8 hours of uninterrupted rest.
  • Flanked: When a creature has an enemy on either side of it, meaning each enemy can draw a line of sight to each other that intersects with the flanked target. All attacks against a flanked target are Easy.
  • Impaled: The item is stuck inside you and needs to be removed with an action.
  • On Fire: A target is on fire and takes 1d6 at the start of its turn until the fire is put out. It takes a full round action to put out a fire.
  • Panicked: When panicked, the creature tries to flee the source of its fear. Affected creatures will not do anything that harms themselves, but they will do their best to flee and hide from this fear. When Panicked they can not attack, but they can defend themselves with dodge or parries.
  • Prone: When a creature is knocked to the ground by force. It must take a movement action to stand up. All attacks against a prone target are easy, and attacking others while prone is difficult. A prone creature can not dodge and any parry is difficult.
  • Scared: When scared, all skills become difficult.
  • Shaken: When shaken, all skills take a 10% penalty.
  • Stunned: You can not do anything while stunned. Each round, on their turn, a creature gets a save (Stamina) to come out of the stun.

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