Before rolling the dice, the player should clearly describe the method of attack, the weapon or power his or her character uses (if any), and the target. If the character is trying something unusual (such as a Called Shot or attacking with two weapons), he or she should specify this beforehand.
To attack an opponent, the attacker must make a skill check (Melee or Ranged) equal to or greater than the target's Defence (Reflex, Physical, or Mental) check. Remember to include all relevant modifiers.
If the Attack check succeeds, the target is hit with the attack, and he or she suffers the effects of the attack.
If an Attack check fails, the character has missed. The attacker's action is over, and the attack has no effect. Rolling two ones (regardless of the third die's result) will always miss and may result in an exceptional failure, such as hitting an innocent bystander or a weapon malfunction. This happens even if the total result would hit.
DAMAGE
Each character has a Maximum Damage amount. This amount is the maximum number of dice that can be rolled for damage on an attack from this character. Half of this amount, rounded down, is the standard damage amount (a character with a Maximum Damage amount of 10d would have a standard damage amount of 5d). Before you roll for your attack, you may subtract any number from the standard damage, down to a minimum of 1d. If you do, add the same amount to your attack roll. Conversely, you may subtract any number from your attack roll, down to a minimum of +0, and add the same number to your damage amount, provided you do not exceed your Maximum Damage amount.
ATTACK CHECK MODIFIERS
The GM may impose appropriate modifiers when the players make an attack check. An attack action normally assumes characters are engaged in active combat — dodging enemy attacks, making quick strikes when the opportunity arises, moving about, etc. The GM should not apply any penalties for this sort of normal combat-related activity.
If circumstances are such that a character’s aim or concentration seems likely impeded (such as shooting someone whom the character cannot clearly see or attacking a foe while hanging upside down), the GM may assign penalties to the attack check.
Likewise, in stress-free situations (such as whacking an immobile victim, or target range shooting with nothing riding on the outcome), the GM can apply favourable bonuses or assume automatic success.
FIGHTING FROM THE GROUND
Fighters thrown to the ground or who are otherwise forced to fight from a prone position make melee attacks at a -4 penalty, but gain a +2 aiming bonus for ranged combat as long as no one has attacked them in the previous round.
ATTACKING WHILE MOVING
Characters who are inside a fast-moving vehicle fire their weapons at a penalty. Firing weapons when moving at moderate speeds incurs a -4 attack check penalty, while moving very quickly earns a -8 attack check penalty. Game Masters should impose an additional -4 penalty for characters also piloting the vehicle while firing.
ATTACKING MOVING TARGETS
Attempting to hit a target that is moving at exceptional speeds is very challenging. When attempting to hit a target that is moving quickly, the character suffers an attack check penalty. Firing weapons at an object moving at moderate speeds incurs a -4 attack check penalty, while firing at an object moving extremely quickly earns a -8 attack check penalty.
ATTACKING OBJECTS
Unattended objects have no Reflex skill at all, meaning that you automatically hit them. To hit an object in someone's possession, you must first make an attack against them. If successful, instead of dealing damage to them, you may choose instead to attack a specific object.
Unattended items never make saving throws, and have no Reflex skill. They are considered to have failed their saving throws, so they always are affected by spells. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character’s saving throw bonus). Animated objects count as creatures for purposes of determining their Defence (do not treat them as inanimate objects).
An object's hit point total depends on what it is made of and how big it is. When an object's hit points reach 0, it's ruined. Very large objects may have separate hit point totals for different sections. A damaged object remains fully functional until the item's hit points are reduced to 0, at which point it is destroyed. Damaged (but not destroyed) objects can be repaired with the appropriate Devices check or Craft skill.
DAMAGE REDUCTION
Most objects have some level of damage reduction (DR), due to the level of hardness of the material of which they are made. Whenever an object takes damage, subtract its DR from the damage. Only damage in excess of its hardness is deducted from the object's hit points.
| SAMPLE SUBSTANCE DR AND HIT POINTS |
| Substance |
DR |
Hit Points |
| Paper or cloth |
0 |
2/inch of thickness |
| Rope |
0 |
2/inch of thickness |
| Glass |
1 |
1/inch of thickness |
| Ice |
0 |
3/inch of thickness |
| Leather or hide |
2 |
5/inch of thickness |
| Wood |
5 |
10/inch of thickness |
| Stone |
8 |
15/inch of thickness |
| Iron or steel |
10 |
30/inch of thickness |
| Mithral |
15 |
30/inch of thickness |
| Adamantine |
20 |
40/inch of thickness |
ENERGY ATTACKS
Not all objects are affected the same by all forms of energy. Acid and sonic attacks deal damage to most objects just as they do to creatures. Electricity and fire attacks deal half damage to many objects; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to many objects; divide the damage dealt by 4 before applying the hardness. Mental attacks do no damage to objects. If there are exceptions to this, the GM would be the final arbiter as to what type(s) of damage affect the object.
RANGED WEAPONS
Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object’s hardness.
INEFFECTIVE WEAPONS
Certain weapons just can't effectively deal damage to certain objects. For instance, a rapier cannot effectively damage stone. Since there is a huge number of possible variations depending on the setting of the game, we do not attempt to list them all. GM’s should use their own discretion.
VULNERABILITY
Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object’s hardness. Since there is a huge number of possible variations depending on the setting of the game, we do not attempt to list them all. GM's should use their own discretion.
BREAKING OBJECTS
When a character tries to break something with sudden force rather than by dealing damage, make a basic check with a bonus equal to 15 + (the item's DR * thickness in inches). If an item has lost half or more of its hit points, the TR to break it drops by 2. A crowbar or portable ram improves a character’s chance of breaking open a door by 2. If a door is locked, add half the TR of the lock to the TR of the Physical check. Larger and smaller creatures get size bonuses or penalties on Physical checks to break open doors as follows: Fine -16, Diminutive -12, Tiny -8, Small -4, Large +4, Huge +8, Gargantuan +12, Colossal +16.
SPECIAL ATTACKS
COMBINED ATTACKS
Sometimes, characters will find themselves facing an extremely tough opponent whose Armour or Force Field is tough enough to prevent the characters from inflicting harm. In these situations, characters will often co-ordinate their attacks, attempting to strike the same point at the same time in the hopes of overwhelming the target’s defences. For each character attempting a combined attack after the first, the attackers each suffer a -2 penalty to their attack check. Each character must hold his or her attack until the slowest character’s Sequence (or later) before launching the attack.
Each character makes an attack check to see if he or she hits the target. If the character hits, he or she determines how much damage is inflicted by the attack normally. All successful attackers combine their damage values into one total and this amount is inflicted upon the target as if from one attack.
If one attack fails to hit with the combined attack penalty but otherwise would normally hit, the character still hits the target but does not successfully co-ordinate with the other characters. Naturally, if only one character co-ordinates, a combined attack does not occur. The character determines how much damage is inflicted but reduces the damage delivered by half (round down). If the character misses, no damage is delivered.
The target of a successful combined attack is only required to make a single defence roll to determine if she or he is hit by the incoming combined attack. A penalty of -1 is applied to the roll for each opponent beyond the first who participates in the combined attack.
DISARMING
A character may attempt to shoot or knock a weapon out of another person’s hand. If using a ranged attack, this requires an attack at a -8 penalty. If the attack hits, the character knocks away the weapon (probably damaging it). If using a melee weapon or unarmed attack to disarm, the character only suffers a -4 penalty, but the target may make a Physical check to retain control of the weapon. If the check succeeds, the weapon’s user still suffers a -4 penalty on his or her next action with that weapon (since it is off balance), but he or she retains control of it.
EXTRA AIM
A character making a ranged attack may deliberately take extra time to aim. If a character uses an action to aim a ranged weapon, he or she receives a +4 attack check bonus.
STRIKING TO INCAPACITATE
A character attacking in hand-to-hand combat or with a blunt melee weapon may attempt to knock a surprised opponent unconscious. The target of the attack must be unaware of the attack to be vulnerable. The attacker makes his or her attack check with a -6 penalty. If the target suffers any damage (after all defensive Abilities are applied), he or she must make a Physical defence (TR 5 + damage dealt). If the target succeeds on this save, he or she maintains consciousness. If the target fails this check, however, he or she falls to 0 Hit Points and is unconscious.
TOUCHING A TARGET
Some Abilities require a character simply touch his or her target. It is much easier to touch a person than it is to strike him or her with enough force to cause damage. Thus, any character who is simply attempting to touch an opponent gains a +4 bonus to his or her attack check. Touching a specific part of a target's body may require a Called Shot. This assumes the character is simply attempting to make physical contact with the target. If prolonged contact is required, the target must either be willing or the character must grapple the target.
GRAPPLING
Instead of striking to inflict damage in melee combat, a character can attempt to grab someone and pin him or her. This is a grappling attack, and a character must have at least one empty hand free. Grabbing a small, inanimate object that is not held by someone else (see Sphere of Control) does not require a Grapple check.
Grappling is an Opposed check, the attackers Unarmed Attack vs. the target’s Escape or Athletics Skill. If the attack succeeds, the attacker successfully grabs his or her opponent. The attacker gains a grappling advantage if he or she has more free hands than the defender. “Free” means not holding weapons or other objects, or not otherwise incapacitated. In this case, the defender suffers a cumulative -2 penalty for each free hand the attacker uses to grapple in excess of the number of free hands the defender is using. The maximum penalty assigned for this disadvantage is -8.
The attacker can hold a grabbed character relatively stationary. The target suffers a -4 penalty on all checks when performing melee attacks (excluding Natural Weapons where applicable), or -8 when attempting to perform other tasks requiring freedom of movement like using hand-held equipment.
Once a character grabs an opponent, he or she can attempt a grappling special manoeuvre (Lock, Throw, or Pin) as his or her next attack.
LOCK
Instead of attacking normally, the grabbing character can choke, crush, or strangle his or her foe. This attack automatically hits and inflicts damage equal to 1d4, plus bonuses from Massive Damage.
THROW
Instead of attacking normally, a grabbing character can hurl the foe to the ground. A character must make an attack check at a +4 bonus, modified by the Unarmed Attack (Throws) Skill. If successful, a throw delivers 1d6 damage. Additionally, if the defender fails his or her defence check, the attacker may throw the character out a window or off a ledge, and the GM can assign extra damage based on the situation.
If the attacker throws the opponent at another enemy, he or she may make an attack check. If the attack is successful, the grabbed opponent hits the target and both suffer equal damage. A throw normally breaks the grip on the target unless the attacker attempts to maintain a hold and succeeds in an Unarmed Attack (Grappling) check against a TR of 15 (which must be made whether the throw is successful or not).
PIN
A character who has grabbed someone may attempt to improve his or her hold during the next attack by completely immobilising the opponent in a pin. Treat this manoeuvre the same as the first grab attack. If the attack succeeds, then the foe is pinned, usually under the weight of the attacker’s body. Attackers may not attempt a pin if the opponent is much stronger (see earlier for definition of much stronger). Once a character pins an opponent, the target suffers a -6 penalty on checks when attempting to escape. A pinned character cannot attack or move.
ESCAPING
A grabbed character may attempt to struggle free. On the character’s Initiative, he, or she can attempt to escape instead of attack. Both characters roll an Unarmed check. The character with the highest degree of success (or least degree of failure) wins. If the grabbed character wins, he or she escapes, and may also attack or take another action. If the characters tie, the grabbed character escapes, but forfeits his or her current action. If the grabbed character loses, he or she is immobilised and forfeits one attack action that round.
CALLED SHOTS
An attacking character may opt to suffer a penalty to hit in exchange for a Called Shot that provides some special advantage. For example, a Called Shot may ignore Armour (by attacking a small, unarmoured spot) or strike a vital point, inflicting greater-than-normal damage results. Players must specify a Called Shot before rolling the dice.
VITAL SPOT
A character attacking a living being can specify he or she is aiming for a vital spot (heart, brain, spine, etc.) rather than simply shooting at the centre of mass as usual. He or she suffers a -8 attack check penalty, but, if successful, two damage dice are added to attack (1d6 becomes 3d6; 4d8 becomes 6d8).
WEAK POINT
If the character knows his or her enemy has a Weak Point Defect, a Called Shot can be made to hit it in combat. The attack check penalty depends on the size of the Weak Point: a tiny spot gives a -6 penalty; a small spot gives a -4 penalty; and a large spot gives a -2 penalty. If successful, any Armour is ignored for the attack.
DAMAGE
Characters suffer damage through combat, accidents, or other hazards. Damage ratings indicate the dice roll required to determine the amount of damage inflicted. The target character subtracts any damage inflicted from his or her Hit Points if the attack successfully penetrates Armour, Force Fields, and other defences. The seven default types of damage are: Acid, Cold, Negative, Electricity, Physical, Psionic, and Sonic.
IMPACT DAMAGE
Damage may also result from a non-combat action such as crashing a speedboat into land or falling from a tree. Naturally, some non-combat actions may result in an NPC’s death, but these events should only kill a player character in exceptional circumstances.
CRASHING
During the course of an adventure, a character’s vehicle may accidentally (or deliberately) crash into objects along the road, in the sky, in or on water, or in space. GMs should assess whatever damage they deem appropriate upon both the vehicle and occupants in a crash. The Armour and Force Field Abilities may protect against this damage. Similar damage can be applied to a character that jumps or is pushed from a speeding vehicle, or is struck by one.
ABILITIES IN COMBAT
In some situations, players will want to use various Abilities in inventive ways in the middle of a fight. The following rules outline the use of Abilities in combat. In many instances, the appropriate Power Usage Skill can influence the chances of success.
USING ABILITIES AGAINST OPPONENTS
Creative characters can use a number of seemingly inoffensive Abilities in very effective ways in the middle of combat. Special Attacks are obviously designed for offensive use against an opponent, but what about Teleportation? Could a character not teleport an opponent in front of a moving truck or simply out of a fight entirely?
When a character wishes to use a normally inoffensive Ability against an unwilling opponent, the character must use a non-combat action to make a Power Usage Skill check. If the check is successful, the target is allowed a save (whichever type of save is most appropriate) to defend against the Ability’s effect. The TR of the save is equal to 10 + 1 per Rank of the Ability being used against him or her, plus any additional modifiers that are given specifically by the Ability.
SPHERE OF CONTROL
If a character attempts to use an power on an object within the sphere of control of a character, the character is allowed to make a save to resist the effect as though he or she was the target of the attack. For example, a teleporter who wished to teleport the bullets out of an opponent’s gun would still be required to make a Power check against the target and the person holding the gun would be allowed a Mental defence to resist the effect. Other common objects usually in a target’s sphere of control include the ground beneath the target, the air the target uses to breathe, objects the target holds or carries, etc. The GM determines what objects are under the defender’s sphere of control.
ALL-OR-NOTHING OR PARTIAL EFFECTS
When a power is used against a group of targets, GMs may use one of two options for resolving the resistance check. When a large group of people attempt to resist the effect of a Power, the GM makes one save, using the average save modifier of the targets. Important characters (player characters or key NPCs) should be allowed to make individual rolls for themselves to prevent villains from teleporting a group of 50 people, including the players’ characters, thereby using the more vulnerable citizens to avoid the player characters’ higher saves. In this way, either all of the targets are affected by the Attribute (on a failed save) or none are affected (on a successful save). Alternatively, the GM may wish to use one dice roll which is used as the same roll for each character’s check — characters with high saves bonuses within the group may successfully resist the effects of the Attribute while characters with low saves are affected.