Combat Tutorial


Basic Hand to Hand Combat - Here we'll demonstrate how the basic combat system works. (See Action Rules.) Modre (see Tutorials/Character Generation Tutorial) has a twin who is exactly like him in every way, by the name of Podre. One day they get into a fight. This is what happens, and how it works.

1. First Round Begins - We begin the action round by determining how many Ready Hit Points each character starts the round with. Each brother has 4 Strength and no damage, so we give them each 8 hit points. (8 Hit Point counters are put in each character's Ready hit point pile on each character sheet - See Characters/Character Sheet.)

2. First Turn Begins - The first turn is a good time to start maneuvering defensively. Use all the hit points you think you'll want to use for defensive maneuvering in this turn. Both brothers spend half their hit points to circle each other defensively, giving them each a +4 passive defense. (4 hit point counters are moved from Ready to Other Used hit points on each character sheet.) This maneuver will be combined with Modre's and Podre's first action: (see Action Rules/Maneuvering)

3. First Turn Actions - Podre throws a massive wild swing at Modre, using his last 4 hit points to add to his attack power. Modre tries to counter by sidestepping for a better attack angle, and thrusting with his claws, thus using 2 hit points for increased attack power, and 2 hit points for offensive manuevering. (The last 4 hit point counters are moved from Ready to Other Used hit points on each character sheet.) Either Modre and Podre could choose to do another, simultaneous attack with their other claw - each ready weapon can be used once per turn - but they have already used all their hit points. (See Action Rules/Maneuvering and Action Rules/Attacking.)

4. First Turn Conclusion - Both brothers have a combat bonus of 6. and both roll a 3, giving Modre a success level of 2 (11 vs. 9,) because of his offensive manuevering, over Podre. However, since Podre has Defensive Manuevering Hit Points (DMHP,) that 9 he got now has his 4 DMHP added to it to see if Modre misses Podre inspite of Podre failing with his attack. The 9 plus 4 DMHP is 13, higher than Modre's 11, so both attacks have failed.

5. First Round Ends - The round is over because both character's HP is now completely used. (If any HP were still Ready, a character with ready HP could start another turn in this round by attempting some action, as in step 2.) Now all the Used (but not damaged) HP becomes ready. In this case, both Modre and Podre have taken no damage, so all of their hit points are restored back to Ready HP.

6. Repeat - The next step is to Start a new round as in step 1. This process repeats until the fight is over for some reason.


Copyright 1997 - 2002 Seth Galbraith and Benjamin Galbraith