When violence is imminent, a GM will require an initiative roll to see who attacks first. In the case of a group of players, the most agile character will perform the roll. The GM will roll opponents initiative unless it is a case of player vs. player. Agility bonus modifier will apply to this roll; the highest roll goes first. This does not apply in all cases, such as instances where a party has successfully snuck up on another party.
Take into account that each case is situational and that the particular circumstances, conditions, and environment might affect the difficulty rating. In this case, a typically simplistic attempt might be considered average instead, or an attempt commonly found easy might become simplistic.
Ambidexterity is achieved with the Two-Hand Fighting skill, a character who attacks with their off hand, without this skill incurs a -10 penalty. This penalty does not apply to unarmed combatants. Unarmed combatants may use either hand or foot freely without penalty when attacking.
The number of attacks permitted per round is based on agility; players can deal a varying number of attacks each round.
This can be simplified by looking at the following tables:
Melee Weapons:
Agility Level Number of Attacks
01-50 1d4 attacks per round
51-75 1d4+1 attacks per round
76+ 1d4+2 attacks per round
Bow Weapons:
Agility Level Number of Attacks
01-50 1d4 attacks per round
51-75 1d4+1 attacks per round
76+ 1d4+2 attacks per round
Unarmed Combat skills:
Agility Level Number of Attacks
01-50 1d4+1 attacks per round
51-75 1d4+2 attacks per round
76+ 1d4+3 attacks per round
Dagger and Knives/Throwing Weapons (not explosive):
Agility Level Number of Attacks
01-50 1d4+1 attacks per round
51-75 1d4+2 attacks per round
76+ 1d4+3 attacks per round
Hand Guns:
Agility Level Number of Attacks
01-50 1-2+2 reloads per round
51 + 1-3+2 reloads per round
Long Arms:
Agility Level Number of Attacks
01-50 1-3 reloads per round
51 + 1-2+2 reloads per round
Heavy Weapons/Explosives:
Agility Level Number of Attacks
01-75 1-2 reloads per round
76 + 1-2+1 reloads per round
Decide which Trait bonus applies.
Decide which Skill bonus applies (if any)
Decide if any other bonuses apply (i.e., Racial Bonuses.)
The GM determines the difficulty rating from above (often not telling the player)
The player rolls a pair of dice with no modifiers.
The GM then adds what bonuses apply to the first roll.
If the rolled number meets-or-exceeds the difficulty rating, the defender is allowed to roll resistance.
Decide which Trait bonus applies.
Decide which Skill bonus applies (if any)
Decide if any other bonuses apply (i.e., Racial Bonuses.)
The player rolls one dice with no modifiers.
The GM then adds what bonuses apply to the roll.
The successful party is determined by who rolls the highest with all modifiers applied. If the Attacker succeeds then, the GM will determine damage by taking the Damage factor by the Weapons Damage.
There are two exceptions when a player rolls a Critical Success or a Critical Failure.
is where a player rolls a 20 without any bonus modifiers. In the case of a Critical Success the character always succeeds, leaving the opponent no option to defend. A Critical Success does not mean that the attacker accomplishes exactly what they were striving to do, in the case where what was being attempted is nearly impossible and not rationally within the characters scope of abilities the GM should use logic.
Example: A low-level mage tries to create a powerful tsunami. In this case, the GM would logically conclude that at the mages' current level they were only able to create a few impressive waves.
is when a player rolls 1 without any bonus modifiers. In the case of Critical Failure, the character always fails. Once more a GM should use logic to consider how extensive said failure is.
The Damage Factor is determined by the second roll with the appropriate damage modifier applied and then compared against the table below.
Damage Factor By Roll
Roll Damage Factor
01-19 ¼ damage, 0.25x
20-39 ½ damage, 0.5x
40-49 ¾ damage, 0.75x
50-84 Full damage, 1x
85-89 125% damage, 1.25x
90-94 150% damage, 1.5x
95+ Special damage, see next table
Rolls 95 or greater, consult the next table for the results.
Special Damage Determined By Strength Trait
Strength Level Damage Factor
01-60 Double damage, 2x
61-90 Triple damage, 3x
91+ Quadruple damage, 4x
Called shots to specific body parts cause greater harm. The exact results are up to the GM, but some suggestions follow.
Leg/Arm: The limb is useless, which may reduce or eliminate movement or ability to take certain actions. The damage should not kill the character outright.
Stomach/Back: Target must make an Endurance roll with a difficulty equal to the attack roll (endurance bonus modifier applies.) If failed, the character is stunned or winded for two rounds and unable to attack.
Vital Area: attack to something like the heart, head, or eye causes additional damage. Increase the damage by the area targeted (Moderate +5. Small +7, Miniscule +10.) The target begins to bleed out.