Welcome Guest, you are in: Login

Starflight Wiki


RSS
RSS

Navigation






Search the wiki

»

PoweredBy

9.2: Character-scale Combat

RSS
Modified on 2010/05/18 11:11 by capi3101 Categorized as Starflight RPG

Table of Contents [Hide/Show]


Range
Character-Scale Actions
         Ready
         Standby
         Use Skill/Ability
         Cease Concentration
         Run
         Draw/Sheathe Weapon
         Raise/Lower Shield
         Mount/Dismount Steed/Vehicle
         Charge
         Push Attack
         Trip
         Trample
         Grapple
         Improved Grab
         Constrict
         Swallow Whole
         Full Attack
         Coup de Grâce
         Drop Prone
         Stand Up
         Manipulate Item/Object
         Activate Item
         Drop Item
         Attack Item
         Disarm/Sunder
         Speak
         Aid
         Reload/Recharge
Move Action Rules
Attack Action Rules
   Using Weapons
      Sniping
   Resolving Damage
   Non-Lethal Damage
   Lethal Damage and Wounds
Healing and Recuperation
   Healing Non-Lethal Damage Naturally
   Healing Lethal Damage and Wounds Naturally
   Assisted Healing
   Assisted Revival, Resuscitation, and Stasis
Miscellaneous Terms and Definitions


While it is not the largest of the combat scales, character-scale combat is by far the most complex of the combat types in SFRPG. This is because out of all the available actions available in combat, characters have the widest selection, and along with it, the largest range of effects. Character scale combat includes combat between characters, as well as creatures.

Range

The range increments used for the character-scale depend on the "flavor" of combat that is taking place. If the combatants have closed in for a hand-to-hand brawl, then melee combat is taking place. Each range increment in melee combat equates to 5 meters. Characters generally have much more freedom of movement in melee combat. On the other hand, if the battle is more of a firefight, with bullets and grenades flying around all over the place, chances are that ranged combat is taking place. Range increments in ranged combat equate to 25 meters. Combatants on the character-scale may withdraw from combat if they are greater than fifteen range increments from all hostile combatants (this equates to a distance of 75 meters in melee combat, and 400 meters in ranged combat). GMs have the discretion of switching over to ranged combat if a character moves out of melee combat, or just allowing the withdrawal. Note that it is entirely possible for the conditions for melee and ranged combat to be ongoing simultaneously; it is recommended in those situations that ranged combat be used by the GM. It is also possible for a character that has technically disengaged from ranged combat to be damaged by a hostile combatant, if the opposing combatant is using sniper-style weaponry (see Sniping under Attack Action Rules, below).

Character-Scale Actions

A character may make two actions per round, or one full-round action, as well as free actions. Characters are responsible for deciding upon and performing their own actions, though they may speak to other characters and suggest actions to take (though if coming from hostile combatants, these are likely insults instead of helpful suggestions).

Ready

A combatant may choose to ready an action for use later in the combat round. The player in this case elects to prepare an action to perform in the event that some other condition takes place between the time they ready the action and the character's next turn (even during another character's turn). If the condition is fulfilled, the character performs the readied action at once, delaying any action the current combatant may be making until the readied action is resolved. If the readied action is executed, the character loses one of their action phases during the next round (or their entire turn, if two readied actions are executed). Readied actions are only good for one round; if the condition needed for their execution does not come about before the character's next round, they must either renew the ready action with a new ready action, or declare a different action.

Standby

A character may elect to standby as a declared action. When a character decides to standby, they declare to not do anything during the course of that action phase. Play passes to the next action phase, or, if it is the second action phase, to the next combatant in the combat order. There will probably be few occasions where a character decides to sit back and watch, but sometimes it may simply be necessary...

Use Skill/Ability

Characters can also choose to use natural abilities or make skill checks as a Standard Action during a combat round. The character needs simply to declare their intention to use the ability, and a target if appropriate.

Cease Concentration

If a combatant was using their Concentration Skill to focus on a task, they may choose to cease concentration as a free action. The combatant simply stops concentrating on the task at hand. Any bonuses from the concentration cease and any tasks the combatant was doing that required concentration automatically fail. A combatant may resume concentration using a Use Skill/Ability action.

Run

A combatant may choose to run as a full-round move action. Combatants must be standing up in order to run. When a character runs, they may move up to use up to four times their normal combat movement (see Move Action, below). Every ten points of encumbrance inflicted on a character decreases the possible movement by one movement point (two meters). A character may run for a number of turns equal to half their Durability score (round down). If a character runs for a longer period, they take 2d10 Non-Lethal Damage (see below). Running can be used to get close to an opponent or friendly group quickly, or it can be used to withdraw from battle.

Draw/Sheathe Weapon

A combatant may spend an action to draw or sheathe a weapon. This counts as a move action, and the combatant must declare what item they are drawing or sheathing. A combatants may only have one weapon drawn per motor appendage that they have (less than this amount should a weapon require two or three appendages to wield). A character cannot sheathe a weapon and draw a second weapon in the same action; that requires a separate draw weapon action. A character that sheathes all their weapons is considered “unarmed” for purposes of making attacks.

Raise/Lower Shield

A combatant may spend an action to raise or lower a personal shield. This same action is used to ready and loosen physical shields and to don or remove all forms of body armor. Readying a shield is considered a move action. This action is simply binary, since a combatant can use only one shield at a time. If they don’t have a shield raised, any shield they are carrying can be made raised (though if the combatant is carrying multiple shields, they’ll have to specify which shield is being raised). If they have an active shield, it will be made inactive. Personal shields are typically worn on the belt; ones that require a motor appendage are rare. Physical shields require the use of two appendages. Body Armor requires the part that it covers to be unarmored (a character cannot, for instance, wear two ballistic mesh coverings over their body at the same time), and may or may not reduce the amount of objects a character can carry (by covering up pockets, see Chapter 5.4).

Mount/Dismount Steed/Vehicle

A combatant can use a move action to either mount or dismount a steed or ground vehicle. If a combatant mounts a steed, they gain the movement benefits of that steed and any Cover the steed may grant (see Chapter 6.1 for rules regarding Cover). When a combatant boards a vehicle, the combat becomes Mixed-scale Combat (see Chapter 9.5). Combatants may also dismount steeds or vehicles, losing their Cover and/or movement bonuses in the process.

Charge

A combatant may attempt to make a Charge attack during the course of the round. This is a special full-round action that allows the combatant to move, attack, and then move again. Charges have special conditions. First, a combatant must Run at least one full range increment during melee combat towards the intended target. They are considered stopped when they each Range Zero to the target, at which time they must make a single Melee attack. Once finished with the attack, the combatant moves the same distance they did before the Charge. The combatant must be able to move the full distance involved, or else they may not charge a target. Charging provokes an Opportunity Attack from the target. The charging combatant gains a +10 Attack Bonus for the round, but suffers a –10 HD penalty for their next two actions(if the charge was their second action for the round, the penalty lasts until the second action of the next round).

Push Attack

A combatant may attempt a Push Attack during the course of the round. This counts as a special full-round action, and works the same way as a Charge with a few minor changes. First, the Push attack provokes an Opportunity Attack from all applicable opposing combatants, including the defender. Second, the Pushing combatant stops once they reach Range Zero to the target. Finally, to make the Push attack, both combatants make opposed Power checks. Push attacks can only be made against opponents one Size Class larger, the same size, or smaller than the Pushing combatant. If the target is larger, the Pushing combatant takes a -20 penalty to their Check; if the target is smaller, the Pushing combatant receives a +20 bonus to their check. The Pusher always receives a +10 circumstantial bonus for the check, regardless of differences in size. If the target is as stable or more stable than a quadruped (has at least four propulsive appendages or more), lying Prone, or otherwise exceptionally stable, they get a +20 bonus to their check. Whoever wins the check pushes their opponent one range increment away in addition to causing unarmed damage to the target, and if not so already, causes them to drop Prone instantly, dropping one item currently being carried by a motor appendage (if applicable).

Trip

If a combatant is within Range Zero of an opponent, they may make a Trip attack. Trip is a special attack action that can be used in place of any regular attack, even an Opportunity Attack against a Charging opponent. Trip attempts can only be made against opponents who are one size class larger, the same size class, or smaller. The tripping combatant makes a melee attack against the target's THD. If successful, they make a Power Check opposed by their opponent’s Finesse Check. All bonuses and penalties for Push attacks apply to this opposed Check. If successful, the opponent is Tripped immediately drops Prone, dropping any one item being carried by a motor appendage (if applicable). Against a Charging opponent, a successful trip causes the charging player to slide another 1d5 range increments, causes 1d10 bonus Non-Lethal Damage per range increment they slide, and causes the target to become Dazed. If the Charging player is tripped on a frictionless surface, they will slide twice the indicated distance, but only take damage as if they were on any other surface.

Trample

A creature combatant with the ability to Trample may attempt a Trample as a special full-round action. Trampling works like a Push attack, with the following exceptions. A combatant must be at least one size class bigger than the opponent to attempt a Trample. A successful Trample attack deals (the combatant’s Power modifier times the combatant’s Size Class) points of Basic Damage upon impact. An unsuccessful attack causes half this amount of damage. In either case, the target may attempt a Reflex Save at DC (10 plus the trampling combatant’s Power modifier, plus the combatant’s Size Class) to take half the damage indicated. Unsuccessful trample Trample attacks provoke Opportunity Attacks.

Grapple

A combatant may attempt a Grapple attack during the course of a round. Grappling is a special continuous action, requiring only one action round to commence but continuing until the Grapple is "broken". To Grapple with an opponent is to physically wrestle with them, which is sometimes the only way to subdue an opponent without killing them (if that’s an issue). Grapple Checks are required repeatedly during an on-going Grapple. A Grapple Check is 2d10 plus the combatant’s combined base Attack Bonus (one-tenth of their Security sub-discipline score), Power bonus, and Size Class. To start a Grapple, a combatant begins by making a melee combat attack at Range Zero using their target's THD in order to grab the target. This triggers an Opportunity Attack from the target (unless the combatant has Improved Grab; see below). After the Opportunity Attack is resolved, and if the target is grabbed, the combatant makes a Grapple Check opposed by the target’s Grapple Check. If successful, a Grapple is initiated and unarmed damage is applied to the target (see below). Grapples automatically fail against opponents at least two Size Classes larger than the Grappling combatant. To join in an ongoing Grapple, a combatant needs to get within Range Zero of the ongoing Grapple; their grab automatically succeeds. While Grappling, Combatants may make opposed Grapple checks, regardless of who started the Grapple. If successful against their opponent, a combatant may deal damage, attempt to pin their opponent, break another combatant’s pin, or escape the Grapple. Dealing damage imposes a -20 attack penalty for the attempt; if successful, unarmed damage is dealt. If a combatant chooses to pin their opponent, they hold their opponent immobile for one round. Opponents of the pinned target (other than the combatant maintaining the pin) get a +20 bonus on attacks against the target. To break a pin, a target must successfully complete an opposed Grapple Check. Breaking another’s pin and escaping from a Grapple simply require opposed Grapple Checks. If successful, either the other combatant’s pin is automatically broken, or the combatant escapes from the Grapple entirely, using whatever movement they have to get away. Escaping from a Grapple requires a combatant to beat the checks of all opponents Grappling with them. While Grappling, all involved combatants may not move, make Opportunity Attacks, or use their Finesse scores for anything reason.
Pinned characters may be subject to strangulation attacks by their opponent; for details on strangulation, see Chapter 12.4.2.

Improved Grab

A combatant with the Improved Grab ability may elect to use the ability after a successful melee combat attack. After a successful Melee attack, the creature may immediately attempt a Grapple as a free action, without provoking an Opportunity attack.

Constrict

If a combatant has the Constrict ability, they may use it as a free action after successfully Grappling an opponent. The combatant deals two times the combatant’s Power modifier in Basic Damage (for constriction) in addition to any other damage they perform. The target begins to suffocate as well (see Chapter 12.4.2). Constriction must be maintained to keep the suffocation penalty against the target, but must be released and reapplied to deal more constriction damage. Re-applied Constriction actions count as standard actions.

Swallow Whole

If a combatant is at least three Size Classes larger than its target and has the Swallow Whole ability, then the combatant may immediately attempt to swallow their target after successfully completing a Grapple check. To attempt to swallow, the combatant must successfully complete a second Grapple check. The would-be lunch gets a +10 bonus if they are three Size Classes smaller than their attacker; this bonus drops by ten points for each additional Size Class they are smaller than their attacker. If the second Grapple Check is successful, the target is swallowed whole, taking a number of Lethal HP damage equal to the combatant’s Power and Finesse scores combined. Assuming the target survives the damage from swallowing, they take an additional 1d10 Lethal damage per round as they begin to be digested (this is acid damage; each counts as two Wounds for damage purposes). If a target becomes disabled for any reason after having been swallowed, they immediately die (and become lunch for the combatant). A target can escape by dealing a cumulative amount of Basic Damage equal to (50 plus the combined combatant’s Power and Finesse scores) to the combatant. If they do manage to escape, they are placed at Melee Range 1 from the combatant, and cause 2d5 Wounds to the combatant's Body (Vital) area.

Full Attack

If the combatant is within range of all of their currently wielded weapons and all those weapons are readied, a combatant may conduct a Full Attack. Full attacks are a special full-round attack action. For every weapon the character has wielded, an attack roll is made. In the event that all of the weapons rolls are successful, the damage from all weapons is doubled and applied simultaneously to the target. A combatant must wait at least five rounds after completing an Alpha Strike before declaring another Alpha Strike.

Coup de Grâce

A combatant may deliver a coup de grâce attack against any Helpless defender. This counts as a special full-round attack action. A coup de grâce can be delivered with any weapon as long as the target is within Range One using melee combat. The coup de grâce scores an automatic critical hit against the target. If the target survives the attack, they must make a Fortitude Save with a DC of 50 plus the total amount of Basic HP damage inflicted by the critical hit (see below). If the Fortitude Save fails, the target immediately suffers clinical death (0 HP, see below).

Drop Prone

A combatant may drop Prone as a free action. If a combatant chooses to drop prone (or if they fall Unconscious) they immediately drop to the ground. The ground provides a +10 circumstantial HD bonus, but the combatant, if conscious, is limited to one-quarter their normal movement speed (round down).

Stand Up

If a character has dropped prone as the result of a previous action, they may spend a move action to stand back up. Obviously, a character must be Prone to stand back up. Once a character stands back up, any bonuses or penalties gained by dropping prone are no longer in effect.

Manipulate Item/Object

A character may spend an action to move or manipulate an item or object with or without picking it up to use it. Such items or objects include switches, buttons, and knobs, or perhaps more useful objects like tents, handheld computers, communicators, scanners, and the like. A character may use this action to pick up items and either keep them in hand or stow them, if they have room to do so. Manipulating an object counts as a move action, and if there are multiple items that can be manipulated, the combatant must specify what is being manipulated. Manipulation of objects can have various effects, depending on what the GM has intended for the object at hand. Sometimes these effects can end a combat quickly (such as parcel rigged with explosives), so a GM should be sure to hint at that possibility before combat begins.

Activate Item

A character may choose to use one a piece of equipment during combat. This counts as a Standard Action, and requires the character to declare what item they are using and, if appropriate, they must also declare a target. The item goes into effect after a delay period appropriate to the item’s effect (see Chapter 5.4).

Drop Item

A character may choose to drop an item or object during the course of a round. Dropping items or objects counts as a free action. The combatant simply declares what object is being dropped. The dropped item is placed at Range 0 from the combatant who dropped it. At any later time, any combatant that moves to Range 0 of the object may use a Manipulate Item action to pick up the object.

Attack Item

Sometimes it may be necessary for a character to actually attack an item. Such instances include the need to break down a door, counter-attack an automated weapons turret, topple a watchtower, and so forth. Breaking an object creates noise, alerting anything around capable of hearing to the presence of the character (which may provoke a future surprise round against the character). To break an object, the character makes an attack roll just like a regular attack action. If they wish to use a weapon, they may first draw that weapon and then make the weapon’s attack roll. If the attack is successful, damage will be done to the offending object. It should be noted that some weapons cannot be used to break an object (for example, it's rather difficult to break a rope with a club, or a reinforced steel door with a bamboo pole). Objects cannot attack characters in return (unless designed to, as a trap). If enough damage is done, the character will destroy the object. Objects have hit points, and are generally more resilient than living creatures. Depending on the nature and composition of the object, breaking in may be a simple matter, or it could be a long ordeal. Some objects may have various hit point counts amongst their components (for example, an entire building would have a hit point count, but so would the door needed to gain entry; the door would naturally have fewer hit points). Objects are also more capable of resisting damage than characters; most have some damage reduction (see Chapter 10.2.4). The following table can be used to determine just exactly how hard it is to break an object. Note that this table covers common objects; more exotic materials will need damage reduction and hit points set at the GMs discretion.

0
Damage Reduction and Hit Points of Common Materials
Material NameDamage ReductionHit Points
Glass010 per centimeter
Wood530 per centimeter
Stone1050 per centimeter
Metal15100 per centimeter
Dense Metal
(Starship Armor)
2
500 per centimeter

Disarm/Sunder

Under certain conditions, a combatant may attempt to disarm an opposing combatant or attempt to destroy the equipment they are carrying. Disarming is a special full-round Attack action, and a further declaration of a specific piece of equipment an opposing combatant is carrying (this can be a personal shield generator, or even a weapon they are currently wielding). The opponent must be at least as close as five melee combat range increments if the attempt is to be made with a ranged weapon, or one range increment if the attempt will be made with a melee weapon (a combatant using sniper-style weaponry, however, may make an attempt from any range). The attempt to disarm is made as a normal attack action (see below), with the affected body part automatically targeted in the event of a hit. A character must make a roll with a total result of 25 points higher than the ordinary required HD in order to disarm the opponent, or 35 points higher if the targeted object is a multi-handed item. If the attack is successful, the opponent takes one-half the normal damage from the attack. If this attempt is successfully made by an unarmed combatant at one melee range increment, then they automatically pick up the item as a result of the attack. In all other cases, the object falls to the ground at their opponent’s feet (and deactivates, if activated). If the final result of the attack is at least 50 points over the amount needed for a normal attack, then the attack is so well-placed that the object itself is hit. The GM makes a d% roll. If the result is less than the final result of the attack roll, the object in question is destroyed. If the object in question is an explosive or a charged energy weapon, it detonates, causing the half of the item's full damage, falling off ten points for each range increment from the point of the blast. Otherwise, the item is merely rendered inoperative until repaired. The opponent will drop the item whether or not the item is destroyed or merely disabled.

Speak

A combatant may choose to speak to another combatant as a free action. Combatants may speak to one another at any time for any reason, though what they might want to speak about is totally up to the characters and the GM. It is important that communicator and receiver speak the same language, to make sure the message is understood clearly. This is important, particularly when insulting an opponent.

Aid

A combatant may make attempt to aid another combatant. This counts as a special action. Aid typically comes in the form of a Leadership Check or an Intensive Care Check. Both require the combatant to be within at least 50 meters (Range 10 in melee combat, or Range 2 in ranged combat). A Leadership Check opposed by the target's Willpower Save can be used to rally a Shaken character. If successful, the target is no longer Shaken, cancelling all penalties for being Shaken. If helping at least three characters at once, the Leadership Check automatically requires a Very Difficult DC. Leadership Checks can also be used to inspire non-Shaken characters in the same way. If successful, the target will not become Shaken if otherwise intdicated to do so for a number of rounds equal to the degree of success divided by ten. Further, during that time, that specialist may add the same amount (degree of success divided by ten) to all die rolls they make. A character may only try to inspire one other character at a time. Finally, a character may make an Intensive Care Check to apply medicines and or medical supplies (such as a bandage or stimulant) in an attempt to alleviate the adverse effects of any damage the target may be suffering, or (if necessary) to put the target in stasis (see Assisted Healing, below).

Reload/Recharge

A combatant may decide to reload or recharge a weapon during combat. Reloading is a special action that may take a number of rounds, and is wholly dependent upon the weapon itself (see chapter 5.2). A character should carefully consider whether or not the need for a particular weapon outweighs the amount of time it would take to reload the weapon; some weapons may take a significant amount of time. Personal shields and other items that require batteries may also be reloaded/recharged using this action.

Move Action Rules

A character may decide to change their position as part of a combat round. Movement, perhaps not-surprisingly, counts as a move action for the character and changes the ranges to other combatants. Movement on the character-scale can either be Speed-based or Initative-based. If Initiative-based movement is being used, characters receive a number of movement points equal to one plus their Initiative value (thus a character with an Initiative of six would receive seven movement points). If Speed-based movement is being used, a character may move up to a total distance in meters equal to the maximum amount allowed by their speed rating (five-thirds times the speed, rounded down), which acts in place of the character's movement points. The character may decide to go at a slower speed, thus receiving less expendable distance. A character must move a minimum distance of 6 meters; a character moving less than that is taking a step, which is a free action.

Movement on the character-scale at melee range may or may not require a Three-Dimensional Maneuvers Check. A character is allowed to Change Facing as a free action (see above) with the usual movement cost; the character may elect to change their facing in the middle of a move action, if they would like (they cannot, however, change facings twice while moving). Changing facing and moving straight ahead does not require a Three-Dimensional Maneuvers Check, provided their propulsive appendages aren't damaged. Moves that involve fancier footwork (lateral movements, jumps, somersaults, etc.; collectively these are known as stunts) will require a Three-Dimensional Maneuvers Check; the DC of the Check will depend upon which stunts the move involves, whether or not the character has wounded propulsive appendages (for each wound, add ten to the DC; characters with non-functional propulsive appendages cannot move), and the character's encumbrance total (see Chapter 5.4). Each stunt has its own DC, which is simply added to the overall DC of the Check. If the Check fails, the character may make their movement movement up to the first stunt, at which point they stop moving and must make a successful Reflex Save to avoid being knocked prone. Advanced stunts usually have a minimum Finesse requirement. If the character does not have the indicated Finesse score at minimum, the character cannot perform the stunt (this automatically disqualifies some species from performing certain stunts).

If movement is Initiative-based, then the character moves one range increment for lateral movement, and remains in place when changing facing. All movement takes one movement point to perform in melee combat, and five movement points in ranged combat. Note: GMs may decide to allow "partial movement" if one or more of the characters involved in ranged combat have receive less than five movement points per turn, at their discretion. If movement is Speed-based, then all stunts require an amount of space to perform. A character may make a lateral maneuver up to the distance of one melee range increment (five meters). They may move less than this distance, but must move at least half a range increment (2.5 meters) before selecting another movement to perform.

Stunts give the character an HD bonus until their next turn. These bonuses accumulate with each stunt performed during the course of the character's movement. If the character is fired upon at any time up until their next turn, the total bonus applies. The price for this bonus is a (smaller) penalty to their Attack Bonuses, which apply through the character's next action (so a character that makes a move action as their second action in a turn will have weapons penalties in the first action of their next turn). Fancy moves makes you harder to hit, but also makes it a little harder to aim accurately.

The Three-Dimensional Maneuvers Check for movement does have critical potential. In the event of a critical success, the Attack Bonus penalties are nullified (the character is able to pull off their stunts and still come up aiming at their target). In the event of a critical failure, the character may not move at all; the GM changes the character's present facing to a new, random one. Additionally, the character character is knocked prone and takes 1d5 Wounds to their propulsive appendages (see below); if they were already Wounded before the character attempted the stunt, their propulsive appendages automatically fail.

5
Stunts
 Minimum Finesse Score RequiredDCDodge BonusAttack Bonus PenaltyDescription
Walk Forward00+0+0Character moves forward.
Forward Sidestep515+5-1Character moves diagonally forward and does not change orientation.
Sidestep1020+5-2Character moves left or right and does not change orientation.
Backwards Sidestep1040+5-1Character moves diagonally backward and does not change orientation.
Walk Backwards1030+5+0Character moves backward and does not change orientation.
Jump Forward510+5-1Character jumps forward. May move one range increment if done from a stopped position, two if moving forward prior to the jump.
Jump Backwards1030+5-2Character jumps backwards. May move one range increment if done from a stopped position, two if moving forward prior to the jump. Does not change orientation.
Jump Sideways1040+10-2Character jumps to one side. May move one range increment if done from a stopped position, two if moving forward prior to the jump. Does not change orientation.
Tumble Forward1020+15-5Character ducks down into a crouch, rolling forward. Moves one space forward.
Tumble Backwards1550+20-10Character ducks down into a crouch, rolling backwards. Moves one range increment backwards without changing orientation.
Tumble Sideways1560+25-10Character ducks down into a crouch, rolling to one side. Moves one range increment sideways without changing orientation.
Handspring1540+20-6Character rolls forward onto their hands, then continues rolling back onto their feet, remaining extended. Moves one range increment forward.
Back Flip2070+25-8Character rolls backwards onto their hands, then continues rolling back onto their feet, remaining extended. Moves one range increment backward without changing orientation.
Cartwheel2080+30-8Character rolls sideways onto their hands, then continues rolling back onto their feet, remaining extended. Moves one range increment sideways without changing orientation.
Somersault2045+25-6Character jumps forward into the air and rolls while still airborne. Moves one range increment forward.
Backwards Somersault2575+30-8Character jumps backwards into the air and rolls while still airborne. Moves one range increment backwards without changing orientation.
Sideways Somersault2
85+35-8Character jumps sideways into the air and rolls while still airborne. Moves one range increment left or right without changing orientation.

NPC combatants move in relation to their present target. Should the target have a lower SI than the current target, the NPC combatant will move towards it, and vice versa. NPC characters will also keep their movements limited to 45-degree turns and forward movement as a general rule. These rules may be overridden at the GM's discretion.

If combat is not being conducted on a grid, then the move action simply changes the range to the current target. The GM rolls 2d10, and changes the range as normal. In the event that a very long range is rolled (16, 17 or 18), compare the character's Strength Index (SI) with the opposing group's Composite Strength Index (CSI). If the SI is less than one-fourth of the opposing group's CSI, the character is considered disengaged from combat.

Attack Action Rules

This is probably the most common standard action in combat. Simply put, the combatant chooses to attack an opposing combatant. A regular Attack counts as a Standard Action, requires a declaration of one weapon type or natural attack to be used, and requires a further declaration of a target in range of the attack.

Using Weapons

Before any weaponry can be applied to a target, the target must be within range of at least one of the character's offensive weaponry options, the target must be within the character's line of sight, and (for projectile and beam weapons) there must be enough energy available or ammo loaded to fire the weapon. If these conditions are met by more than one weapon at a time, the character does have the option to use more than one weapon (though generally at a penalty), or to just use one at a time.

Line of sight is dependent upon the character's species; specifically, in what parts of their body they have visual sensory organs (eyes), and how those organs coordinate with their motor organs (arms). For the sake of simplicity, every species has a field of vision stat, which lists two arcs: an optimal arc and a peripheral arc. A character may use weapon in their optimal arc without penalty. Firing into the peripheral arc imposes the usual -25 modifier to Checks requiring clear eyesight. Most of the time a player will want to change their facing before declaring an attack action so they don't get penalized, though there may be occassions where their either can't or don't want to, which is when these rules become important.

To determine if a combatant has line of sight with a target, draw or visualize a straight line between the attacking combatant and their target. If the line intersects the attacking character's field of vision arc and any point on the target, and there is nothing between the two characters, then the attacking character has line of sight and may attack the target. If not, then whether or not the character may attack depends on what's in the way. If the line isn't touching the attacking combatant's visual arc, they don't have line of sight and can't attack. If what's in the way is something that can be reached over or shot over (such as a low hedge or tree stump), then the character still has line of sight. If it's an obstacle that can be attacked through (like a plaster or wooden wall), then the attacker may still attack, though they take the -25 penalty for not having clear sight. The obstacle itself will have to be blasted through (reduced to 0 HP) before any leftover damage makes it to the target. If a sturdy, tall object (like a mountain or a brick wall) is in the way, the attacking character does not have line of sight. If ever a situation is ambiguous (the target is partially covered by the corner of a building, etc.) the GM may use their discretion, and add attack roll penalties if they so choose. A character may not select a target if another character is in the way.

If a character has more than one weapon drawn and ready to shoot, they may decide to fire multiple weapons at once. Depending upon a character's handedness, they will take penalties on any weapons attacks made "off-hand" (using any motor appendage other than their dominant one). The penalty is -10 to the Attack Roll for that attack; this penalty is reduced if the character has the Ambidexterity Talent. If using both weapons on a single target, a single Attack Roll is used for both weapons. A character can attack more than one target in a single attack action; they must be able to use at least one weapon on all selected targets, in addition to all the normal attack requirements. Multiple attack rolls are used in this case, and there is a -10 penalty that accumulates with each target attack (i.e. the attack roll for the second target is at -10, -20 for the third, -30 for the forth, and so on). Multiple fire weapons (such as submachine guns or automatic weapons) can be used to attack more than one target; this is handled like a multiple target attack. If a multiple fire weapon is fired at a single target, though, it counts as a single weapon attack; the character must score 5 points over the initial target DC to hit with the second shot, and an additional five over the target for each subsequent shot (for example, if the first shot is successful with a result of 76, the second shot succeeds at 81, the third at 86, the fourth at 91, and so on).

If a character has a hostile combatant within two melee combat range increments (within 10 meters), those two combatants are considered in melee. Firing at any combatant in melee gives a +20 HD bonus to those combatants if anyone tries to target them with a ranged attack. Characters in melee take a -20 penalty to the attack roll if they attempt to make a ranged attack at any other combatant. Additionally, a character that moves within two melee combat range increments of an opponent prompts an Opportunity Attack from that opponent.

Before firing weapons, a final “to hit” number must be determined. This begins by subtracting the appropriate Attack Bonus of the attacking combatant from one-tenth of the target's Dodge skill score (rounded down). This represents all the low-level sparring the characters are doing, one to seek an opportunity to land a solid hit on their opponent and the other to evade ( Exception: during the surprise round, the Dodge skill of the target is ignored). The difference is added to the target combatant's HD (THD, if the weapon is making a touch attack, or FHD if the character is surprised). The attacker's encumbrance total and any additional effects from any equipment they're carrying are added to the HD as well, as well as any HD Range falloff penalties that may apply for a weapon being fired. (For example: Xxksax is a Veloxi firing a Class Two Hand Laser at a G'Nunk warrior, which has an HD of 61 thanks to their armor and inherent abilities. Xxksax has a ranged Attack Bonus of 4; the G'Nunk's Dodge score is 34. In this case, 1 points would be subtracted from the G'Nunk's HD, so 60 becomes the G'Nunk's effective HD (34 / 10 = 3.4, rounds down to 3; 3 - 4 = -1, 61 + -1 = 60)).

Once the effective HD is determined, the attacking combatant will make a d% roll to attack, adding an Attack Bonus which will depend upon what kind of weapon is being used. If melee weaponry is being used, the combatant will use their Melee Attack Bonus. If ranged weaponry is being used, the combatant will use their Ranged Attack Bonus. If the character is making an unarmed attack (they aren't wielding any weapon), then the combatant will make a simple Brawling Check in lieu of an attack roll; unarmed attacks cause Non-Lethal Damage equal to the degree of success, plus one point of Lethal Damage per ten points in the combatant's Brawling skill. If the attack roll is successful, then the weapon hits and causes the amount of damage indicated by the weapon type and Class, as well as the number of points the attacking combatant has in their Power attribute (for melee combat) or their Finesse attribute (for ranged combat). (Exception: during a surprise round, neither attribute score bonus applies). How the damage affects the target will depend on how much damage is inflicted and which part of the target's body the weapon hits (see Resolving Damage, below).

The attack roll has critical potential. In the event of a critical success (a critical hit), the weapons damage is increased. For melee weaponry and unarmed combat, the hit scores double the full amount of damage. The same hold true for beam weaponry, regardless of range. For projectile weaponry, roll 1d10 (counting the 0 as 10 in this case) and multiply the result by 10. Add the result to the weapon's damage. In addition to the extra damage points, the part of the body hit may take multiple wounds regardless of the condition of the combatant’s defenses. Roll to determine which body part is affected as normal (see Resolving Damage, below). Roll d5 for the number of wounds inflicted on the part.

In the event of a critical failure (a critical miss), the combatant misses its target and inadvertently hits a friendly target by mistake; such “blue-on-blue” incidents can be quite costly. Critical misses have the same effect as a critical hit when they occur, causing damage above and beyond the weapon’s normal means. The friendly combatant affected is the friendly combatant with the next lowest initiative value, or (if no such combatant exists) the friendly combatant with the highest initiative value. If there are no other friendly combatants available, the attacker winds up hitting themselves.

Sniping

Occasionally a character may want to try and wound a character from extremely long range, beyond what is normally covered in combat. All instances of attempting to hit a target beyond fifteen ranged combat increments is considered sniping. Sniping requires two things over and above the normal requirements for a regular attack: a weapon with the kind of range needed to hit a target over the normal maximum limit for ranged combat (375 meters), and a scope or other type of targeting system that would enable the weapon's user to see the target at that range. Sniping attacks are full-round actions. The target's HD is doubled for the attack. For all projectile weapons, treat the target as though it is at fifteen Ranged combat increments. Any bonuses from the sighting system apply to reduce the HD. Sniping attacks are considered surprise attacks, so the target's Dodge skill is ignored even if they are aware of the sniper's presence. Roll to attack as normal. In the event of a hit, damage from the weapon is tripled, unless the weapon is specifically designed as a sniper weapon. In that case, treat any cognitive or vital body area hit as a massive attack (see below).

Resolving Damage

As previously mentioned, a combatant has several different body parts. One of the most crucial parts of resolving damage on the character-scale is determining where exactly a hit has landed whenever the combatant takes damage. If the hit happens in the wrong place, it could potentially have life-threatening results.

When a hit is indicated, 1d10 is rolled. The result determines where the shot hit:
0: Cognitive Organs (Vital) – The cognitive organs are what enables a character to think and to control their life processes (the human equivalent would be the brain and spinal column). It should go without saying that these organs are vital to a character's continued existence and that any hit to those organs is potentially fatal. All hits to the cognitive organs cause double the normal amount of Lethal Damage. The round immediately after a character takes a cognitive organ hit, they may only make one action. Failure of the cognitive organs means immediate clinical death, and maiming is immediate brain death (see below).
1-2: Motor Appendages – Motor appendages can include arms, tentacles, branches, or anything else that is used for the purpose of manipulating other objects. In the turn immediately following a hit to a motor appendage, the character cannot manipulate an object with the affected appendage, nor can they attack with a weapon held by that appendage (they do, however, maintain a hold on anything they were carrying with the appendage). If the appendage fails, the character may not use that appendage to attack or manipulate objects until the appendage heals, and anything held by that appendage is dropped. If the appendage is maimed, then these penalties are permanent (although in Industrial and Starfaring societies, the character can be fitted with prosthetics; see below.)
3-4: Sensory Organs – Sensory organs (including eyes, ears, noses, antennae, infrared pits, etc.) are used to give the character information about their surroundings. Losing control of any sense can have fatal consequences. When this type of hit is indicated, the GM must make a second 1d10 roll to determine the specific organ set hit, as follows:
1-2: Visual Organs - Sight
3-4: Auditory Organs - Hearing
5-6: Olfactory Organs - Smelling
7-8: Gustatory Organs - Tasting
9-0: Tactile Organs - Feeling
A character's Senses trait for the organ listed is temporarily reduced by the number of HP lost to the hit, returning to a maximum of one less than the original level as the HP damage heals. Failure of the organ results in a temporary complete loss of the sense (-30 Sense trait), while maiming makes the condition permanent (in both cases, the character gains no building points). Blinded characters don't have clear sight, though they may still attack (at a -25 penalty). (NOTE: A hit to this area represents a wound that affects the specific organ, without necessarily affecting the surrounding areas. For example, while a shot that hits a human's visual organs (their eyes) would also likely affect their cognitive organs - hitting the eyes implies a head shot, and the brain is directly behind the eyes - it is considered to only affect the eyes. GMs are welcome to alter this rule at their discretion if they want to add to the game's realism.)
5: Propulsive Appendages – Propulsive appendages can include legs, tentacles, aveoli, or anything that is used in order to move a character along. A character cannot move for one round after taking a hit to a propulsive appendage. Hits to these organs slow a character down, by one movement point per Wound inflicted. If a propulsive appendage fails, then the character's movement points are reduced to one until the appendage is healed. If all of a character's propulsive organs fail, they cannot move until the appendages heal. Maiming of propulsive appendages makes these movement penalties permanent (although in Industrial and Starfaring societies, the character can be fitted with prosthetics; see below.)
6: Reproductive Organs – Though most civilized races consider it uncouth, there are few things that can disable an attacker faster than a shot to the pills. The effects of hits to the reproductive organs depend on the gender of the species. Male characters suffer double the amount of Non-Lethal Damage they would receive from the hit and are Dazed for a number of minutes equal to one-tenth the total amount of damage received (rounded up). Female characters take double the amount of Basic Damage, but are not Dazed. Both genders cannot move for a number of rounds equal to one-tenth the amount of damage received. Failure immobilizes a character completely until they can receive medical attention. If the reproductive organs are maimed, the character cannot Run ever again, and cannot procreate (this shouldn't be an issue in most campaigns, and if it is, it usually says something about the GM...).
7-8: Body Area (Non-Vital) – The shot hit a part of the character's body without hitting any vital areas. While a character can bleed to death from the wounds, a hit to this area does not cause any further penalties to the character. The body is the only "part of the body" which cannot fail due to excessive wounds. If the body is maimed, the character suffers clinical death (0 HP).
9: Body Area (Vital) – The shot hit a part of the character's body that included a vital organ. This kind of damage is more serious than a regular body shot. All damage from the hit is doubled. Further, this would will cause a character to lose 2 HP per minute instead of just 1 HP. As with normal body hits, the body will not fail no matter how many wounds it receives. If the body is maimed, the character suffers clinical death (3x Durability).
If a part is indicated which the character either does not have or is not available to take damage, roll again on this table.

There are three types of damage that can occur to a character in SFRPG. Non-Lethal Damage refers to any kind of damage which is intended to disable the combatant, but not necessarily to cause any kind of lasting damage. Lethal Damage is damage that is intended to kill the combatant. Finally, Basic Damage is a combination of Non-Lethal and Lethal Damage; when a character suffers basic damage, half of the damage (rounded down) is Lethal Damage, and the rest is Non-Lethal. All Characters-scale combatants have two HP counts, one for Non-Lethal Damage and one for Lethal Damage. The amount of Non-Lethal and Lethal damage a character receives upon taking a hit is not only dependent upon the amount and type of damage indicated by the weapon used, but also upon the location of the hit.

A hit does not automatically indicate injury. If a character is wearing a personal shield or protective armor for the indicated body part, the shield/armor may absorb the damage first. Injury will only occur if the damage is severe enough to penetrate whatever defensive gear they may have in place, and if the defensive gear is not specifically designed to block the particular weapon being used against it. If the gear can block the weapon, any Lethal Damage from that weapon is transformed into Non-Lethal Damage before any damage is applied. The overall effectiveness of defensive gear is measured in hit points, like a character. The current HP level of defensive gear not only indicates how much more cumulative Lethal Damage the armor can absorb before it is rendered useless, but also indicates an amount of damage reduction for any Non-Lethal Damage sustained in a given area (for example, if a character would take 100 points of Non-Lethal Damage to an area but has armor with 55 hit points remaining covering the area, the Non-Lethal Damage is reduced by 55 points before it is applied; the character would only receive 45 points of Non-Lethal Damage in this case). Non-Lethal Damage never reduces the available hit points of defensive gear. For each point of unconverted Lethal Damage done to the gear, one point is subtracted from the available defensive hit points. The hit points of shields are always subtracted before the hit points of armor. Points subtracted from shields and armor are also subtracted from the combatant’s strength index, which in turn lowers the composite strength index of the combatant's combat group. If defensive hit points are reduced to zero, any excess damage is applied to the combatant as damage of the type indicated. For each point of damage taken, one point is subtracted from the appropriate character HP count.

Regardless of the type of damage a character takes, a character must make a Reflex Save and a Willpower Save any time they are hit. The DC of both Saves equals the amount of damage inflicted, whether Lethal, Non-Lethal, or Basic. If the Reflex Save fails, the character is knocked prone as a result of the hit. This roll has critical potential: in the event of a critical failure, the character hits the deck with enough force to break part of their skeleto-muscular system. A part is chosen at random, and the character takes d5 Wounds in that part (see below). Should the Willpower Save fail, the character becomes Shaken.

Non-Lethal Damage

If Non-Lethal damage is done, the damage is subtracted from the character's available number of Non-Lethal hit points. A character that has lost half of their available Non-Lethal HP becomes Dazed. If a character ever loses all of their Non-Lethal HP, that character is knocked Unconscious. If the character continues to suffer Non-Lethal HP damage after losing all their available Non-Lethal HP (i.e. they have "negative" Non-Lethal HP), the character has taken Impact Damage. A character with Impact Damage will remain unconscious for a period of at least one hour, depending on just how many points of Impact Damage have been inflicted on the character. A character with Impact Damage can regain consciousness early, but it requires a good dose of stimulants or other medical care, and someone else to administer that care (see Healing and Recuperation, below).

Should a character ever take so much Impact Damage that their character has absorbed at least twice their normal amount of Non-Lethal HP, that character is now comatose. Being comatose is a little more serious than merely being unconscious. Every hour a character is comatose, they must make a Fortitude Save with a DC of 50 plus the total amount of Impact Damage they currently have, plus the number of hours they've been comatose (+1 for the first hour, etc.). If the Save fails, then not only does the character not lose a point of Impact Damage that hour, but they lose one Lethal HP, one point from any one Physique skill and one point from any Intellect Skill (selected by the GM at random). Characters can die from becoming comatose. A comatose character cannot be revived back into consciousness with medicine, though medicine may help mitigate the effects of their coma (in particular the loss of skill points; see below). The Fortitude Save has critical potential: in the event of critical success, the character comes out of the comatose state (though they are still unconscious) and loses enough Impact Damage that they are at twice their Non-Lethal HP minus one. In the event of critical failure, roll 1d10 and lose that many points of Lethal HP and that many points from the selected skills instead (0 counting 10 in this case).

Lethal Damage and Wounds

If Lethal damage is done, the damage is subtracted from the character's available number of Lethal damage hit points. When a body part takes Lethal Damage, one Wound is inflicted in addition to the HP damage the combatant takes. Wounds are another measure of how badly a combatant has been hurt in combat, and generally have a negative impact on the combatant's performance. Each Wound inflicts a -1 penalty on all Checks the character makes, and costs the character an additional point of Lethal damage every ten rounds (every minute) during the character's regeneration phase regardless of whether or not the character is conscious or not. This makes any wound, no matter how seemingly insignificant, a potentially lethal one unless properly healed.

When a character is wounded, it can cause enough pain to instantly knock them out. A character must make a Fortitude Save with a DC of 50 plus the amount of Lethal damage they have taken so far. If the save fails, the character is immediately rendered Unconscious, and they are reduced to zero NHP.

If a body part has been Wounded, there is the chance that part may fail whenever the afflicted combatant attempts to use it (i.e. the damage to the part is so severe that the combatant either cannot use it at all or cannot use it without causing a crippling amount of pain). To determine if a body part has stopped working, the character must make a Stamina Check, with a DC of 50, plus 20 for each Wound to the affected part, plus another 10 for every other Wound they may have suffered. If the Check fails, the part fails, and whatever attendant penalties come with a failure go into effect immediately. Sensory and Cognitive Organs should be checked at the beginning of the combatant’s turn, Propulsive Appendages when the combatant tries to perform a move action, and Motor Appendages any time the character attempts an action involving the specific appendage. This Stamina Check has critical potential: in the event of critical success, one Wound is removed from the part. In the event of a critical failure, then the part fails, 1d10 Basic Damage is inflicted on the character, and the character takes an additional Wound. A combatant’s Body Area never fails. Once a part has failed, it will remain non-functional until it can be healed enough to become functional again (see Healing and Recuperation, below). When a body part takes a number of Wounds equal to the combatant's Durability, that part automatically fails. When a body part takes a number of Wounds equal to twice the combatant's Durability, the combatant is maimed; that part of the body will not function again on its own. At that point, the part in question is no longer available to take Wounds. When a character is maimed, they automatically acquire the Amputee Complication at 10. If they already had the Amputee Complication, the strength of the Complication is increased by 5, up to the maximum score of 25.

If a combatant is reduced to half their available HP, they are fatigued. A fatigued combatant may only take one action per round, must take double any additional Non-Lethal Damage inflicted upon them, cannot perform full round actions, and takes a -20 penalty on all Checks and saves.

If a combatant is ever reduced to zero HP, if they take a total number of wounds equal to three times their Durability rating, or if their Physique score drops to -100 at any time, they are clinically dead. Clinically dead characters are Unconscious, but can still be brought back to the land of the living if resuscitated in time. A character has only so long once they are clinically dead before their death becomes permanent. When a character that is clinically dead has been clinically dead for a number of minutes equal to or exceeding their character's Durability score (ten times their Durability score in rounds), they are brain dead. Once brain death occurs, a character is permanently dead; if the character was a PC, then it's time for the player to start working on a new character...

Should a character ever take so much Lethal Damage that their character has absorbed at least twice their normal amount of HP, that character has been mutilated (or vaporized, depending on the method of damage). Mutilated characters are instantly brain dead, no matter how long they've been in that state.

It may happen that a combatant takes a lot of damage at once, so much so that any damage they take is immediately life-threatening. If a combatant receives any single strike that causes 50 or more points of Lethal damage in a single blow (a massive attack), they must immediately make a DC 75 Fortitude Save. If they fail the save, clinical death occurs immediately, regardless of how many more Hit Points they may have or how much of the damage can be absorbed by their defensive gear (reduce the character down to at least zero HP). If they survive the save, the combatant is knocked Unconscious immediately. Any further Non-Lethal damage becomes Impact damage as normal in that case.

The following is an example of how damage is applied. Xxksax, the Veloxi character mentioned above, rolls for the attack and comes up with a 66, scoring a hit. 1d10 is rolled for the hit location; it comes up a six. Unfortunately for the G'Nunk (who, for the sake of argument, is male), he forgot to wear his cup, so he gets the laser's full brunt right in the 'nads. The G'Nunk's SI is not lowered, since no armor or shields were in the way of the shot; this is likely of little comfort to the G'Nunk...

The laser causes 21 points of Lethal Damage to the G'Nunk. The G'Nunk is male, so he becomes Dazed for three minutes (1/10 the damage rounded up), cannot move for three rounds, and the the NHP damage is doubled; since the hit did only did Lethal damage twice zero is zero, so there is no NHP damage. The G'Nunk's NHP count remains at 100, while his HP count is reduced to 79. One Wound is also inflicted on the pills.

The G'Nunk must now make a Reflex and Willpower Save; the DC for both rolls is 21. Trouble hits right off the bat with the G'Nunk's Reflex save...00, a critical failure. d10 is rolled, and four comes up; sensory organs. A second d10 is rolled and comes up as a five, so the damage is to the G'Nunk's olfactory organs. A third d10 is rolled for the number of wounds; the result is a three. The G'Nunk is knocked Prone, and winds up breaking his nose as a result of the fall, with three Wounds. The Willpower Save at least goes off without a hitch; 37, more than sufficient.

Since the G'Nunk has taken wounds, he must now make a Fortitude Save to avoid passing out. The G'Nunk has taken 21 points of HP damage so far, so the DC of the Save is 71. The die is rolled...59. With the Save modifier, the G'Nunk remains conscious, but just barely...

The G'Nunk is by no means out of the picture just yet, but they will have some pain to deal with. With four wounds, he'll lose another 4 HP in another ten rounds, unless he takes the time to apply some bandages. Xxksax, in the meantime, has likely done little more than to royally piss off a G'Nunk with his low blow, something which any sane sentient being will tell you is a Very Bad Thing......


Healing and Recuperation

Character scale combat is unique in that while the other scales of combat have "repair" actions that can take place during combat, there isn't much of an equivalent for the character-scale. While some items may provide a character with temporary relief for their symptoms, most medical treatments take an amount of time far greater than the standard combat round in order to work. Nevertheless, this is a good time to talk about how a character may regain health after sustaining any form of damage.

When it comes to natural healing, a character's best Skill is Recuperation. The higher this skill is, the faster a character will be able to heal, and the more likely it is that they will be able to survive serious injury. That's not to say that Recuperation is the best of the available physical Skills for a beginning player to put build points in, but a player would be remiss not put at least a few points in Recuperation.

Any type of healing requires resting on the part of the character. Sleep is best, but any type of light activity will be sufficient for healing. The GM can decide what constitutes "light activity" for purposes of healing; they should be gracious enough to notify the player when they've planned an activity for their character that is too strenuous for healing. The GM may, at their discretion, lower the DCs for healing if the character decides to sleep over performing even light activities. Characters cannot heal naturally in combat situations.

Healing Non-Lethal Damage Naturally

A character performing light activity heals a number of Non-Lethal Damage at a rate determined by their Recuperation Skill. If the character is conscious, then no Check is required for this kind of healing. For each point in the character's Recuperation Skill, one point of Non-Lethal Damage is removed per hour, until the character has regained all of their Non-Lethal HP.

The situation is slightly different if the character is Unconscious or comatose, as the character may have Impact Damage to shrug off first. A character cannot begin healing Non-Lethal Damage as long as they still have Impact Damage to deal with. This kind of healing requires a Recuperation Check, with a DC equal to the total number of Non-Lethal and Impact Damage points the character has received. This Check may be made once per hour. If the Check is successful, the character loses one Impact Damage point plus one point for every 10 points in their Recuperation Skill. Otherwise the character keeps the amount of Impact Damage they have, and remains Unconscious for another hour. This Check has critical potential: in the event of a critical failure, the character takes additional Impact Damage equal to the 1/10 the degree of failure (rounded up) and can become comatose if they exceed twice their Non-Lethal HP. In the event of a critical success, the character loses a number of Impact Damage points equal to 1/10th the degree of success (rounded up). When a character loses all Impact Damage and is raised to at least 1 Non-Lethal HP, the character can awaken (provided, of course, they aren't Unconscious for other reasons).

If the character is comatose, then they must make a Fortitude Save (as prescribed above) before they make their Recuperation Check. The Check for a comatose character has the same possible outcomes as a Check for a character that is merely Unconscious; the only difference between the two states is the potential for Lethal Damage and the fact that a Doctor may not revive a comatose patient.

It probably goes without saying that a clinically dead or brain dead character can not heal Non-Lethal Damage at all.

Healing Lethal Damage and Wounds Naturally

Trying to heal Lethal Damage and Wounds naturally is not recommended, but there may be times where a character really has no other choice (such as a character whose ship has crashed and all other crewmembers have perished, or a character from a more primitive culture whose people haven't yet discovered rudimentary medicines).

Healing Lethal Damage always requires a Recuperation Check, which can be made once every eight hours, minus one hour for every 10 points in their Recuperation Skill. The DC of the check equals the total number of Lethal Damage points and wounds the character has received. If the Check is successful and the character has no wounds, they recover one point of HP for every point in their Recuperation Skill. If the character still has at least one wound, the character recovers one HP plus one point for every 10 points in their Recuperation Skill, and heals one Wound. Otherwise the character keeps the amount of Lethal Damage and Wounds that they have. This Check has critical potential: in the event of a critical failure, the character takes additional Lethal Damage equal to 1/10 the degree of failure (rounded up) if they have no wounds. If the character has wounds, then in addition to the Lethal Damage indicated for no wounds, they take added Lethal Damage equal to the number of wounds they have and must make a Fortitude Save to fight off an infection (see Chapter 12.4.2). In the event of a critical success, the character heals an added number of Wounds equal to 1/10th the degree of success (rounded up).

Healing Wounds is similar to healing Lethal Damage, though the amount of time required is even longer. A character may make a Recuperation Check to attempt to heal Wounds once per day (24 hours), minus one hour per ten points in their Recuperation score. The DC of the Check is ten times the number of wounds currently inflicted upon the character. If the Check is successful, the character heals one Wound, plus one wound for every 10 points in their Recuperation score. Otherwise, one of the Character's Wounds will still heal, but leave a scar in the process. The character's Comeliness trait is reduced by one. This Check has critical potential: in the event of a critical success, all of the character's Wounds are instantly healed. In the event of a critical failure, the character's remaining Wounds all become infected.

Assisted Healing

Characters have the option of seeking the aid of others when it comes time to try and heal their wounds. Assisted healing does have a few advantages. The first and foremost advantage of having assisted healing is that the wounded character has someone else that they can rely upon for applying new bandages and medicines after their time is up, and in more advanced cultures, someone to try to resuscitate them if they happen to slide towards death. If their caretaker is a trained medical professional, then the healing process tends to go smoother and take less time. Granted, this type of care might wind up costing the character quite a bit of money, but when you need a doc's help, you need a doc's help.

The quality of medical care a character receives is going to depend upon the technological level of the character they go to for assistance. More primitive cultures have less of an understanding of medicine, and so can botch things up royally. For Stone Age cultures, all medical Checks listed in this section are at a minus 75 penalty. All Metal Age cultures are at minus 25.

Characters receive some bonus to their natural healing ability even if they simply around a medical practitioner. If wounded character is in a group with a medic, they can gain an extra HP of healing (both Lethal and Non-Lethal) for every ten points in the medic's Long-Term Care sub-discipline.

Healing with assistance is not much different than healing without, except that the responsibility for making the Checks shifts to the medic. Each ten points in the character's Recuperation skill add a plus one to the results of all rolls the doctor makes on that character's behalf. The skill used in place of the character's Recuperation skill is the medic's Long-Term Care sub-discipline. Note that while assisted healing is going on, the character can still perform Checks for themselves for natural healing.

While in the care of a medic, a character will gain Non-Lethal HP equal to their Recuperation score every half-hour, if the character is conscious the entire time. If the character is Unconscious with Impact Damage, the medic may make a Long-Term Care Check every half hour, with a DC of 25 plus the total amount of Non-Lethal and Impact Damage the character has received (the base DC increases to 50 if the characters are located within a mobile vehicle). If the Check is successful, the character loses a number of Impact Damage points equal to 1/10th the degree of success (rounded up). Otherwise, the character loses one Impact Damage point plus one point for every 10 points in their Recuperation Skill. This Check has critical potential: in the event of a critical failure, the character takes additional Impact Damage equal to the degree of failure (rounded up) and can become comatose if they exceed twice their Non-Lethal HP. In the event of a critical success, the character is restored to 1 Non-Lethal HP and regains consciousness (provided they aren't Unconscious for other reasons).

If the character is comatose and fails their Fortitude Save (as prescribed above), there is still a chance for the medic to keep them from losing physical and mental faculty (a medic can't, however, prevent the loss of HP). This requires a Long-Term Check with a DC of 75 plus the total amount of Non-Lethal and Impact Damage the character has received (the base DC increases to 150 if the characters are located within a mobile vehicle). If the Check is successful, then the ability loss does not occur. This Check has critical potential: in the event of a critical failure, the character crashes (reduce them to zero HP; they are clinically dead). If the doctor manages to pull them through afterwards, then the character is restored to their previous HP level, but loses 2d10 additional skill points from any one Physique skill and one point from any Intellect Skill (selected by the GM at random).

Healing Lethal Damage in the presence of a doctor requires a Long-Term Care Check, which can be made once every four hours, minus one hour for every 10 points the doctor has in the patient's particular medicine "species" sub-discipline (Primatology, Etymology, Herpetology, Herbology, or Xenobiology) (one hour minimum). The DC of the check is 50 plus the total number of Lethal Damage points and Wounds the character has received (increase the base DC to 100 if the characters are inside a vehicle). If the Check is successful and the character has no wounds, the character recovers a number of HP equal to the degree of success, up to the character's maximum HP. If the character still has at least one wound, they recover one point of HP for every ten points in the medic's Long-Term Care score, plus they heal a number of Wounds equal to 1/10th the degree of success (rounded up). Otherwise the character keeps the amount of Lethal Damage and Wounds that they have. This Check has critical potential: in the event of a critical failure, the character takes additional Lethal Damage equal to 1/10 the degree of failure (rounded up) if they have no Wounds, and they take one Wound. If the character has wounds, then they also take added Lethal Damage equal to the new number of Wounds they have and must make a Fortitude Save to fight off an infection.

A doctor may attempt to heal Wounds every twelve hours, minus one hour per 10 points the doctor has in the patient's particular medicine "species" sub-discipline (Primatology, Etymology, Herpetology, Herbology, or Xenobiology) . Healing Wounds requires a Long-Term Care Check with a DC of 50 plus ten times the total number of wounds currently inflicted upon the character. If the Check is successful, the character heals heals a number of Wounds equal to 1/10th the degree of success (rounded up). Otherwise, one of the Character's Wounds will still heal, but leave a scar in the process (reduce the character's Comeliness trait by one). This Check has critical potential: in the event of a critical success, all of the character's Wounds are instantly healed. In the event of a critical failure, the character must make a Fortitude Save to try to stave off the infection. If the save fails, then all of the character's remaining Wounds become infected.

Ordinarily, when a character's body part fails, a character needs only to wait until all of the Wounds inflicted on that part are healed before regaining the use of the part. If a part is maimed, however, characters in Industrial and Starfaring Ages may be fitted out with prosthetics as a means of regaining the part's function. Fitting a prosthetic successfully requires a Long-Term Care Check with a DC of 100. If the Check is successful, the character instantly regains the use of the part in question. The character does NOT reduce their Amputee score or lose any negative points to their Senses scores. If the check fails, the doctor must wait two weeks before trying again. In the Starfaring Age, a doctor has the option of regrowing parts. This is like refitting a prosthetic, except that the DC is 125. If the Check succeeds, a fully functional part has replaced the old one, and any penalties taken from the loss of that part are nullified. Should the check to regrow a part fail, the doctor must wait four weeks before trying again.

Assisted Revival, Resuscitation, and Stasis

Characters that take very serious damage in combat may find themselves in need of a quick wake-up, or may find themselves in need of some quick, life-saving action on the part of a medic. While revival and resuscitation are considered assisted healing, they are different from other forms of healing in that they can take place on the time scale of combat, and so it is possible that a doc may find themselves trying to keep someone else from dying while they are still being shot at...

The primary Medicine sub-discipline typically needed for these kinds of actions is
Intensive Care. As with other forms of assisted healing, each ten points in the wounded character's Recuperation skill add a plus one modifier to the results of all rolls the doctor makes on that character's behalf.

Reviving an unconscious character artificially is almost always a temporary measure, and can cause more harm than good if done improperly. Nevertheless, there may be situations where knowing what a character knows or giving them the ability to get up and go someplace where it's a little more convenient for them to pass out can be critical. To attempt to revive a character, a medic must have access to some form of revival medicine (stimulants, smelling salts, etc.) and must have the capability of delivering those drugs to the patient (syringes, etc.). If the medic can deliver the medicine to the patient, then they may make an Intensive Care Check with a DC of 75 plus the total amount of Non-Lethal and Impact Damage currently inflicted upon the patient. If the Check is successful, then the patient goes to zero NHP and gains a number of NHP overt that equal to the degree of the success of the Check. Each round after being resuscitated, the character loses one NHP until the character returns to the original amount of Non-Lethal Damage (and loses consciousness again). If the character does heal some NHP or is inflicted with new Non-Lethal Damage in the meantime, the amount of healing/damage is figured in to the "original" amount of damage. A medic may only make one attempt to revive a character per hour safely. They can administer additional wake-up drugs before the hour is up, but the character gains ten less NHP in the event of a successful Check. This is cumulative per premature revival attempt (e.g. if a character receives a shot, then another a half hour later, and then another forty minutes later, the penalty for the last shot is -20 even though it's been more than an hour after receiving the first shot, since it has been less than an hour since the last shot). If ever a premature revival Check fails, or the penalty completely negates any gain the patient might have received, then the patient has overdosed on the drug, takes Lethal Damage equal to the degree of failure or negative gain, and is poisoned see Chapter 12.4.2. All revival Checks have critical potential: in the event of a critical success, the patient recovers the amount of NHP indicated by a normal success without it draining away.

Resuscitation of clinically dead characters becomes possible with the Industrial Age, and is vastly improved with the Starfaring Age. The important thing about attempts at resuscitation is that they need to happen as soon as possible after the character dies (else the character exceed the amount of time needed for brain death to set in, and their death becomes irreversible). The manner of death is also important, as certain deaths are easier to reverse than others.

A character who reaches clinical death by reaching zero HP is comparatively easy to resuscitate. Moreover, resuscitation for this kind of death can occur using the normal combat time scale. Resuscitation to fix HP damage requires an Intensive Care Check. The DC of the Check is 50 plus the total amount of Lethal HP damage inflicted on the patient. The base DC increases to 100 if the attempt is made while in a moving vehicle. The Check can be made once every fifteen rounds, minus one round for every ten points in the doctor's "species" medical skill. If successful, the patient gains back Lethal HP equal to one-tenth the degree of success (rounded up). In the Check fails, the patient takes Lethal HP damage equal to one-tenth the degree of failure (rounded down).

If there isn't enough time to try and save a patient before brain death sets in, a medic may make an attempt to place the character in stasis. Stasis places the character in a state of suspended animation, either by subjecting the patient to extreme cold (cryogenic freezing), or through use of certain chemical compounds. While in this state, a character cannot perform any natural healing, but at the same time the process of death is slowed down dramatically. Stasis renders the character Unconscious, but then again, so does clinical death. If a character is successfully put in stasis, a doctor may treat them with Long-Term Care checks without risk of causing additional Wounds. It should be noted that stasis does not stop the death process; it merely delays it, though usually to a treatable level. For every minute that a character can remain clinically dead before the onset of brain death, stasis extends the period to the same number of days in the Industrial Age and weeks in the Starfaring Age.

To place a character in stasis, an Intensive Care Check must be made, and the doctor must have access to some method of placing the character in stasis (either stasis-inducing drugs, or access to a cryogenic chamber; vehicles and ships with the Emergency Stasis Unit or Refrigeration Module have this capability). The DC of the Check is 75 plus the total amount of HP the character has received. If the Check is successful, then the patient enters stasis and remains in that state until revived by the doctor. This occurs naturally : if the character has no Impact Damage and positive NHP, they'll wake up upon being removed from stasis. Otherwise, the character will remain Unconscious until they've healed all of their Impact Damage. If the stasis entry Check fails, then the patient will enter stasis and remain in stasis for a period of one hour, but there is some damage caused by the process. If stasis was chemically induced, the character is poisoned. Otherwise, the character will suffer cold damage instead (ten severity levels equivalent). See Chapter 12.4.2 for more information on poisons and cold damage. This Check has critical potential: in the event of a critical failure, the Check causes the damage of a normal failure, but the patient does not enter stasis. A doctor must wait one minute before trying again in the Starfaring Age; no added attempts can be made in the event of failure in the Industrial Age.

A character that dies because they've reached three times their Durability in Wounds is much more difficult to save, but it can be done. In the Industrial Age, this is going to require emergency surgery. To perform emergency surgery, the character must first be placed in stasis as prescribed above. If the character is successfully placed in stasis, then the doctor may begin attempting to rapidly heal at least as many wounds as are necessary to reverse the character's death. This is going to be a DC 100 Intensive Care Check, plus 10 for each wound needed to be healed. The Check may be made once per hour, regardless of the doctor's skills. If the Check is successful, one Wound is healed for every ten points the doctor has in the patient's "species" skill. This Check has critical potential: in the event of a critical failure, the doctor ends up inflicting a number of wounds for every ten points of the degree of failure. In the event of a critical success, the character is left with a number of Wounds equal to three times their Durability score minus one (i.e. enough Wounds are healed to reverse their death). An additional number of Wounds for every ten points the doctor has in the patient's "species" skill are also healed. Regardless of the result of this Check, the character comes out of stasis at the end of the hour; a fresh Check is required to put them back into stasis before additional surgical healing may take place. Add ten to the DC of the stasis Check for each hour the character remains in emergency surgery.

In the Starfaring Age, saving a character that dies because they've reached three times their Durability in Wounds is much easier. The doc can simply place the character in stasis, and begin the normal healing process. The character must, of course, be placed in stasis at any time before the onset of brain death.

It is nearly impossible to successfully resuscitate a character who reaches clinical death through drain of their Physique attribute (technically, the only way to do this would be to raise the character's Physique attribute back to at least -99, but it's hard to do that when the character is already dead, to say the least). At best, stasis would put this character into a permanent vegetative state, technically alive but with little chance of ever recovering. The GM must decide whether or not to allow a player who dies in this manner to remain in stasis or just let them go. A creative GM might be able to use a death from Physique drain as a springboard for an adventure.

As previously mentioned, once a character is brain dead, their death is permanent. The idea of resurrection, bringing that character back after brain death, is ordinarily something that cannot be performed by normal medical means, and will not be discussed here.

Miscellaneous Terms and Definitions

Shaken: A Shaken character has had a traumatic, frightening experience in combat, so much so that they are psychologically stunned and ineffective. A Shaken character will not follow any orders given to them by any other character and any attempt to make them wastes the other character's action. While Shaken, a character is at a -30 penalty to all Checks (but not to saves). A Shaken character can snap out of it with a successful Willpower Save.

Helpless: A Helpless character is, as the name suggests, unable to help themselves for whatever reason. This can include being Unconscious, being asleep, being tied up, or in any state wherein it is physically impossible for a character to make any combat action. Helpless characters are vulnerable to coup de grâce attacks.

Unconscious: This refers to any character that has been reduced to zero or fewer NHP. When a situation calls for a character to fall unconscious, the GM should automatically lower their NHP to zero, unless otherwise indicated. Unconscious characters are Prone, cannot take any actions, and are considered Helpless.

Opportunity Attack: An Opportunity Attack usually occurs in special situations wherein an opposing combatant is about to do something particularly nasty to a target. The attack gives the target a chance to fight back, allowing it to make a single strike at its oncoming attacker. Opportunity Attacks are a free Attack action made by the target. The target must itself target the attacking combatant, but is otherwise free do whatever they wish within the bounds of a regular attack action. Any beam or projectile weapons fired during an Opportunity Attack are considered discharged, should the target get a turn later on in the Order of Battle.

Prone: A character who is prone has dropped to the ground, whether voluntarily or not. The ground provides a +20 circumstantial HD bonus to the character, but the combatant (if conscious), is limited to one-quarter their normal movement speed (rounded down).

Dazed: Characters can become Dazed as the result of a special attack, or if they are reduced to one-half their full NHP. Dazed characters suffer a -5 penalty to all Checks, and add a DC of 10 to all Dexterous Maneuvers Checks. These penalties are cumulative with all other injuries the character may have received.

NEXT: 9.3 Vehicle-scale Combat
PREVIOUS: 9.1 General Combat Rules
TOP



Your Ad Here

ScrewTurn Wiki version 3.0.5.600. Some of the icons created by FamFamFam.