The Do-Nots of Combat :[]
No grappling
No wrestling No Tripping |
No shield bashing (unless against other shields on a shield wall)
No shield kicking No Hooking (other weapons or shields) |
Weapon Hits :[]
Weapons score a hit whenever they make substantial contact (meaning: your weapon hit the target directly, it did not just slide on the target on it’s way to somewhere else, or barely scratched it, ) with a Valid Hit Location.
Valid Hit Locations[]
Location | Crit Effect | Descr | Notes |
Torso | Starts Bleeding Out | Below the neck and above the groin | |
Arms | Cannot grasp or hold items with that hand | Above the wrist, up to the shoulder | The hand below the wrists is a valid target for projectiles |
Legs | Must shuffle and cannot run or walk normally | Above the ankle, up to the thighs |
Critical Hits[]
You can suffer a critical hit to any of the 5 Valid Hit Locations when that location is hit with a weapon while not benefiting from the effects of Armor, or a magical effect specifically causes one or more critical hits.
- A hit to an already critically hit limb causes one critical hit to the Torso (Bypassing armor)
- Receiving two critical hits (2 legs, 2 arms, 1 leg & 1 arm) causes one critical hit to the Torso (Bypassing armor)
Armor[]
Each point of armor protects from the effects of a single weapon hit if the armor covers that location.
Armor is a single pool of points based on the protective value of all armor worn and applies to all Valid Hit Locations it covers. When none remains the next hit you receive will be a Critical Hit independently of armor coverage. Armor is calculated once for the whole body and is similarly expended. There is no separate Armor rating per limb nor do armors stack.
Armors need to be constructed with historical or similar materials not composites like plastics and foam.
Type | Rating | Examples |
Light | 1 | Gambesons, Leather armor |
Medium | 3 | Chainmail, Brigandine, Scale, Lamelar |
Heavy | 4 | Suite of Plate armor |
Helmet | +1* |
Wearing a proper metal helmet (Not a mask, cap, hat or circlet) grants 1 point of extra Armor (Only where normal armor protects the body).
States of Health[]
Weapon Specific Rules[]
Weapons :[]
- No movable or hinged weapon constructions (flails, whips etc).
Shields :[]
- Shields must be held in hand to provide any protection.
- Shields can be broken only by magical effects such as Alchemical concoctions, or Spells.
- If a shield breaks you must immediately drop it. If it cannot be dropped the arm receives a critical hit.
Projectiles[]
- Any weapon or effect intended to be thrown or propelled through the air.
- Projectiles cannot score any hits if their path was altered (from a previous hit or any number of objects such as shields, the ground, trees, weapons, scenery etc etc.)
- The hand below the wrists is considered a valid target for projectiles.
- Bows should not be fully drawn against targets less than 3m away.
Thrown Weapons[]
- Must be coreless.
- Can only carry one at a time. -Or- You may carry up to 3 thrown weapons at a time provided you have no other weapons larger than daggers. You can still only throw one of them at a time.
- Do not cause harm (are not considered weapon hits) to characters protected by Armor (unless it hits an unprotected valid hit location).
Special Circumstances[]
Stealth Takedown / Knockout[]
A takedown happens when a character approaches you from behind without you seeing them, then places one hand on the front of your shoulder and a knife or a hand on your back, or armpit.
If a weapon is used the takedown is lethal and causes the character to start Bleeding Out.
If the takedown is non-lethal the character remains unconscious for 5 minutes or until another character wakes them.
Executions[]
You may execute a bleeding out character by performing an appropriate flourishing move that takes a bit of time over their body (ex grabbing your sword with both hands and “plunging it in their chest”).