Combat


How does combat work?
    First off, the GM will list the characters in order of who "goes" first. When you go
depends on your basic unmodified Move, so someone with a higher Move will react
sooner than someone with a lower one.
    Combat is handled in "turns." A turn is one second long (game time; in real time it
will take much longer; a combat that lasts 30 seconds in the game can take an hour
for the players).
    At the beginning of the turn, the character with the highest Go has the option of what
he/she wants to do. Then we progress down the list, until we reach the end, and then
go back to the top and start over. In case of a tie, the two characters involved each
roll 1 die, the higher number goes first for the duration of the combat.

What you can do in one turn :
Move -- you can run/glide/fly/swim up to your full Move score, but while doing this,
    you may only attack in a "wild swing," which is a roll of 9 or less
Step* and Attack -- launch one attack on a foe
All-Out Attack -- by forfeiting your defense until your next turn, you may choose to
    make either 2 attacks, 1 attack at +4 to skill, or 1 attack at +2 to damage. During an
    All-Out Attack, you may move up to 1/2 of your Move score. Remember, All-Outing
    leaves you wide open and vulnerable.
All-Out Defend -- you forego all attacks and concentrate solely on defense, giving
    you two different active defenses (ie a Parry and a Dodge) againt the same attack,
    with a limit of two Blocks and two Parries per turn.
Step* and Concentrate -- spellcasters only, a whole other set of rules.
Feint -- a contest between your weapon skill and your opponent's; you both roll vs.
    your skill, and if you make it by more, the amount you made it by is _subtracted_
    from your opponent's next defense roll. An All-Out Feint and Attack is a possible,
    though risky, maneuver.
Step* and Aim -- if you are using a missile weapon or a missile spell, you will have a
    much better chance of hitting your target if you Aim. Each turn spent Aiming will
    give you a +1 to hit, up to a +4. The further away your target is, the harder it will be
    to hit, so aiming is very important in ranged combat.

Defending yourself:
Dodge -- try to get out of the way; your Dodge is your adjusted Move plus PD; you
    may attempt to Dodge as many seperate attacks as you'd like each turn, though you
    may only Dodge each attack once.
Parry -- if you have a weapon that can Parry, you may attempt to deflect your enemy's
    incoming weapon with your own. Your Parry score is usually 1/2 of your weapon
    skill, plus PD; certain skills such as Brawling or Fencing give you a Parry of 2/3 the
    skill. You get one Parry per turn (unless there are unusual circumstances).
Block -- if you have a shield, you may attempt to Block an enemy's attack, once per
    turn. Your shield itself will add to your PD. Your Block score is 1/2 of your Shield
    skill, plus PD. Be aware, though, that your shield may become damaged and
    eventually useless.
Step* Back and (defend) -- by taking a step back, you can add +3 to your defense;
    you can only use this against one attack per turn.

*Step -- defined as either an actual step of one hex or a glide/flight of two hexes; if
you are close enough to reach your foe, you do not have to actually step.

Hit Locations:
    You may choose to aim at a particular part of your foe's body when you attack
(except on Wild Swings and All-Outs). Each body part has its own different
modifiers; it is harder to hit a head than a leg, for instance.

Doing Damage:
    In combat, there are three types of damage that can be inflicted, and two ways of
doing it. The amount of damage you do depends on what kind of weapon you've got
and how you're using it.
Types:
Crushing = blunt weapon such as club, fist, tail, rock
Cutting = edged weapon such as sword, claws
Impaling = pointed weapon such as arrow, spear
Ways:
Thrust = a stab, jab, punch
Swing = a swing, kick, tail lash
    Your ST will tell you how much Basic Damage you do on either a Thrust or a Swing.
For example, an average gargoyle with a ST of 15 will do 1d6+1 thrust (roll one six-
sided die and add 1 to the result), and 2d6+1 swing (roll two six-sided dice and add
one to the result).
    Each weapon has a listing for the amount of damage it does. For example, a
broadsword does swing+1 Cutting damage, or thrust+2 Impaling damage, depending
on how you use it.
    So, that same average gargoyle would do 1d6+3 Impaling if thrusting with that
sword, or 2d6+2 Cutting if swinging with it.

    Hold tight, now, it gets a little more complicated ... because there are added
attractions to Cutting and Impaling.
    On a Cutting attack, any damage that penetrates your foe's DR (armor, tough skin,
magical force field, whatever), is halved again. So if you attack for 6 points of
damage and your foe has 2 points of DR, 4 points get through ... and on a Cutting
attack, half again brings the total damage back up to 6.
    On an Impaling attack, any damage that penetrates DR is doubled. So, attacking for 6
points against that DR of 2 means that the 4 points that get through are doubled to
a total of 8.
    Still hanging in there? Good ... and for the moment, don't even worry about how
certain body parts are more vulnerable to certain types of attacks ...

    Combat is the most complicated part of nearly all role-playing games, but it's really a
lot easier than it looks. Promise.

Armor:
    Each different type of armor has its own PD and DR, its own advantages and
drawbacks.
    Leather armor, for instance, like Hudson's breastplate, has a PD of 2 and a DR of 2,
and is fairly light.
    Chainmail has a PD of 3 and a DR of 4, but is heavier and against Impaling weapons,
it only has a DR of 2.
    A Kevlar vest would have PD of 2, DR of 14.
    High-tech body armor a la Xanatos ... well, you get the idea.
    Armor tends to be heavy, sometimes bulky, and often expensive or hard to come by,
so think it out carefully when equipping and outfitting your character.
 

 
Introduction
Quickie GURPS Rules
Being a Gargoyle
How Combat Works
Being of the Third Race
How Magic Works
Sample Character -- Ilona of Clan Vancouver
Sample Character -- Nix the Water-Sprite
Pre-Generated Character Descriptions
E-mail the GM