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7. Other Concerns

When attacking someone in cover they receive a bonus to their roll to not be hit. Consider a waist high bush to be +1 while a castle’s crenulations would be +6.

Mechanically speaking, an opponent is typically reduced to three numbers: Skill, Stamina, and Initiative. Beyond this they may have an Advanced Skill or two or some peculiar special rules.

If your opponent is not aware of your presence your attack is a Roll Under rather than a Roll Versus (1.2), they may not attack back, and you may add 2 to your Damage Roll.

If you roll a double 6 while attacking you strike a Mighty Blow, win the exchange, and inflict Double Damage (8.1). If both parties strike a Mighty Blow a spectacular clinch is formed, shattering both Weapons (in the case of beastly claws, tentacles, and so on they will lose 1d6 Stamina instead).

A roll of double 1s in combat results in the roller losing the exchange and their opponent adding 1 to their Damage Roll. If both parties Fumble they each deal Damage to the other, adding 1 to their Damage Roll.

Shields reduce Damage Rolls by 1 to a minimum of 1.

When rolling Damage you may choose which Weapon to reference the Damage Roll against after rolling. You must be holding it in your hands or nearest approximations, obviously.

When on the floor you suffer -2 to all physical rolls against those standing, including Damage Rolls, and must spend a Turn getting to your feet.

Falling Too Far. When engaging in uncontrolled falls you lose Stamina per 2 metres fallen when you land.

When you fail a Swimming Test you begin to Drown and lose Stamina. For each consecutive Swimming Test where you make no progress you roll an additional . So for instance your third failed Swimming roll in a row would lose you 3d6 Stamina. Once you lose all Stamina you have Drowned.

Fire, Poison, and Bleeding. Any ongoing debilitating effects should be treated similarly to Drowning. Unless you have a specific effect in mind have the victim lose Stamina per Turn with it optionally becoming more severe unless they either pass a related Advanced Skill Test or successfully Test their Luck (or Skill for Enemies). Improvisation is strongly encouraged.

Degenerative Effects in Combat. Test for Drowning, fire, etc. only when the End of the Round Token is drawn.

Henchmen are created as you would a monster, with truncated abilities only covering their essence. They are their own people with their own motivations and are not just pieces of equipment. It is up to the GM and players to flesh them out or not as the case may be. Also see Section 5.4.

There are two main units of time in the game: Turns and Rounds. A Turn is what someone does when they hold Initiative and is a few seconds long. A Round is the period between drawing successive End of the Round Tokens and is roughly equal to one minute.