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<blockquote data-quote="knightemplar" data-source="post: 4956317" data-attributes="member: 56260"><p><strong>Melee and Ranged Combat</strong></p><p></p><p><strong><span style="font-size: 10px">Unarmed and Melee Combat Manuevers</span></strong></p><p> </p><p><span style="font-size: 10px">Aim (Untrained):Aiming is more of a ranged skill, but this will allow usage of Called Shots with Primitive Weapon and Unarmed Combat Skills.</span></p><p> </p><p><span style="font-size: 10px">Block (Untrained/Trained): This allows parrying of unarmed and primitive weapon skills. This may be used without training in these skills. The character rolls either an appropriate Skill Test in Unarmed Combat or Primitive Weapons depending on the current combat or a Coordination test and then subtracts 3 to establish Difficulty for hitting him with such attacks. If the character is trained in Unarmed Combat or Primitive Weapons and has that weapon equipped, then the character does not subtract the 3 for establishing Difficulty. </span></p><p> </p><p><span style="font-size: 10px">Choke Hold (Trained): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. This maneuver is typically used when attacking a target from behind; if used while facing the target, increase the difficulty by +1. If the paractioner's Unarmed Combat Test succeeds, the victim suffers 1d3 (roll 1d6 and divide by 2) Stun Damage and cannot speak or shout for help. The victim and the practioner may engage in an Opposed Test roll using Fitness (modified by Strength edge) if the victim tries to escape. The Choke Hold may be maintained in succeeding rounds if the practioner does nothing else, retains conciousness, and succeeds in preventing the victim from escaping. </span></p><p> </p><p><span style="font-size: 10px">Cross (Trained): The base difficulty for this attack is an 7, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 4 +1d6 plus the character's Strength edge if applicable.</span></p><p> </p><p><span style="font-size: 10px">Disarm (Trained): The base difficulty for this attack is an 9, unless the opponent is blocking, in which it becomes and Opposed Test. This maneuver allows a practioner to disarm an opponent by striking the opponent's weapon from his hands or "locking" the weapon and tearing it out of his grasp. If the Test succeeds, the two characters must engage in Opposed Tests with their Fitness (modified by Strength); the practioner recieves a +2 bonus to his Test result. If the practioner wins the Opposed Roll, his opponent's weapon ends up 1d6 meters away; if he fails, his opponent retains the weapon. </span></p><p> </p><p><span style="font-size: 10px">Grab (Untrained): The base difficulty for a grab on an opponent is a 9. If successful, the attacker has grabbed his opponent and effectively immobilized him, preventing him from taking any other action but trying to break free. The characters must make an Opposed Test using Fitness (modified by Strength) each round to determine whether the grabbed character can break free. This Opposed Test is an Immediate Action, but may only be attempted once per round.</span></p><p> </p><p><span style="font-size: 10px">Headbutt (Trained): The base difficulty for this attack is an 6, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 2 +1d6 plus the character's Strength edge if applicable. The attacker wins initiative over his opponent for the next round, as the opponent is stunned for a few seconds.</span></p><p> </p><p><span style="font-size: 10px">Jab (Trained): The base difficulty for this attack is an 7, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 4 +1d6 plus the character's Strength edge if applicable.</span></p><p> </p><p><span style="font-size: 10px">Kick (Untrained/Trained): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. The base damage on a Kick for an untrained character is 3 + 1d6. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 4 +1d6 plus the character's Strength edge if applicable.</span></p><p> </p><p><span style="font-size: 10px">Legsweep (Trained): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 4 +1d6 plus the character's Strength edge if applicable. If this is used with a Primitive Weaponry skill, then the attacker adds +1 to his damage with his weapon. </span></p><p> </p><p><span style="font-size: 10px">Lunge (Trained): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. If this is used with a Primitive Weaponry skill, then the attacker adds +4 to his damage with his weapon plus the character's Strength edge if applicable. The attacker moves up to 3 meters (minimum 1 meter) and thrusts his blade into the target.</span></p><p> </p><p><span style="font-size: 10px">Overhead Smash (Trained): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. If this is used with a Primitive Weaponry skill, then the attacker adds +3 to his damage with his weapon plus the character's Strength edge if applicable. </span></p><p> </p><p><span style="font-size: 10px">Punch (Untrained/Trained): The base difficulty for this attack is an 7, unless the opponent is blocking, in which it becomes and Opposed Test. The base damage on a Punch for an untrained character is 2 + 1d6. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 4 +1d6 plus the character's Strength edge if applicable.</span></p><p> </p><p><span style="font-size: 10px">Rake-Punch (Trained): The base difficulty for this attack is an 7, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 3 +1d6 plus the character's Strength edge if applicable</span></p><p> </p><p><span style="font-size: 10px">Riposte (Trained): This parries unarmed hand-to-hand attacks. The character then rolls a Primitive Weapons skill for the weapon he is holding to establish a Difficulty for hitting him with such attacks. If the attack fails (i.e. the block succeeds), the character may make a Slash or Thrust attack with a +2 bonus to the Test result. Furthermore, he automatically gains initiative over the that opponent in the next round. If the character chooses to use an attack other then Slash or Thrust, then these benefits do not apply. </span></p><p> </p><p><span style="font-size: 10px">Roundhouse Punch (Untrained/Trained): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. The base damage on a Roundhouse Punch for an untrained character is 3 + 1d6. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 4 +1d6 plus the character's Strength edge if applicable.</span></p><p> </p><p><span style="font-size: 10px">Short Slash (Trained): The base difficulty for this attack is an 7, unless the opponent is blocking, in which it becomes and Opposed Test. If this is used with a Primitive Weaponry skill, then the attacker adds +2 to his damage with his weapon plus the character's Strength edge if applicable. The attacker makes a rapid slash with his blade. </span></p><p> </p><p><span style="font-size: 10px">Side Thrust (Trained): The base difficulty for this attack is an 6, unless the opponent is blocking, in which it becomes and Opposed Test. If this is used with a Primitive Weaponry skill, then the attacker adds +1 to his damage with his weapon plus the character's Strength edge if applicable. The attacker moves to one side of his opponent and thrusts with one of his blades in a sweeping motion. </span></p><p> </p><p><span style="font-size: 10px">Snap Punch/Kick (Untrained/Trained): The base difficulty for this attack is an 6, unless the opponent is blocking, in which it becomes and Opposed Test. The base damage on a Snap Punch/Kick for an untrained character is 1 + 1d6. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 2 +1d6 plus the character's Strength edge if applicable.</span></p><p> </p><p><span style="font-size: 10px">Strike (Trained): The base difficulty for this attack is an 9, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 2 +2d6 plus the character's Strength edge if applicable.</span></p><p> </p><p><span style="font-size: 10px">Sunrise Slash (Trained): The base difficulty for this attack is an 9, unless the opponent is blocking, in which it becomes and Opposed Test. If this is used with a Primitive Weaponry skill, then the attacker adds +4 to his damage with his weapon plus the character's Strength edge if applicable. The character attacks with a sweeping slash intending to cut the target with multiple blades of the weapon. </span></p><p> </p><p><span style="font-size: 10px">Throw (Trained): The base difficulty for this attack is an 7, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 1 +1d6 plus the character's Strength edge if applicable. The target is then thrown to the ground and suffers penalties for being prone until he gets to his feet (which takes an action).</span></p><p> </p><p><span style="font-size: 10px">Thrust (Trained): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. If this is used with a Primitive Weaponry skill, then the attacker adds +3 to his damage with his weapon plus the character's Strength edge if applicable. The attacker makes a deep, straightforward thrust with his blade. </span></p><p> </p><p><span style="font-size: 10px">Uppercut (Trained): The base difficulty for this attack is an 7, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 5 +1d6 plus the character's Strength edge if applicable.</span></p><p> </p><p><span style="font-size: 10px">Vulcan Nerve Pinch (Specialized): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in this skill, the base damage for the attack then becomes 3 +2d6 of Stun damage only, Strength does not add to the damage.</span></p><p><span style="font-size: 10px"><strong> </strong></span></p><p><strong><span style="font-size: 10px">Unarmed and Melee Combat Styles</span></strong></p><p> </p><p><span style="font-size: 10px"><u>Anbo-Jytsu</u> (Primitive Weapon)</span></p><p> </p><p><span style="font-size: 10px">Anbo-Jytsu is a special form of staff-fighting developed in 2168 by Kathar Eltrin, a native of Alpha Centauri. Some regard it as the "ultimate evolution in the martial arts", though most scholars and fighters consider it a gross exaggeration. It is a highly effective fighting style in the right circumstances. Anbo-Jytsu practioners fight with their eyes closed. Eltrin, who was blind, created the style so that she could defend herself from ruffians. Her teachings, and the teaching of her (normally sighted) students, have stressed a reliance on other senses other than sight when fighting. Anbo-Jytsu students develp extremely heightened sense which allow them to hear an opponent's slightest footstep or swing, feel the air currents which his movements create, and even tell by smell where he stands. </span></p><p> </p><p><span style="font-size: 10px">Maneuvers: Aim, Block, Jab, Strike. </span></p><p><span style="font-size: 10px">Advanced Maneuvers: Legsweep, Overhead Smash</span></p><p><span style="font-size: 10px">Special Techniques: Axe Strike (-1 difficulty with Overhead Smash); Rising Sidestrike (-1 difficulty with Strike); Sweeping Sidestrike (-1 difficulty with Legsweep)</span></p><p><span style="font-size: 10px">Requirements: Primitive Weaponry (Staff) 2(3) or higher; Search (Anbo-Jytsu Senses) 3(4) or higher.</span></p><p> </p><p><span style="font-size: 10px"><u>Boxing </u>(Unarmed Combat)</span></p><p> </p><p><span style="font-size: 10px">This fighting style indepently represents a wide variety of styles developed independently all over the galaxy, from the namesake sport of Earth, to the <em>kharakom</em> of the Andorian clans to the i<em>drial</em> of Alpha Centauri, to the Klingon <em>qEl'qrA</em> (sometimes called smash-fist by other species). All of them are minimalistic styles which rely on punching and blocking; they contain no kicks, grabs, joint-locks, nerve strikes or other maneuvers. A boxer simply trades powerful blows with his opponent until one of them falls. </span></p><p> </p><p><span style="font-size: 10px">Maneuvers: Aim, Block, Cross, Jab, Punch</span></p><p><span style="font-size: 10px">Advanced Manuevers: Uppercut</span></p><p><span style="font-size: 10px">Special Techniques: Jackhammer (+1 Damage for Uppercut); Lightning Cross (-1 Difficulty for Cross/Jabs).</span></p><p><span style="font-size: 10px">Requirements: Unarmed Combat (Boxing) 1 (2) or higher. </span></p><p> </p><p><span style="font-size: 10px"><u>Chakra Hramdal</u> (Primitive Weapon)</span></p><p> </p><p><span style="font-size: 10px">Known in Federation Standard as "Andorian knife-fighting", chakra hramdal is an Andorian fighting style which uses the chaka, or three-bladed Andorian "knife"' It is a fast-paced, brutal fighting art which concentrates almost totally on atack - the practioner is supposed to kill his opponent so quickly that elaborate dodges and binds are not necessary. It can be preformed only with a chaka; it cannot be used barehanded or with other weapons. </span></p><p> </p><p><span style="font-size: 10px">Maneuvers: Aim, Block, Cheenach (Side Thrust), Jenac (Thrust), Shesra (Short Slash)</span></p><p><span style="font-size: 10px">Advanced Maneuvers: Kellash (Riposte), Shestaal (Sunrise Slash)</span></p><p><span style="font-size: 10px">Special Techniques: Ashrand ("Eyeblink Counterattack" +1 bonus to Jenac or Shesra which follows a block in the Kellash movement)l Taltesh ("Bloody Dawn" +1 damage for Shestaal); Trelac ("Evasive Thrust" -1 difficulty for Jenac). </span></p><p><span style="font-size: 10px">Requirements: Primitive Weaponry (Chakra) 2 (3) or higher. </span></p><p><span style="font-size: 10px"> </span></p><p><span style="font-size: 10px"><u>Fencing</u> (Primitive Weapon)</span></p><p> </p><p><span style="font-size: 10px">Fencing, an ancient sword-fighting art from the European reqion of Earth, uses blocks, disarms, and quick slashes and thrusts to create an often-deadly fighting style. Although best known in he modern universe as a form of sport which employs capped, nonedged swords and protective gear to remove most of the risks.</span></p><p> </p><p><span style="font-size: 10px">Maneuvers: Aim, Beleste/Fleche (Lunge), Block, Slash, Thrust</span></p><p><span style="font-size: 10px">Advanced Manuevers: Fraissement (Disarm), Riposte</span></p><p><span style="font-size: 10px">Special Techniques: Improved Disarm (+1 bonus to Fitness roll when using Fraissement); Improved Lunge (+1 damage with Bellestra/Fleche); Improved Thrust (-1 Difficulty for Thrust)</span></p><p><span style="font-size: 10px">Requirements: Primitive Weaponry (Sword) 1 (2) or higher. </span></p><p><span style="font-size: 10px"> </span></p><p><span style="font-size: 10px"><u>Starfleet Martial Arts</u> (Unarmed Combat)</span></p><p> </p><p><span style="font-size: 10px">Knowing its officers often get into situations where hand-to-hand combat is unavoidable, Starfleet scoured the galaxy looking for the best fighting maneuvers to teach its members. It combined those maneuvers into an eclectic style known simply as Starfleet Martial Arts. </span></p><p> </p><p><span style="font-size: 10px">Maneuvers: Aim, Block, Grab, Kick, Punch, Strike, Throw </span></p><p><span style="font-size: 10px">Advanced Maneuvers: Choke Hold, Disarm</span></p><p><span style="font-size: 10px">Special Techniques: None</span></p><p><span style="font-size: 10px">Requirements: Unarmed Combat (Starfleet Martial Arts) 1 (2) or higher. </span></p><p> </p><p><span style="font-size: 10px"><u>Tatharoc</u> (Unarmed Combat)</span></p><p> </p><p><span style="font-size: 10px">Tatharoc was developed by the Orions of Rigel VII at some unknown point in their checkered past. According to Federation scholars' best guess, Tatharoc, which use rapid kicks, clawlike "rake-punches", and vicious headbutts, was developed by normal Orions in an effort to compete with, or contain, the animalistic subcaste of their race. Many people can learn Tatharoc fairly easily, so the art long ago passed beyond the confines of the Rigel system and its peoples. </span></p><p> </p><p><span style="font-size: 10px">Maneuvers: Aim, Block, Headbutt, Kick, Punch</span></p><p><span style="font-size: 10px">Advanced Maneuvers: Rake-Punch, Throw</span></p><p><span style="font-size: 10px">Special Techniques: Devil's Claw (+1 Damage for Rake-Punch); Iron Forehead (+1 damage for Headbutt).</span></p><p><span style="font-size: 10px">Requirements: Unarmed Combat (Tatharoc) 1 (2) or higher.</span></p><p> </p><p><strong><span style="font-size: 10px">Movement Manuevers</span></strong></p><p> </p><p><span style="font-size: 10px">Dodge: There is no difficulty to hit the dodging character, but the Dodge Test Result becomes the Difficulty Number to hit the character. </span></p><p> </p><p><span style="font-size: 10px">Dropping Prone: A form of Dodge. </span></p><p> </p><p><span style="font-size: 10px">Getting to one's feet: This has a difficulty number of 3 to stand back up. This may be modified by other actions, including an attacker's action.</span></p><p> </p><p><span style="font-size: 10px">Dive for Cover: This has a difficulty number of 7 to perform this form of Dodge. It also allows the character to move up to 5m at no penalty, every meter beyond the 5 adds 1 to the test's difficulty number. </span></p><p> </p><p><span style="font-size: 10px">Drop and roll: This has a difficulty number of 4 to perform this form of Dodge. It also allows the character to move up to 1m at no penalty, every meter beyond the 1 adds 1 to the test's difficulty.</span></p><p> </p><p><span style="font-size: 10px">Tackle: This has a difficulty number of 9 to perform this attack. The character moved up to 5m and tackles his opponent; a successful attack means the opponent is knocked down (unless he is substantially larger or stronger than the character), takes 2d6 Stun damage, and, if the character desires, is Grabbed under the Unarmed/Melee combat chart. Tackle requires a Coordination Test or Unarmed Combat Test. </span></p><p> </p><p><strong><span style="font-size: 10px">Ranged Combat Difficulty</span></strong></p><p> </p><p><span style="font-size: 10px">During Ranged Combat, the Narrator detemines the difficulty based on the shooter's distance from the target. This distance - or range - is described as Point Blank, Short Range, Medium Range, or Long Range. Of course, if an opponent attempts to dodge the attack, the Difficulty equals his Dodge Test Result, as with melee combat.</span></p><p> </p><p><span style="font-size: 10px">Point Blank: This attack is made with Routine Difficulty and a starting target number of 3.</span></p><p> </p><p><span style="font-size: 10px">Short Range: This attack is made with Routine Difficulty and a starting target number of 4.</span></p><p> </p><p><span style="font-size: 10px">Medium Range: This attack is made with Moderate Difficulty and a starting target number of 7.</span></p><p> </p><p><span style="font-size: 10px">Long Range: This attack is made with Challenging Difficulty and a starting target number of 10. </span></p><p><span style="font-size: 10px"><strong> </strong></span></p><p><strong><span style="font-size: 10px">Hit Locations/Called Shot</span></strong></p><p> </p><p><strong><span style="font-size: 10px">2:</span></strong><span style="font-size: 10px"> The target has been struck in the left upper arm. For a called shot this is a +3 addition to the difficulty of the test. If the test succeeds, the target must make a Moderate (7) Coordination roll to hold on to any held items, including weapons. </span></p><p> </p><p><strong><span style="font-size: 10px">3:</span></strong><span style="font-size: 10px"> The target has been struck in the right upper arm. For a called shot this is a +3 addition to the difficulty of the test. If the test succeeds, the target must make a Moderate (7) Coordination roll to hold on to any held items, including weapons. </span></p><p> </p><p><strong><span style="font-size: 10px">4:</span></strong><span style="font-size: 10px"> The target has been struck in the left lower arm/hand. For a called shot this is a +4 addition to the difficulty of the test. If the test succeeds, the target must make a Challenging (9) Coordination roll to hold on to any held items, including weapons. </span></p><p> </p><p><strong><span style="font-size: 10px">5:</span></strong><span style="font-size: 10px"> The target has been struck in the right lower arm/hand. For a called shot this is a +4 addition to the difficulty of the test. If the test succeeds, the target must make a Challenging (9) Coordination roll to hold on to any held items, including weapons. </span></p><p> </p><p><strong><span style="font-size: 10px">6:</span></strong><span style="font-size: 10px"> The target has been struck in the right or left side of the chest. For a called shot this is a +2 addition to the difficulty of the test.</span></p><p> </p><p><strong><span style="font-size: 10px">7:</span></strong><span style="font-size: 10px"> The target has been struck in the abdomen/stomach. For a called shot this is a +1 addition to the difficulty of the test. If the test succeeds, the target takes x 1.5 damage.</span></p><p> </p><p><strong><span style="font-size: 10px">8:</span></strong><span style="font-size: 10px"> The target has been struck in the left upper leg/thigh. For a called shot this is a +2 addition to the difficulty of the test. If the test succeeds, the target reduces all of his movement to half normal. </span></p><p> </p><p><strong><span style="font-size: 10px">9:</span></strong><span style="font-size: 10px"> The target has been struck in the right upper leg/thigh. For a called shot this is a +2 addition to the difficulty of the test. If the test succeeds, the target reduces all of his movement to half normal. </span></p><p> </p><p><strong><span style="font-size: 10px">10:</span></strong><span style="font-size: 10px"> The target has been struck in the left lower leg/foot. For a called shot this is a +4 addition to the difficulty of the test. If the test succeeds, the target reduces all of his movement to quarter normal. </span></p><p> </p><p><strong><span style="font-size: 10px">11:</span></strong><span style="font-size: 10px"> The target has been struck in the right lower leg/foot. For a called shot this is a +4 addition to the difficulty of the test. If the test succeeds, the target reduces all of his movement to quarter normal. </span></p><p> </p><p><strong><span style="font-size: 10px">12:</span></strong><span style="font-size: 10px"> The target has been struck in the head. For a called shot this is a +5 addition to the difficulty of the test. If the test succeeds, the target takes x2 damage.</span></p><p> </p><p><span style="font-size: 10px">In addition, after a character has determined which location he has hit, he can elect to "slide" the result to another hit location based upon how proficient he is with the mode of the attack. He can "slide" the attack one step up or down for each point he has in the Skill he used to make the attack. For example, Ensign Dirksen, with an Energy Weapon (Phaser) 2 (3) Skill, can elect to "slide" a hit 3 locations in either direction on the scale when he hits a target with a phaser blast. He rolls a hit location of 7. As a result, he can slide the hit location up to 3 locations in either direction - anywhere from 4 - 10. Since he does not want to strike the target character in the abdomen - location 7, a potentially fatal shot - he instead elects to "slide" the hit to the target's right hand (location 5), hoping the target will drop his weapon. </span></p><p> </p><p><strong><span style="font-size: 10px">Damage and Healing</span></strong></p><p><strong><span style="font-size: 10px"></span></strong><span style="font-size: 10px"> </span></p><p><span style="font-size: 10px">If an attack succeeds, the target of the attack may be injured or even killed. The amount of Damage done by the attack indicates its level of severity. Obviously, a roundhouse kick that does 6 points of damage is far less severe than a phaser blast that does 20 points. Some forms of attack cause a set amount of famage (normally based on your fitness and any Strength edge you might possess). Other forms, most notably energy weapons, deliver a variable amount of damage (requiring you to make a die roll). Dramatic successes typically add 1-2 extra damage dice, and Courage Points may not be spent to increase the Damage roll. The Drama die does not apply to Damage rolls. </span></p><p><span style="font-size: 10px"><u> </u></span></p><p><span style="font-size: 10px"><u>Taking Damage</u></span></p><p><span style="font-size: 10px"><u></u> </span></p><p><span style="font-size: 10px">A character can withstand an anount of damage equal to his Resistance (Fitness + Vitality edge + applicable armor). Any damage which exceeds the target's resistance affects the target directly. Additionally, every character has seven Wound Levels to describe the effects of damage (usually as a result of combat). At each of the seven levels, a character can take damage equal to their Resistance. For a standard human character with a Fitness of 2 and no Vitality edge, this would result in 2 points of resistance on each of the seven Wound Levels. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">A character can spend Courage Points to increase his Resistance for one combat scence, at the rate of one Courage Point per point of Resistance. Any damage that exceeds a character's Resistance affects the character directly. </span></p><p><span style="font-size: 10px"><u> </u></span></p><p><span style="font-size: 10px"><u>Effects of Injuries</u></span></p><p><span style="font-size: 10px"><u></u> </span></p><p><span style="font-size: 10px">When a character becomes injured, he weakens and his ability to act becomes impaired. Minor injuries have little effect, but as the character's injuries worsen, he becomes less able to function effectively. A character's current injury status and the current degree of impairment, is described by seven Wound Levels. All characters are considered to be Healthy until they suffer damage or injury.</span></p><p><span style="font-size: 10px"><em> </em></span></p><p><span style="font-size: 10px"><em>Healthy: </em>The character suffers no impairment (this is his normal, uninjured state).</span></p><p><span style="font-size: 10px"><em> </em></span></p><p><span style="font-size: 10px"><em>Stunned: </em>The character suffers a +1 Difficulty to all tests (or -1 to Initiative tests and dodge rolls until healed). This penalty is in addition to whatever other penalties apply.</span></p><p><span style="font-size: 10px"><em> </em></span></p><p><span style="font-size: 10px"><em>Injured: </em>The character has been thrown to the ground and is in such pain that further actions this round are impossible. He is able to act the next round but suffers an additional +1 Difficulty to all Tests (This is cumulative with the stunned Difficulty penalty so -2) until healed.</span></p><p><span style="font-size: 10px"><em> </em></span></p><p><span style="font-size: 10px"><em>Wounded: </em>The character has been thrown to the ground and is in such pain that further actions this round are impossible. Until he recieves first aid or medical attention, he suffers an additional +2 Difficulty to all Tests (This is cumulative with the stunned and injured Difficulty penalty so -4) until healed.</span></p><p><span style="font-size: 10px"><em> </em></span></p><p><span style="font-size: 10px"><em>Incapacitated: </em>The character has been thrown to the ground and rendered unconcious for 2-12 minutes. Once awake, the character can not move or perform actions until first aid or medical attention has been recieved. </span></p><p><span style="font-size: 10px"><em> </em></span></p><p><span style="font-size: 10px"><em>Near Death: </em>The character is so severely wounded that without immediate medical attention, death is inevitable. If a Near Death result is achieved, the character falls prone and unconscious and will die after his Fitness + Vitality edge in minutes. A successful Routine (4) First Aid Test will stabilize the character, though medical attention - in a sickbay, for example - is required. If the character does not recieve the required medical attention, a new First Aid Test must be made every hour, or the character will fall unconscious and die.</span></p><p><span style="font-size: 10px"><em> </em></span></p><p><span style="font-size: 10px"><em>Killed: </em>The character dies. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Your character can take an amount of damage (from one or more attacks) equal to his Resistance before dropping to the next level. For example, an uninjured Starfleet security officer with a Resistance of 3 (Fitness 4, Vitality -1) could take 3 points of damage before becoming Stunned. It would take an additional 3 points of damage before his status dropped to Injured. All points in a given Wound Level must be crossed off before your character drops down to the next level. If the security officer had only taken 2 points of damage, instead of 3, he would remain healthy until he suffered an additional point of damage. </span></p><p><span style="font-size: 10px"><u> </u></span></p><p><span style="font-size: 10px"><u>Stun Damage</u></span></p><p><span style="font-size: 10px"><u></u> </span></p><p><span style="font-size: 10px">Some weapons - Federation phasers, for example - can be configured to inflict nonlethal damage. Starfleet standard operating procedure requires phasers to be set on stun, at least initially. For a weapon set on stun, roll damage normally. A Wounded result or worse indicates the character is rendered unconcious. The length of time the character remains unconcious depends on the weapon and its settings - refer to individual weapon descriptions for more details. but about one to two minutes is typical. For each damage point beyond wounded, a human character remains unconscious for an additional 5 minutes. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Similarily punches and other unarmed melee attacks usually cause Stun damage. When the damage from an unarmed melee attack reaches the Incapacitated level, the injured character is rendered unconscious. Ordinarily it is not possible to kill a character with Stun damage, But if a character continues to attack an unconscious foe with Stun damage attacks, he will begin to do normal damage, and can, if attacks the helpless foe long enough, kill him. </span></p><p><span style="font-size: 10px">When characters regain consciousness after being stunned by a Federation phaser, for example, they are considered healthy. No residual damage remains (unless they were further attacked when they were unconscious) and they do not have to make Fitness tests to heal. If a character was rendered unconscious by unarmed combat damage (in a fistfight, for example), he regains consciousness at the lowest level of the Stunned Wound Level. </span></p><p><span style="font-size: 10px"><strong> </strong></span></p><p><span style="font-size: 10px"><strong>Healing</strong></span></p><p><span style="font-size: 10px"><strong></strong> </span></p><p><span style="font-size: 10px">Characters heal injuries in a number of ways: natural healing, receiving First Aid or receiving advanced medical treatment. </span></p><p><span style="font-size: 10px"><u> </u></span></p><p><span style="font-size: 10px"><u>Natural Healing</u></span></p><p><span style="font-size: 10px"><u></u> </span></p><p><span style="font-size: 10px">Character s that do not recieve medical attention can heal naturally, though recovery is slow, painful and often incomplete. The character must rest for a certain amount of time, and can then attempt to make a Fitness Test (modified by the Vitality edge). Any character attempting to heal naturally is essentially bedridden - attempts at exercise or work adds +1 Difficulty to his Fitness Tests during recovery. A Stunned character must rest for 1d6 minutes before attempting a healing roll. An Injured character must rest for 1d3 days before attempting a healing roll; a Wounded character must rest for 1d6 days; an Incapicitated character, 1d3 weeks; a Near Death character, 1d3 months. Of course, the Narrator may rule that special or unusual circumstances allow a character to make Fitness Tests more quickly.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">1-3: Character's health worsens; treat as injury of one step worse than injury suffered (for example, as a Wounded injury if character was injured). This result does not apply to characters who are only Stunned.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">4-6: No effect; character still suffers from injury at the same level.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">7-9: Partial recovery; character still suffers from injury, but at one level better (for example, a Wounded character would become merely injured, and a Stunned character would be back at full health).</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">10-12: Partial to full recovery; character still suffers from injury, but at two levels better (for example, an Incapacitated character would become merely Injured).</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">13+: Full recovery. Character regains all Wound Levels and returns to a Healthy state.</span></p><p><span style="font-size: 10px"><u> </u></span></p><p> <span style="font-size: 10px"><u></u></span></p><p><span style="font-size: 10px"><u>Medical Attention</u></span></p><p><span style="font-size: 10px"><u></u> </span></p><p><span style="font-size: 10px">Characters can also recover from their injuries by receiving medical care - either first aid or the more advanced medical attention available in a sickbay. Depending on the nature of the injury, this may be accomplished quickly (a round or two), but may require much more time (equivalent to the recuperation periods described under natural healing. The First Aid skill and standard medical kits can be used to stablize or heal wounds in the field. Such field medicine requires the character to have at least a rudimentary knowledge of first aid or medicine. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Advanced medical care requires more than just a medkit or a tricorder - it requires the continued attention of doctors and nurses in a sickbay or hospital. Characters must know an appropriate Medical Sciences skill an have proper facilities to administer this kind of care. In general use the following as benchmark difficulties for using medical tricorders and medical kits to heal wounds. Reduce the difficulties by 2 if the character is recieving advanced medical care.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Stunned: This is a base Routine difficulty of 4 to diagnose and heal. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Injured: This is a base Moderate difficulty of 7 to diagnose and heal. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Wounded: This is a base Challenging difficulty of 10 to diagnose and heal. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Incapacitated: This is a Difficult difficulty of 13 to diagnose and heal. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Near Death: This is a base Impossible difficulty of 15 to diagnose and heal. </span></p><p><span style="font-size: 10px"></span></p></blockquote><p></p>
[QUOTE="knightemplar, post: 4956317, member: 56260"] [b]Melee and Ranged Combat[/b] [B][SIZE=2]Unarmed and Melee Combat Manuevers[/SIZE][/B] [SIZE=2]Aim (Untrained):Aiming is more of a ranged skill, but this will allow usage of Called Shots with Primitive Weapon and Unarmed Combat Skills.[/SIZE] [SIZE=2]Block (Untrained/Trained): This allows parrying of unarmed and primitive weapon skills. This may be used without training in these skills. The character rolls either an appropriate Skill Test in Unarmed Combat or Primitive Weapons depending on the current combat or a Coordination test and then subtracts 3 to establish Difficulty for hitting him with such attacks. If the character is trained in Unarmed Combat or Primitive Weapons and has that weapon equipped, then the character does not subtract the 3 for establishing Difficulty. [/SIZE] [SIZE=2]Choke Hold (Trained): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. This maneuver is typically used when attacking a target from behind; if used while facing the target, increase the difficulty by +1. If the paractioner's Unarmed Combat Test succeeds, the victim suffers 1d3 (roll 1d6 and divide by 2) Stun Damage and cannot speak or shout for help. The victim and the practioner may engage in an Opposed Test roll using Fitness (modified by Strength edge) if the victim tries to escape. The Choke Hold may be maintained in succeeding rounds if the practioner does nothing else, retains conciousness, and succeeds in preventing the victim from escaping. [/SIZE] [SIZE=2]Cross (Trained): The base difficulty for this attack is an 7, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 4 +1d6 plus the character's Strength edge if applicable.[/SIZE] [SIZE=2]Disarm (Trained): The base difficulty for this attack is an 9, unless the opponent is blocking, in which it becomes and Opposed Test. This maneuver allows a practioner to disarm an opponent by striking the opponent's weapon from his hands or "locking" the weapon and tearing it out of his grasp. If the Test succeeds, the two characters must engage in Opposed Tests with their Fitness (modified by Strength); the practioner recieves a +2 bonus to his Test result. If the practioner wins the Opposed Roll, his opponent's weapon ends up 1d6 meters away; if he fails, his opponent retains the weapon. [/SIZE] [SIZE=2]Grab (Untrained): The base difficulty for a grab on an opponent is a 9. If successful, the attacker has grabbed his opponent and effectively immobilized him, preventing him from taking any other action but trying to break free. The characters must make an Opposed Test using Fitness (modified by Strength) each round to determine whether the grabbed character can break free. This Opposed Test is an Immediate Action, but may only be attempted once per round.[/SIZE] [SIZE=2]Headbutt (Trained): The base difficulty for this attack is an 6, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 2 +1d6 plus the character's Strength edge if applicable. The attacker wins initiative over his opponent for the next round, as the opponent is stunned for a few seconds.[/SIZE] [SIZE=2]Jab (Trained): The base difficulty for this attack is an 7, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 4 +1d6 plus the character's Strength edge if applicable.[/SIZE] [SIZE=2]Kick (Untrained/Trained): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. The base damage on a Kick for an untrained character is 3 + 1d6. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 4 +1d6 plus the character's Strength edge if applicable.[/SIZE] [SIZE=2]Legsweep (Trained): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 4 +1d6 plus the character's Strength edge if applicable. If this is used with a Primitive Weaponry skill, then the attacker adds +1 to his damage with his weapon. [/SIZE] [SIZE=2]Lunge (Trained): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. If this is used with a Primitive Weaponry skill, then the attacker adds +4 to his damage with his weapon plus the character's Strength edge if applicable. The attacker moves up to 3 meters (minimum 1 meter) and thrusts his blade into the target.[/SIZE] [SIZE=2]Overhead Smash (Trained): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. If this is used with a Primitive Weaponry skill, then the attacker adds +3 to his damage with his weapon plus the character's Strength edge if applicable. [/SIZE] [SIZE=2]Punch (Untrained/Trained): The base difficulty for this attack is an 7, unless the opponent is blocking, in which it becomes and Opposed Test. The base damage on a Punch for an untrained character is 2 + 1d6. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 4 +1d6 plus the character's Strength edge if applicable.[/SIZE] [SIZE=2]Rake-Punch (Trained): The base difficulty for this attack is an 7, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 3 +1d6 plus the character's Strength edge if applicable[/SIZE] [SIZE=2]Riposte (Trained): This parries unarmed hand-to-hand attacks. The character then rolls a Primitive Weapons skill for the weapon he is holding to establish a Difficulty for hitting him with such attacks. If the attack fails (i.e. the block succeeds), the character may make a Slash or Thrust attack with a +2 bonus to the Test result. Furthermore, he automatically gains initiative over the that opponent in the next round. If the character chooses to use an attack other then Slash or Thrust, then these benefits do not apply. [/SIZE] [SIZE=2]Roundhouse Punch (Untrained/Trained): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. The base damage on a Roundhouse Punch for an untrained character is 3 + 1d6. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 4 +1d6 plus the character's Strength edge if applicable.[/SIZE] [SIZE=2]Short Slash (Trained): The base difficulty for this attack is an 7, unless the opponent is blocking, in which it becomes and Opposed Test. If this is used with a Primitive Weaponry skill, then the attacker adds +2 to his damage with his weapon plus the character's Strength edge if applicable. The attacker makes a rapid slash with his blade. [/SIZE] [SIZE=2]Side Thrust (Trained): The base difficulty for this attack is an 6, unless the opponent is blocking, in which it becomes and Opposed Test. If this is used with a Primitive Weaponry skill, then the attacker adds +1 to his damage with his weapon plus the character's Strength edge if applicable. The attacker moves to one side of his opponent and thrusts with one of his blades in a sweeping motion. [/SIZE] [SIZE=2]Snap Punch/Kick (Untrained/Trained): The base difficulty for this attack is an 6, unless the opponent is blocking, in which it becomes and Opposed Test. The base damage on a Snap Punch/Kick for an untrained character is 1 + 1d6. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 2 +1d6 plus the character's Strength edge if applicable.[/SIZE] [SIZE=2]Strike (Trained): The base difficulty for this attack is an 9, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 2 +2d6 plus the character's Strength edge if applicable.[/SIZE] [SIZE=2]Sunrise Slash (Trained): The base difficulty for this attack is an 9, unless the opponent is blocking, in which it becomes and Opposed Test. If this is used with a Primitive Weaponry skill, then the attacker adds +4 to his damage with his weapon plus the character's Strength edge if applicable. The character attacks with a sweeping slash intending to cut the target with multiple blades of the weapon. [/SIZE] [SIZE=2]Throw (Trained): The base difficulty for this attack is an 7, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 1 +1d6 plus the character's Strength edge if applicable. The target is then thrown to the ground and suffers penalties for being prone until he gets to his feet (which takes an action).[/SIZE] [SIZE=2]Thrust (Trained): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. If this is used with a Primitive Weaponry skill, then the attacker adds +3 to his damage with his weapon plus the character's Strength edge if applicable. The attacker makes a deep, straightforward thrust with his blade. [/SIZE] [SIZE=2]Uppercut (Trained): The base difficulty for this attack is an 7, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in Unarmed Combat skills, the base damage for the attack then becomes 5 +1d6 plus the character's Strength edge if applicable.[/SIZE] [SIZE=2]Vulcan Nerve Pinch (Specialized): The base difficulty for this attack is an 8, unless the opponent is blocking, in which it becomes and Opposed Test. If the character has been trained in this skill, the base damage for the attack then becomes 3 +2d6 of Stun damage only, Strength does not add to the damage.[/SIZE] [SIZE=2][B] [/B][/SIZE] [B][SIZE=2]Unarmed and Melee Combat Styles[/SIZE][/B] [SIZE=2][U]Anbo-Jytsu[/U] (Primitive Weapon)[/SIZE] [SIZE=2]Anbo-Jytsu is a special form of staff-fighting developed in 2168 by Kathar Eltrin, a native of Alpha Centauri. Some regard it as the "ultimate evolution in the martial arts", though most scholars and fighters consider it a gross exaggeration. It is a highly effective fighting style in the right circumstances. Anbo-Jytsu practioners fight with their eyes closed. Eltrin, who was blind, created the style so that she could defend herself from ruffians. Her teachings, and the teaching of her (normally sighted) students, have stressed a reliance on other senses other than sight when fighting. Anbo-Jytsu students develp extremely heightened sense which allow them to hear an opponent's slightest footstep or swing, feel the air currents which his movements create, and even tell by smell where he stands. [/SIZE] [SIZE=2]Maneuvers: Aim, Block, Jab, Strike. [/SIZE] [SIZE=2]Advanced Maneuvers: Legsweep, Overhead Smash[/SIZE] [SIZE=2]Special Techniques: Axe Strike (-1 difficulty with Overhead Smash); Rising Sidestrike (-1 difficulty with Strike); Sweeping Sidestrike (-1 difficulty with Legsweep)[/SIZE] [SIZE=2]Requirements: Primitive Weaponry (Staff) 2(3) or higher; Search (Anbo-Jytsu Senses) 3(4) or higher.[/SIZE] [SIZE=2][U]Boxing [/U](Unarmed Combat)[/SIZE] [SIZE=2]This fighting style indepently represents a wide variety of styles developed independently all over the galaxy, from the namesake sport of Earth, to the [I]kharakom[/I] of the Andorian clans to the i[I]drial[/I] of Alpha Centauri, to the Klingon [I]qEl'qrA[/I] (sometimes called smash-fist by other species). All of them are minimalistic styles which rely on punching and blocking; they contain no kicks, grabs, joint-locks, nerve strikes or other maneuvers. A boxer simply trades powerful blows with his opponent until one of them falls. [/SIZE] [SIZE=2]Maneuvers: Aim, Block, Cross, Jab, Punch[/SIZE] [SIZE=2]Advanced Manuevers: Uppercut[/SIZE] [SIZE=2]Special Techniques: Jackhammer (+1 Damage for Uppercut); Lightning Cross (-1 Difficulty for Cross/Jabs).[/SIZE] [SIZE=2]Requirements: Unarmed Combat (Boxing) 1 (2) or higher. [/SIZE] [SIZE=2][U]Chakra Hramdal[/U] (Primitive Weapon)[/SIZE] [SIZE=2]Known in Federation Standard as "Andorian knife-fighting", chakra hramdal is an Andorian fighting style which uses the chaka, or three-bladed Andorian "knife"' It is a fast-paced, brutal fighting art which concentrates almost totally on atack - the practioner is supposed to kill his opponent so quickly that elaborate dodges and binds are not necessary. It can be preformed only with a chaka; it cannot be used barehanded or with other weapons. [/SIZE] [SIZE=2]Maneuvers: Aim, Block, Cheenach (Side Thrust), Jenac (Thrust), Shesra (Short Slash)[/SIZE] [SIZE=2]Advanced Maneuvers: Kellash (Riposte), Shestaal (Sunrise Slash)[/SIZE] [SIZE=2]Special Techniques: Ashrand ("Eyeblink Counterattack" +1 bonus to Jenac or Shesra which follows a block in the Kellash movement)l Taltesh ("Bloody Dawn" +1 damage for Shestaal); Trelac ("Evasive Thrust" -1 difficulty for Jenac). [/SIZE] [SIZE=2]Requirements: Primitive Weaponry (Chakra) 2 (3) or higher. [/SIZE] [SIZE=2] [/SIZE] [SIZE=2][U]Fencing[/U] (Primitive Weapon)[/SIZE] [SIZE=2]Fencing, an ancient sword-fighting art from the European reqion of Earth, uses blocks, disarms, and quick slashes and thrusts to create an often-deadly fighting style. Although best known in he modern universe as a form of sport which employs capped, nonedged swords and protective gear to remove most of the risks.[/SIZE] [SIZE=2]Maneuvers: Aim, Beleste/Fleche (Lunge), Block, Slash, Thrust[/SIZE] [SIZE=2]Advanced Manuevers: Fraissement (Disarm), Riposte[/SIZE] [SIZE=2]Special Techniques: Improved Disarm (+1 bonus to Fitness roll when using Fraissement); Improved Lunge (+1 damage with Bellestra/Fleche); Improved Thrust (-1 Difficulty for Thrust)[/SIZE] [SIZE=2]Requirements: Primitive Weaponry (Sword) 1 (2) or higher. [/SIZE] [SIZE=2] [/SIZE] [SIZE=2][U]Starfleet Martial Arts[/U] (Unarmed Combat)[/SIZE] [SIZE=2]Knowing its officers often get into situations where hand-to-hand combat is unavoidable, Starfleet scoured the galaxy looking for the best fighting maneuvers to teach its members. It combined those maneuvers into an eclectic style known simply as Starfleet Martial Arts. [/SIZE] [SIZE=2]Maneuvers: Aim, Block, Grab, Kick, Punch, Strike, Throw [/SIZE] [SIZE=2]Advanced Maneuvers: Choke Hold, Disarm[/SIZE] [SIZE=2]Special Techniques: None[/SIZE] [SIZE=2]Requirements: Unarmed Combat (Starfleet Martial Arts) 1 (2) or higher. [/SIZE] [SIZE=2][U]Tatharoc[/U] (Unarmed Combat)[/SIZE] [SIZE=2]Tatharoc was developed by the Orions of Rigel VII at some unknown point in their checkered past. According to Federation scholars' best guess, Tatharoc, which use rapid kicks, clawlike "rake-punches", and vicious headbutts, was developed by normal Orions in an effort to compete with, or contain, the animalistic subcaste of their race. Many people can learn Tatharoc fairly easily, so the art long ago passed beyond the confines of the Rigel system and its peoples. [/SIZE] [SIZE=2]Maneuvers: Aim, Block, Headbutt, Kick, Punch[/SIZE] [SIZE=2]Advanced Maneuvers: Rake-Punch, Throw[/SIZE] [SIZE=2]Special Techniques: Devil's Claw (+1 Damage for Rake-Punch); Iron Forehead (+1 damage for Headbutt).[/SIZE] [SIZE=2]Requirements: Unarmed Combat (Tatharoc) 1 (2) or higher.[/SIZE] [B][SIZE=2]Movement Manuevers[/SIZE][/B] [SIZE=2]Dodge: There is no difficulty to hit the dodging character, but the Dodge Test Result becomes the Difficulty Number to hit the character. [/SIZE] [SIZE=2]Dropping Prone: A form of Dodge. [/SIZE] [SIZE=2]Getting to one's feet: This has a difficulty number of 3 to stand back up. This may be modified by other actions, including an attacker's action.[/SIZE] [SIZE=2]Dive for Cover: This has a difficulty number of 7 to perform this form of Dodge. It also allows the character to move up to 5m at no penalty, every meter beyond the 5 adds 1 to the test's difficulty number. [/SIZE] [SIZE=2]Drop and roll: This has a difficulty number of 4 to perform this form of Dodge. It also allows the character to move up to 1m at no penalty, every meter beyond the 1 adds 1 to the test's difficulty.[/SIZE] [SIZE=2]Tackle: This has a difficulty number of 9 to perform this attack. The character moved up to 5m and tackles his opponent; a successful attack means the opponent is knocked down (unless he is substantially larger or stronger than the character), takes 2d6 Stun damage, and, if the character desires, is Grabbed under the Unarmed/Melee combat chart. Tackle requires a Coordination Test or Unarmed Combat Test. [/SIZE] [B][SIZE=2]Ranged Combat Difficulty[/SIZE][/B] [SIZE=2]During Ranged Combat, the Narrator detemines the difficulty based on the shooter's distance from the target. This distance - or range - is described as Point Blank, Short Range, Medium Range, or Long Range. Of course, if an opponent attempts to dodge the attack, the Difficulty equals his Dodge Test Result, as with melee combat.[/SIZE] [SIZE=2]Point Blank: This attack is made with Routine Difficulty and a starting target number of 3.[/SIZE] [SIZE=2]Short Range: This attack is made with Routine Difficulty and a starting target number of 4.[/SIZE] [SIZE=2]Medium Range: This attack is made with Moderate Difficulty and a starting target number of 7.[/SIZE] [SIZE=2]Long Range: This attack is made with Challenging Difficulty and a starting target number of 10. [/SIZE] [SIZE=2][B] [/B][/SIZE] [B][SIZE=2]Hit Locations/Called Shot[/SIZE][/B] [B][SIZE=2]2:[/SIZE][/B][SIZE=2] The target has been struck in the left upper arm. For a called shot this is a +3 addition to the difficulty of the test. If the test succeeds, the target must make a Moderate (7) Coordination roll to hold on to any held items, including weapons. [/SIZE] [B][SIZE=2]3:[/SIZE][/B][SIZE=2] The target has been struck in the right upper arm. For a called shot this is a +3 addition to the difficulty of the test. If the test succeeds, the target must make a Moderate (7) Coordination roll to hold on to any held items, including weapons. [/SIZE] [B][SIZE=2]4:[/SIZE][/B][SIZE=2] The target has been struck in the left lower arm/hand. For a called shot this is a +4 addition to the difficulty of the test. If the test succeeds, the target must make a Challenging (9) Coordination roll to hold on to any held items, including weapons. [/SIZE] [B][SIZE=2]5:[/SIZE][/B][SIZE=2] The target has been struck in the right lower arm/hand. For a called shot this is a +4 addition to the difficulty of the test. If the test succeeds, the target must make a Challenging (9) Coordination roll to hold on to any held items, including weapons. [/SIZE] [B][SIZE=2]6:[/SIZE][/B][SIZE=2] The target has been struck in the right or left side of the chest. For a called shot this is a +2 addition to the difficulty of the test.[/SIZE] [B][SIZE=2]7:[/SIZE][/B][SIZE=2] The target has been struck in the abdomen/stomach. For a called shot this is a +1 addition to the difficulty of the test. If the test succeeds, the target takes x 1.5 damage.[/SIZE] [B][SIZE=2]8:[/SIZE][/B][SIZE=2] The target has been struck in the left upper leg/thigh. For a called shot this is a +2 addition to the difficulty of the test. If the test succeeds, the target reduces all of his movement to half normal. [/SIZE] [B][SIZE=2]9:[/SIZE][/B][SIZE=2] The target has been struck in the right upper leg/thigh. For a called shot this is a +2 addition to the difficulty of the test. If the test succeeds, the target reduces all of his movement to half normal. [/SIZE] [B][SIZE=2]10:[/SIZE][/B][SIZE=2] The target has been struck in the left lower leg/foot. For a called shot this is a +4 addition to the difficulty of the test. If the test succeeds, the target reduces all of his movement to quarter normal. [/SIZE] [B][SIZE=2]11:[/SIZE][/B][SIZE=2] The target has been struck in the right lower leg/foot. For a called shot this is a +4 addition to the difficulty of the test. If the test succeeds, the target reduces all of his movement to quarter normal. [/SIZE] [B][SIZE=2]12:[/SIZE][/B][SIZE=2] The target has been struck in the head. For a called shot this is a +5 addition to the difficulty of the test. If the test succeeds, the target takes x2 damage.[/SIZE] [SIZE=2]In addition, after a character has determined which location he has hit, he can elect to "slide" the result to another hit location based upon how proficient he is with the mode of the attack. He can "slide" the attack one step up or down for each point he has in the Skill he used to make the attack. For example, Ensign Dirksen, with an Energy Weapon (Phaser) 2 (3) Skill, can elect to "slide" a hit 3 locations in either direction on the scale when he hits a target with a phaser blast. He rolls a hit location of 7. As a result, he can slide the hit location up to 3 locations in either direction - anywhere from 4 - 10. Since he does not want to strike the target character in the abdomen - location 7, a potentially fatal shot - he instead elects to "slide" the hit to the target's right hand (location 5), hoping the target will drop his weapon. [/SIZE] [B][SIZE=2]Damage and Healing [/SIZE][/B][SIZE=2] If an attack succeeds, the target of the attack may be injured or even killed. The amount of Damage done by the attack indicates its level of severity. Obviously, a roundhouse kick that does 6 points of damage is far less severe than a phaser blast that does 20 points. Some forms of attack cause a set amount of famage (normally based on your fitness and any Strength edge you might possess). Other forms, most notably energy weapons, deliver a variable amount of damage (requiring you to make a die roll). Dramatic successes typically add 1-2 extra damage dice, and Courage Points may not be spent to increase the Damage roll. The Drama die does not apply to Damage rolls. [U] Taking Damage [/U] A character can withstand an anount of damage equal to his Resistance (Fitness + Vitality edge + applicable armor). Any damage which exceeds the target's resistance affects the target directly. Additionally, every character has seven Wound Levels to describe the effects of damage (usually as a result of combat). At each of the seven levels, a character can take damage equal to their Resistance. For a standard human character with a Fitness of 2 and no Vitality edge, this would result in 2 points of resistance on each of the seven Wound Levels. A character can spend Courage Points to increase his Resistance for one combat scence, at the rate of one Courage Point per point of Resistance. Any damage that exceeds a character's Resistance affects the character directly. [U] Effects of Injuries [/U] When a character becomes injured, he weakens and his ability to act becomes impaired. Minor injuries have little effect, but as the character's injuries worsen, he becomes less able to function effectively. A character's current injury status and the current degree of impairment, is described by seven Wound Levels. All characters are considered to be Healthy until they suffer damage or injury. [I] Healthy: [/I]The character suffers no impairment (this is his normal, uninjured state). [I] Stunned: [/I]The character suffers a +1 Difficulty to all tests (or -1 to Initiative tests and dodge rolls until healed). This penalty is in addition to whatever other penalties apply. [I] Injured: [/I]The character has been thrown to the ground and is in such pain that further actions this round are impossible. He is able to act the next round but suffers an additional +1 Difficulty to all Tests (This is cumulative with the stunned Difficulty penalty so -2) until healed. [I] Wounded: [/I]The character has been thrown to the ground and is in such pain that further actions this round are impossible. Until he recieves first aid or medical attention, he suffers an additional +2 Difficulty to all Tests (This is cumulative with the stunned and injured Difficulty penalty so -4) until healed. [I] Incapacitated: [/I]The character has been thrown to the ground and rendered unconcious for 2-12 minutes. Once awake, the character can not move or perform actions until first aid or medical attention has been recieved. [I] Near Death: [/I]The character is so severely wounded that without immediate medical attention, death is inevitable. If a Near Death result is achieved, the character falls prone and unconscious and will die after his Fitness + Vitality edge in minutes. A successful Routine (4) First Aid Test will stabilize the character, though medical attention - in a sickbay, for example - is required. If the character does not recieve the required medical attention, a new First Aid Test must be made every hour, or the character will fall unconscious and die. [I] Killed: [/I]The character dies. Your character can take an amount of damage (from one or more attacks) equal to his Resistance before dropping to the next level. For example, an uninjured Starfleet security officer with a Resistance of 3 (Fitness 4, Vitality -1) could take 3 points of damage before becoming Stunned. It would take an additional 3 points of damage before his status dropped to Injured. All points in a given Wound Level must be crossed off before your character drops down to the next level. If the security officer had only taken 2 points of damage, instead of 3, he would remain healthy until he suffered an additional point of damage. [U] Stun Damage [/U] Some weapons - Federation phasers, for example - can be configured to inflict nonlethal damage. Starfleet standard operating procedure requires phasers to be set on stun, at least initially. For a weapon set on stun, roll damage normally. A Wounded result or worse indicates the character is rendered unconcious. The length of time the character remains unconcious depends on the weapon and its settings - refer to individual weapon descriptions for more details. but about one to two minutes is typical. For each damage point beyond wounded, a human character remains unconscious for an additional 5 minutes. Similarily punches and other unarmed melee attacks usually cause Stun damage. When the damage from an unarmed melee attack reaches the Incapacitated level, the injured character is rendered unconscious. Ordinarily it is not possible to kill a character with Stun damage, But if a character continues to attack an unconscious foe with Stun damage attacks, he will begin to do normal damage, and can, if attacks the helpless foe long enough, kill him. When characters regain consciousness after being stunned by a Federation phaser, for example, they are considered healthy. No residual damage remains (unless they were further attacked when they were unconscious) and they do not have to make Fitness tests to heal. If a character was rendered unconscious by unarmed combat damage (in a fistfight, for example), he regains consciousness at the lowest level of the Stunned Wound Level. [B] Healing [/B] Characters heal injuries in a number of ways: natural healing, receiving First Aid or receiving advanced medical treatment. [U] Natural Healing [/U] Character s that do not recieve medical attention can heal naturally, though recovery is slow, painful and often incomplete. The character must rest for a certain amount of time, and can then attempt to make a Fitness Test (modified by the Vitality edge). Any character attempting to heal naturally is essentially bedridden - attempts at exercise or work adds +1 Difficulty to his Fitness Tests during recovery. A Stunned character must rest for 1d6 minutes before attempting a healing roll. An Injured character must rest for 1d3 days before attempting a healing roll; a Wounded character must rest for 1d6 days; an Incapicitated character, 1d3 weeks; a Near Death character, 1d3 months. Of course, the Narrator may rule that special or unusual circumstances allow a character to make Fitness Tests more quickly. 1-3: Character's health worsens; treat as injury of one step worse than injury suffered (for example, as a Wounded injury if character was injured). This result does not apply to characters who are only Stunned. 4-6: No effect; character still suffers from injury at the same level. 7-9: Partial recovery; character still suffers from injury, but at one level better (for example, a Wounded character would become merely injured, and a Stunned character would be back at full health). 10-12: Partial to full recovery; character still suffers from injury, but at two levels better (for example, an Incapacitated character would become merely Injured). 13+: Full recovery. Character regains all Wound Levels and returns to a Healthy state. [U] Medical Attention [/U] Characters can also recover from their injuries by receiving medical care - either first aid or the more advanced medical attention available in a sickbay. Depending on the nature of the injury, this may be accomplished quickly (a round or two), but may require much more time (equivalent to the recuperation periods described under natural healing. The First Aid skill and standard medical kits can be used to stablize or heal wounds in the field. Such field medicine requires the character to have at least a rudimentary knowledge of first aid or medicine. Advanced medical care requires more than just a medkit or a tricorder - it requires the continued attention of doctors and nurses in a sickbay or hospital. Characters must know an appropriate Medical Sciences skill an have proper facilities to administer this kind of care. In general use the following as benchmark difficulties for using medical tricorders and medical kits to heal wounds. Reduce the difficulties by 2 if the character is recieving advanced medical care. Stunned: This is a base Routine difficulty of 4 to diagnose and heal. Injured: This is a base Moderate difficulty of 7 to diagnose and heal. Wounded: This is a base Challenging difficulty of 10 to diagnose and heal. Incapacitated: This is a Difficult difficulty of 13 to diagnose and heal. Near Death: This is a base Impossible difficulty of 15 to diagnose and heal. [/SIZE] [/QUOTE]
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