A character can attempt to dodge all attacks aimed at him during a round. Roll 3d6
with a target number equal to Body + Combat skill rank. On a successful roll, the character's defensive
rank is improved by 3 for the rest of the round. (Dodging does not affect attacks made before the
character's turn in the round.)
A character can try to parry all melee attacks made by one opponent during a round.
He must be wielding a melee weapon no less than half the size of his opponent's weapon. Roll 3d6 with a
target number equal to the weapon's Attack Value + Combat skill rank. A successful roll deflects one attack.
You can choose to parry an opponent's attack at any time, even if your turn hasn't come, however it counts
as your action for the round.
An attacker wielding a blunt melee weapon can attempt to stun his opponent. The
attack is at a -1 penalty to hit. If the attack hits, instead of causing damage, he forces his target
to save versus stun. On a successful saving throw, the target is stunned during his next action. On
a failed saving throw, the target is stunned a number of rounds equal to the points of damage that would
have been inflicted.
An attacker wielding a blunt melee weapon can attempt to knockout his opponent,
rendering him unconscious. The attack is at a -5 penalty to hit. If the attack hits, instead of causing
damage, he forces his target to make a saving throw versus knockout. If he misses the save, he is
knocked unconscious for a number of rounds equal to the damage that would have been inflicted.
Stunned characters suffer a -3 attack penalty, a -2 penalty to skill checks, and
a -1 penalty on saving throws using Mind. Stun caused by toxins can be avoided with a successful saving
throw versus poison.
Poisoned characters take 1 point of damage at the end of each round for the
duration, or until the poison is cured. With a successful saving throw versus poison, weak poisons
cause no damage, strong poisons cause only 1 point of damage, and deadly poisons cause only 2 points
of damage. A vial of antidote can occasionally cure the poison. On 1d6, a roll of 1-4 cures weak
poison, 1-3 cures strong poison, and 1-2 cures deadly poison.
Paralyzed characters suffer a cumulative -1 penalty to attack and skill rolls each
round until the venom reaches full effect. The penalty is then reduced by 1 each round until the effects are
gone. The venom's effects are avoided entirely with a successful saving throw versus paralysis.
Entangling attacks disable the target's limb or entire body for d6 rounds. If the
target sees the attack coming, he can make a Body attribute check to avoid entanglement. A large net
requires one round of preparation before it can be thrown.
Two-weapon combat is a style of fighting with a 1-handed weapon in each hand.
You receive a -1 attack penalty with the weapon in your main hand (IE: right), and a -3 attack penalty with the
weapon in your off hand (IE: left).
Mounted combat is fighting while riding a horse or other beast. You receive a
-1 attack penalty to one-handed melee weapons, -2 penalty to thrown weapons, -3 penalty to ranged weapons,
and -4 penalty to two-handed melee weapons. A successful strike with a lance against a mounted opponent
will knock him off his mount, unless he uses a shield and makes a successful Body attribute check.