If you make your attack roll, you have
not (yet) actually struck your foe, unless
you rolled a critical hit. Your attack is good
enough to hit him – if he fails to defend.
There are three “active defenses” that a
fighter can use to evade or ward off an
attack: Dodge, Parry, and Block. You
should calculate these active defense scores
in advance and record them on your character sheet (ours does a lot of it for you)
An active defense is a deliberate attempt
to avoid a particular attack. It’s only possible if the defender is aware of the possibility of an attack from his assailant and is free
to react . . . by moving out of the way of the
attack (a dodge), deflecting the attack with
a weapon or empty hand (a parry), or interposing a shield (a block)
An active defense is a deliberate attempt
to avoid a particular attack. It’s only possible if the defender is aware of the possibility of an attack from his assailant and is free
to react . . . by moving out of the way of the
attack (a dodge), deflecting the attack with
a weapon or empty hand (a parry), or interposing a shield (a block)
Defense Roll
The defender rolls 3d against his active
defense score. If his roll is less than or equal
to his effective defense, he dodged, parried,
or blocked the attack. Otherwise, his active
defense was ineffective and the attack struck
home. If this occurs, roll for damage.
An active defense roll of 3 or 4 is always
successful – even if your effective defense
score was only 1 or 2! A roll of 17 or 18
always fails.
Your foe does not get to attempt a defense
roll if you rolled a critical hit against him.
If you are stunned, any active defense is
at -4
If you have a ready shield, add its Defense
Bonus (DB) to any Dodge, Parry, or Block
roll against an attack that came from in front
of you or from your shield side.
Dodging
A “dodge” is an active attempt to move out
of the perceived path of an attack. This is
often the best defense when you’re not skilled
with your weapon and you have no shield, or
when you’re attacked multiple times.
Your Dodge active defense is Basic Speed
+ 3, dropping all fractions, less a penalty
equal to your encumbrance level. Your character sheet calculates this for you. ou may dodge any attack except one that
you did not know about! You only get one
Dodge roll against a given attack.
You only get one active defense against
each attack, unless you use All-Out Defense
(Double Defense), but there is no limit to the
number of times you may dodge different
attacks during your turn.
Blocking
A “block” is an attempt to interpose a
shield, cloak, or similar large object between
yourself and an attack. This requires a ready
shield. (If you’re strong enough to grab and
lift someone, you can block with his body!)
Your Block active defense is 3 + half your
Shield skill, dropping all fractions. For
instance, Shield-11 would give a Block of 3 +
(11/2) = 8.5, which rounds down to 8.
In general, you can block any melee
attack, thrown weapon, projected liquid, or
muscle-powered missile weapon.
You may attempt to block only one attack
per turn.
Parrying
A “parry” is an attempt to deflect a blow
using a weapon or your bare hands. You
cannot parry unless your weapon is ready –
or, if you are unarmed, you have an empty
hand. You may attempt to parry only one
attack per turn.
You can use most melee weapons to
parry. A few long, well-balanced weapons
(e.g., the quarterstaff) get +1 or +2 to parry
due to their ability to keep a foe at bay. Your Parry active defense with a given
weapon is 3 + half your skill with that
weapon, dropping all fractions. For
instance, Broadsword-13 would give a
Parry of 9.
A parry won’t stop anything except
melee attacks or thrown weapons.
Exception: If a foe attacks you with a missile
weapon and he is within reach of your
melee weapon, you may parry. You’re parrying the weapon, not the projectile! For
example, if an attacker fired a crossbow at you
from only one yard away, you could
attempt to parry barehanded. Success
would mean that you slapped his arm or
crossbow aside, causing him to fire wide of your
body.
You can parry thrown weapons, but at a
penalty: -1 for most thrown weapons, or -2
for small ones such as knives, shuriken, and
other weapons that weigh 1 lb. or less.
If you successfully parry an unarmed
attack (bite, punch, etc.) with a weapon, you
may injure your attacker. Immediately roll
against your skill with the weapon you used
to parry. This roll is at -4 if your attacker used Karate. If you succeed, your parry
struck the attacker’s limb squarely. He gets
no defense roll against this! Roll damage
normally.
Retreat
Retreat” is not a separate defense, but an option you may add to any active defense against a melee attack. To exercise this option, you must move away from your attacker: at least one yard, but not more than 1/10 your Move – exactly as for a step.
Retreating gives +3 to Dodge, or +1 to Block or Parry. Exception: If you parry using Karate or Fencing, a retreat gives +3 to Parry, as these forms make superior use of mobility.
Your step back takes place immediately. It is assumed to occur as your foe is striking. If it would take you out of your attacker’s reach, he still gets his attack. If he has multiple attacks (e.g., from an Extra Attack, All-Out Attack, or Rapid Strike), your retreat does not put you beyond the reach of his remaining attacks. However, you get your retreating bonus on all active defense rolls against all of his attacks until your next turn.
If your opponent attacked you with a maneuver that allows a step, but has not yet taken his step, he can choose to follow you by taking his unused step. In effect, he is forcing you back!
You can retreat only once during your turn. In other words, once you retreat, you may not retreat again until after your next turn. You cannot retreat while in a sitting or kneeling posture, or whilestunned. You also cannot retreat if you moved faster than your Basic Move on your last turn (that is, if you were sprinting or using Enhanced Move). You can retreat (by rolling) if you are lying down.
Defense Modifiers
- Defender’s Equipment
-- Parrying with dagger or knife: -1 to Parry
-- Parrying with quarterstaff: +2 to Parry
-- Unarmed parry vs. weapon: -3 to Parry (0
vs. thrust, or w. Karate)
- Defender’s Maneuver
-- All-Out Attack: no defense possible!
-- All-Out Defense (Increased Defense): +2 to
one of Dodge, Block, or Parry
-- Move and Attack: dodge or block only; you
cannot parry
- Defender’s Situation
-- Bad footing: -1 or more (GM’s option)
C
-- Can’t see attacker: -4, and a block or parry
requires a Hearing-2 roll
-- Distraction (e.g., clothes on fire): -1 or more
(GM’s option)
-- Encumbered: penalty equal to encumbrance level to Dodge, or to Karate Parry
-- Stunned: -4
- Nature of Attack
-- Attack from behind: no defense possible
-- Flail: -4 to Parry / -2 to Block
-- Thrown weapon: -1 to Parry, or -2 to Parry
if small (1 lb. or less)
Unarmed Defense
If you are fighting without weapons, or with at least one hand free, you may
choose to parry barehanded. Beings that lack hands (like most animals) can’t parry
unarmed – they can only dodge.
You can use Brawling or Karate skill – or DX, if higher – to parry with one hand.
Your Parry active defense is 3 + half your skill or DX, dropping all fractions.
There’s no penalty to parry another unarmed attack. You are at -3 to parry
weapons, unless the attack is a thrust or you are using Karate (in either case, use
your full Parry).