




Combat System
Combat is an important feature of Bloodline. Violent confrontation has ever been a way of settling problems, from vengeance-driven fights between nemeses, to the clash of armies in times of war. Nevertheless, combat need not be a savage battle to the death.
Some combat encounters can be swashbuckling duels which end without injury, or perhaps light-hearted bar room brawls. Bloodline combat is unique, and requires some explanation.
I. Terms
Combat Style
The Standard Skill used to gauge success on combat abilities.
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Initiative
Initiative determines participants’ order of actions in a Combat Round. It is rolled at the start of a fight and determines when each character acts. Unless something occurs to change the situation, such as certain Combat Actions or Special Effects, Initiative remains in play until it is forced to be re-rolled.
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If characters have the same Initiative, they go at the same time.
You can do ONE (1) combat pre-buff unless Surprised
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Turn
Every Player Character can only use 1 Action Point per Turn. Characters perform Turns in their Initiative order, from highest to least. In Character, each Turn is 5 seconds.
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Proactive Actions
Actions a Character can perform only on their Turn, requiring an Action Point.
Examples are Melee Attack, Ranged Attack, and Retrieve Item.
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Reactive Actions
Actions a Character can perform in response to a Proactive Action being done against them, requiring an Action Point. Examples are Evade and Parry.
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Free Actions
Actions a Character can perform whether it is their Turn or not, and not costing an Action Point.
Examples are Second Wind, Ghost, Signal, and Drop Item.
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Special Effects
These are abilities that can only be performed if one combatant gains the upper hand.
An example is an Attacker successfully attacking a Defender, and the Defender fails to parry. This grants the Attacker an Offensive Special Effect.
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Engaged
A Free Action that can be triggered at any time that an opponent is within a Player Character's melee weapon range. This prevents them from using Move as a Free Action, making it cost an Action Point. This can be triggered when a player uses Move and passes by an opponent's melee weapon range, stopping their movement path.
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Longer range melee weapons are useful, as they force approaching foes to be at your longer weapon range when Engaged. This means if they have a smaller weapon range, they have to use an Action Point now to use Move to get within their weapon's range against you, or retreat, thus ending their turn.
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Weapon Size
Size categories of weapons are Small, Medium, Large, Huge, and Colossal. This is used to gauge how much damage a weapon deals through successful parries. A Character being Unarmed counts as Small.
II. Running Combat
How Combat Works
Fighting in Bloodline is resolved with each attack or parry representing a single stab, swing, spell cast, or shot of a weapon.
Melee and Ranged Weapon Proactive Actions permit the chance to be resisted by a Reaction. Thus, even if a character manages to strike an opponent, the foe is permitted their own roll to see if they can parry or evade the blow before it lands. Parrying Ranged Weapons require a Shield.
The same philosophy is not used with Spells. Spells have the benefit of much greater range, damaging multiple Hit Locations, ingrained Special Effects, and not having to Engage opponents to take a Proactive Action against them.
As a drawback, most Spells have the Defender auto-roll their Evade, Endurance, Acrobatics, and or Willpower depending on the Spell and uses the best result. This costs no Action Points for the Defender, but still costs the Mage an Action Point.​
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Close Combat (Attacks, Parries, Evade, Wait)
Close Combat is handled in the following step-by-step manner:
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Using Start Turn, a Character then uses Move and uses the Engage ability on an enemy or multiple enemies within their weapon's range.
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The Attacker spends an Action Point to Melee Attack an enemy, rolling a 1d100 and trying to be below their Combat Skill.
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The Defender may spend an Action Point to Parry, which rolls their Combat Skill, or Evade, which rolls their Evade or Acrobatics (whichever is higher). Alternatively, the Defender can also elect to Wait if the Attacker failed, saving themselves an Action Point. Using Wait counts as a failure, however, so if the Attacker succeeded they gain a Special Effect. Wait must be used if the Defender has no Action Points.
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If the Attacker achieved a Success and the Defender a Failure, then the Attacker’s weapon damage is applied to a random Hit Location, minus the Defender’s armor there. The Attacker may now also select a Special Effect to use.
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If the Attacker achieved a Success and the Defender a Success, then weapon sizes are compared, damage calculated, and dealt to the appropriate location if any gets through the parry and armor of the Defender.
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If the Attacker achieved a Failure and the Defender a Success, then the Defender takes no damage and may now select a Special Effect to use.
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Armor and Encumbrance
Armor reduces any damage which penetrates the defender’s Parry.
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Encumbrance is equal to your total Armor value across all Hit Locations. Every 6 (5.5+ rounds up) Encumbrance gives
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-1 Initiative Bonus
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-1 Movement Rate.
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-4 Evade
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-2 Acrobatics
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Engagement
A character is considered Engaged if within melee weapon range of an opponent.
This does not necessarily require that both combatants can reach each other; only that one of them can be potentially struck by the other. Once a character has Engaged with an opponent, they can no longer freely Move. Using the Move ability costs an Action Point, and the Movement Rate is halved.
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Climbing
If your character cannot immediately walk up a space, having to jump or climb it through the mechanical Conan methods, you must use the Climb action. It is a Free Action you can perform on your turn, but still requires actual Movement to be available (Combative Move, Move, Pivot, Close/Open Range)
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The Climb ability checks your Athletics or Acrobatics, whichever is higher. On a failure, you cannot mount the obstacle. On a success, you can.
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Cover/Line of Sight
You are encouraged to be tactical and utilize cover. If you are unable to be seen or logically struck, then don't let others try to do it anyway. And if you are an Attacker and see your foe is well behind cover, or hard to see through your character;s eyes, reconsider firing that arrow or spell and get a better vantage point. You would want the same courtesy.
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Damage Reduction
If a defender succeeds in parrying, then they reduce an attacker’s damage, if any, according to the comparative Size of the weapons used.
Each size of a parrying weapon less than an opponent's means 25% of the damage rolled is dealt to the Hit Location struck.
For example, a Greatshield (Huge) parrying a Great Axe (Huge) would block all damage; a Longsword (Large) would reduce 75% of the damage; a Shortsword (Medium) would stop 50% of the damage; a Dagger would stop 25% of the damage.
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Evading
Evading in combat is to throw oneself clear of an attack rather than Parrying or Waiting for it to strike. This allows a character to garner a success without the potential damage breakthrough of a greater sized weapon hitting their parry. But, a failure means all damage will land upon them if the Attacker was successful in their attack. All or nothing.​​​​
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Fate Points
Fate Points represent that strange force differentiating our adventuring heroes in Thedas from everyday folk. Call it fate, karma, or simple good fortune. Fate Points are the same for all, starting at 3. They cannot be replenished and can only be used to Cheat Fate.
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Cheat Fate can be used anytime your character is struck with a Killing Blow. Unless they have a pre-approved PK ticket on your character, approved due to escalation, No Value Life (NVL), or other high-tier circumstances agreed upon to make Fate Points moot in a certain situation.
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Luck Points
Luck Points represent a burst of adrenaline or showcase of willingness to persevere and can be used for:​​​
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Desperate Action: Gain +1 Action Point.
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All characters start with 1 Luck Point, gaining an additional 2 with every 6 points put into Power. Only 1 Luck Point is regained on Rest. None are regained on Recover.
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Outnumbered
Although the systems of Bloodline are meant to be more realistic and lethal, we still have exceptions to protect and foster roleplay. This includes 3v1, 5v2, 7v3, 9v4... and so on, situations. Any time a group is double the size of the enemy group + 1, the following applies:
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Killing Blows must be pre-approved from an Admin Ticket. No player can suffer a Perma-Kill in an Outnumbered fight without one unless they consent.
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Out of Action Points
In a situation where a Defender is unable to Parry due to having no Action Points remaining, or, confident in his ability to weather the blow, elects not to Parry by using the Wait ability, they are treated as having automatically rolled a Failure. This has the consequence of granting a successful Attacker a Special Effect.
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When a Character runs out of Action Points, a status will appear above their head stating 'No AP'. When that Character uses Start Turn or End Turn, it will automatically recover their Action Points, inflict 1 Fatigue, and End their Turn if it wasn't already, preventing any Proactive Action from being performed.
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In Character, this is seen as a character having exhausted their stamina for combat and taking a moment to recover their breath, allowing them to fight on—or to gain the wisdom to retreat.
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Parrying a Missed Attack
Even if the Attacker misses their initial attack roll, the Defender has the option to spend an Action Point to Parry. Although it may seem disingenuous to parry an attack which will miss anyway, a strategic Defender can use this to their advantage to gain a Special Effect, potentially weakening or incapacitating a foe.
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Passive Blocking / Ward Location
Passive Blocking allows a character armed with a weapon to hold it in such a way that it covers a chosen location (or multiple locations when using a shield or a polearm)
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Any attack which hits the location Warded automatically receives damage reduction based on the character's average weapon size, reducing damage as if it was parried. This does not mean a successful parry occurred, however, and an Attacker can still use a Special Effect.
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Shields and certain larger, defensive weapons have access to Warding more locations. All weapons can Ward at least 1 location. The smartest places to Ward are the Head and under armored places, or the torso as it has the largest dice range.
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Pre-buffing
If a character does not have the Surprised status they are permitted to perform 1 buffing action, then they are to use the Reset Action Points Debug ability. The ability used cannot target enemies or affect them in any way, the caster can only affect themselves and allies in the pre-buff stage once.
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Special Effects
Fighting is far more than simply injuring or killing an opponent. Combative arts teach many methods of defeating a foe, perhaps rendering them helpless or forcing them into situations where they must capitulate, without necessarily needing to cause them harm.
Special Effects represent these techniques and are only useable when a character has a Success and their foe a Failure.
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Certain Special Effects are only able to be used Offensively, others only Defensively, and some can be used either way. Certain Special Effects can also be limited to specific weapon types, or must be learned.
The Special Effect table below is not considered to be comprehensive, but it has the most common.
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Special Effects Table
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Status Effects
Status Effects may be applied when fighting in particular conditions, or as the result of a Special Effect. For example, fighting in the dark might incur the Blindness status. Modifiers should be agreed upon by the parties involved, but the application of Status Effects by abilities cannot be circumvented without a successful roll resisting them.
Many Status Effects simply serve as aids for helping understand the flow of combat, like who has the Active Turn and who is Reacting.
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Active Turn: Able to perform Proactive Actions.
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ATTACKING: Performing an Attack against a target that can React.
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Bleeding: Suffering +1 Fatigue.
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Blind: Perception reduced by -20, Combat Skills requiring sight reduced by -10.
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Bracing: Endurance increased by +20 for resisting spells and effects than move its target, including Bash.
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Debilitated: 8 Fatigue
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Engaged: Movement Rate is halved and Move requires an Action Point.
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Entangled: Movement Rate is 0.
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Exhausted: 7 Fatigue
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Fear: Unable to take a Proactive Action against the foe that applied Fear. Can still React against their attacks.
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Grappled: Movement Rate is 0.
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Locked Scene: All participants are time-scaled differently than those not in the scene.
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No AP: Out of Action Points. Unable to perform Proactive or Reactive Actions until the End of their next turn.
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Paralyzed: Movement Rate reduced by 4, Action Points reduced by 4.
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Prone: Movement Rate is 0.
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REACTING: Able to perform Reactive Actions.
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Selecting Offensive Special Effect: Able to perform an Offensive Special Effect.
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Selecting Defensive Special Effect: Able to perform a Defensive Special Effect.
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Semi-Conscious: 9 Fatigue
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Stealth: Undetected by those given the Surprised status.
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! Surprised !: Reduces Initiative Bonus, prevents Proactive Action.
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Tainted: Destined to die from the Blight.
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Tired: 5 Fatigue
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Unconscious: 10 Fatigue. Killing Blow can be performed against them.
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Victim: Defeated in Combat. Spare, Thievery, and Brutalize can be performed against them.
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Winded: 4 Fatigue,
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Weary: 6 Fatigue
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Surprise
Surprise occurs when an unexpected attack is launched against opponents unaware of the attacker’s presence or intention. An ambush would be an example of the former, while treacherously turning on an unsuspecting ally during amiable conversation illustrates the latter.
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Surprise gives a -10 penalty to Initiative Bonus.
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Ranged Weapons
Ranged combat incorporates all forms of weaponry which require to be shot, thrown, or slung to strike their target. Ranged attacks are resolved in an identical way to close combat. However, Ranged Weapons can only be parried with shields; those without must rely on natural cover or use Evade to dive out of the line of fire. Thus, against lightly armored or distant foes, Ranged Weapons are formidable.
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Ranged weapons can only be parried by Shields, otherwise the Defender must Evade or use Wait.​​
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Wounds
When a Hit Location reaches 0 Hit Points, the following happens:​
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Successful Endurance Check: 2 + Healing Rate Hit Points are recovered, a Minor Wound for that Hit Location
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Failed Endurance Check: 1 + Healing Rate Hit Points are recovered, a Severe Wound for that Hit Location
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Based on the Hit Location, your character also obtains a Wound. Each Wound has a differing amount of Fatigue attached to it:
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Minor Head Wound: +4 Fatigue
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Severe Head Wound: +5 Fatigue
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Minor Torso Wound: +3 Fatigue
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Severe Torso Wound: +4 Fatigue
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Minor Limb Wound: +2 Fatigue
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Severe Limb Wound: +3 Fatigue
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When a Hit Location reaches Maximum Hit Points, all Minor Wounds for that Hit Location are removed. This does not apply to Severe Wounds, which require an Injury Kit or greater, or Adept Healing or greater.
