Combat

Combat

To ensure high fantasy violence is kept as controlled and constrained as possible, the following section details how combat works in the World of Eventyr.  

How it Works 

At the basic level, you use your chosen weapon and try to hit (using pulled blows, detailed in the Safety section of this document) your opponent. If you manage to successfully hit your opponent or they hit you then a point is deducted from the hit point total for that location. This is repeated until someone runs away or falls over; see the section on Death, Damage and Healing for more information on hit points and locations. 

Offensive Weapon Calls 

Weapon calls can be divided into two main groups; the style of the blow and the damage type. The style of the blow is typically dictated by skills that the character has, whilst the damage type is controlled by the weapon and any modifying effects used. 

The following table details the various styles of combat call that can be used. To make a call, offensive points (OP) are required; the points are expended when the call is made, irrespective of whether the hit is successful, or it is parried, dodged or avoided in another fashion. The OP costs of the blows are given in each class manual. 

Type 

Verbal call 

Damage 

Description

 

Common 

Single  

(no call required) 

1 point  The default damage from any normal, uncalled blow. 
Double  2 points  If any armour struck cannot prevent two points of damage, the excess will spill over to the underlying armour or location. 
Through  1 point  The blow ignores the uppermost layer of armour, damaging the location or the second layer of armour. 

Rare 

Crush  Armour or location to 0  This blow takes an unarmoured location to zero or reduces the hits of the armour struck to zero. If an unarmoured location is hit, the bones in that location are also broken (see Death, Damage and Healing section for details of effects). Crude or quality shields or weapons used to parry crush blow are destroyed. 
Disarm  0 points  By striking your target’s weapon, you manage to disarm them. The weapon must be dropped, hitting the floor before being retrieved; if the weapon is on a loop, it must dangle free. A two-handed weapon need not be dropped, but it cannot be used (for offensive or defensive actions) for a minimum of 3 seconds.  
Stagger  0 points  By striking the body or legs of your target, they are knocked down by the blow. Even if the blow is parried or blocked with a shield, the target is still staggered. The target must fall to the ground or make contact with at least one knee. 
Stun  0 points  Can only be done on an unaware target, from behind. By striking the shoulder of your target, they are rendered senseless for up to 10 seconds. During that time, the target can do nothing; it must either fall to the ground or remain motionless, incapable of action. 

Very rare 

Critical  Location to 0  This blow takes the struck location to zero, regardless of armour; the armour is not affected by this blow. A critical hit cannot be dodged except by the use of a “Master Dodge” call 

Special 

Irresistible  N/A  The target may not dodge or otherwise use a call to negate the effects of the strike. This call may be combined with others (e.g. “Irresistible Crush”). 
Bane  4 points  This strike negates any resistances or other damage-reducing effects; it will always damage the target. 
Point blank  Variable  This call is made instead of firing a missile weapon or throwing a thrown weapon at close range; any damage on top of the normal ranged strike will be called after “point blank”. 

Common weapon calls can be made using any grade of weapon. Rare calls need to be made with a quality (or better) weapon and rare calls require a masterwork weapon. Some creatures in Eventyr will be able to make rare or very rare calls without meeting the weapon quality requirements; these abilities will come from natural strength rather than trained skill. 

Weapon calls can only be made with weapons in your dominant hand. You may use a weapon in your off-hand if you take the Use Ambidexterity skill from the general skill list, but only use it to make weapon calls if you also have the Ambidexterity skill (only available to certain classes). 

The following table details some of the damage types that you may encounter. The type of damage inflicted by a weapon may have a greater or lesser effect on certain targets, depending on any resistances or vulnerabilities. They can be combined with style calls, as demonstrated below. 

Damage Type 

Example Call 

Notes 

Arcane 

“Magic stun”  The damage type will not change the amount of damage done by a particular blow; a fire double will do 2 points of damage, as will a normal double or silver double. If the target is resistant or vulnerable to a type of damage, they will role-play the additional or reduced effect. 

Divine 

“Holy (single)” 

Elemental 

“Fire crush” 

Material 

“Silver double” 

Poison 

“Poison sleep through”  The nature of the poison needs to be included in the call to enable the target to react appropriately to the poison. 

Missile Weapons 

All projectiles fired from bows or crossbows immediately cause “through” damage on impact. No offensive points are expended and no call is required to signify this effect. This does not apply to thrown weapons; throwing a weapon does not deliver the same impact as firing an arrow or bolt from a bow or crossbow. 

Some characters may be able to add additional style and damage type calls to their missile weapon hits; these will be detailed in the relevant class manuals.  

Defensive Skill Calls 

To defend against incoming blows and offensive calls, defensive skills can be used to counter those effects and protect yourself. Defensive skills require defensive points (DP) to be used. Unless stated in the skill that grants the defensive call, you can only make defensive calls against common calls; as you take skills to more advanced levels they will allow the calls to be made against higher level calls, at a higher cost.  

Verbal Call 

Description 

Dodge 

This call allows you to dodge an attack that would have otherwise hit you, including common and rare called blows. You must role-play the attempt of dodging, even though you need not avoid being hit. In order to dodge the blow, you must have been aware of the attack and seen the source of the blow.  

Master Dodge 

This allows you to dodge critical blows and magic effects that specifically target you (cannot be used to dodge “mass” spell effects). 

Resist 

This call allows you to ignore the special call from an incoming attack, turning the blow into 1 point of damage. Depending on the skill that grants the resist call, the call can also be used to ignore effects that may not directly cause damage (e.g. poison or fear); the skill will clarify as to when the call can be used and against what rarity of called blow. 

Reflect 

This call allows you to turn the attack back upon your attacker. The defender takes no effect and instead, the attacker receives the effect of the attack. Any skill granting the ability to reflect will also detail the types of attack that can be reflected. It is possible for a reflected attack to have a defensive call made against it, if the new target has the appropriate skills. 

Absorb 

This call enables you to take no damage from the incoming spell and instead, you gain a portion of the power used to cast the spell. The skill granting this call will say when it can be used and how much power is absorbed. 

Offensive Combat Styles 

You may have the ability to use a “combat style”; this will allow you to make as many of that type of call in a single combat encounter (defined at the discretion of the attending referee) as needed for a single, up-front points cost. If at any point you are incapacitated during that combat encounter (for instance, by sleep or stun effects) then the combat style ceases and you must pay the points cost to enter it again. You can only have one combat style in play at a time. 

All calls offensive and defensive must have a minimum of three seconds between attempts. This applies to all calls, so if a defensive call is made you must wait three seconds before any call (either offensive or defensive) can be made again. 

Regaining Lost Power 

Power points (OP and DP) spent during play are regained each day at twilight. There are also other methods by which power points can be recovered, detailed in the various class manuals.  

If toe-to-toe combat does not appeal, there is another way to resolve conflict.