Modifying Attack and Defense

There are a lot of factors in combat that could make your attack roll easier (eased) or harder (hindered). This section presents various examples. Your GM will let you know if any of these come into play for a particular encounter. It's not on you to monitor all these possible scenarios.

Remember, these modifiers affect NPC attacks as well as your attacks. So if you're on higher ground, your attacks against your foe are eased; if they're on higher ground, their attacks against you are eased (your defense is hindered).

Easing Attacks

One Step

  • Attacker on higher ground
  • Target dazed
  • Melee attack on prone target
  • Target on guard but unaware of attacker's location

Two Steps

  • Surprise (first attack ambush on unaware target)
  • Attacker invisible
  • Target blinded
  • Ranged attack from hidden position on unaware target

Automatic Hit

  • Target paralyzed or unconscious

Hindering Attacks

One Step

  • Target is behind sturdy cover
  • Attacker dazed
  • Ranged attack on prone target
  • Ranged attack at extreme range (the limit of the weapon range)
  • Target in dim light, within short range
  • Target in very dim light, within immediate range
  • Target is guarding
  • Ranged attack on target in mist
  • Melee attack on target in very dense mist
  • Attacker in deep water (waist or deeper; aquatic creatures ignore this)
  • Attacker underwater using stabbing weapon
  • Attacker underwater using special ranged weapon (and range is reduced by one range category)
  • Target is moving very fast (doing nothing but running, on a fast mount, in a vehicle, and so on)
  • Attacker on a moving mount or moving vehicle (training in riding or driving ignores this penalty)
  • Attacker on a listing ship, vibrating platform, and so on (training in balancing or sailing ignores this penalty)
  • High gravity (all physical tasks, including attacks; thrown and projectile weapon attacks reduced by one range category)
  • Low gravity or zero gravity (all physical tasks, including attacks; thrown and projectile weapon attacks increased by one range category)

Two Steps

  • Target in very dim light, more than immediate range but within short range
  • Attacker underwater using bashing or slashing weapon
  • Attacker trying to disarm target
  • Attacker aiming for specific limb (to hinder target for the rest of combat or slow their movement)

Three Steps

  • Attacker trying to blind target for a few rounds

Four Steps

  • Target in darkness or invisible but attacker has a sense of where they might be

Not Attackable

  • Target in darkness or invisible; attacker has no idea where they might be (attack fails without a roll unless you spend 1 XP to make a lucky shot)
  • Target entirely behind sturdy cover (if the attack can break through the cover, the attack is only hindered)
  • Ranged target in very dense mist (as darkness)
  • Attacker underwater using thrown weapon, bow, crossbow, and so on, and most firearms

Summarizing the attack and defense options for an invisible character: their attack is eased by two steps; attacks on an invisible character are hindered by four steps or nearly impossible if the attacker has no idea where they might be without a lucky shot.

As a GM intrusion, the GM could have an NPC in darkness make a lucky shot against you even though they can't see you.

Illumination

  • Normal light: The assumed level of light for most situations; outdoors in daylight
  • Dim light: A night with a bright full moon, or the illumination provided by a torch, flashlight, or desk lamp
  • Very dim light: Starry night with no visible moon, or the glow provided by a candle or an illuminated computer control panel
  • Darkness: No light at all, such as a moonless night with cloud cover or a room with no lights

Easing Skill Tasks

One Step

  • Run immediate distance before a jump
  • Move at half speed when sneaking
  • Wear camouflage or appropriate gear when sneaking (asset)
  • Dim light when sneaking
  • Many things to hide behind when sneaking
  • Pole for jumping (asset)
  • Saddle for riding (asset)