<span class="bbc_size" style="font-size: 18pt;"><span class="bbc_u">Combat</span></span>(p. 202)<br/><br/><strong>STEP 1: FLAT FOOTEDNESS</strong><br/>Unless a character intentionally enters a combat after it<br/>begins, he begins the fight flat-footed. This means that he loses<br/>his Dexterity bonus to Defense (if positive), as well as all dodge<br/>bonuses to Defense. He might also be vulnerable to a number of<br/>special attacks and effects. A character stops being flat-footed<br/>as soon as he takes any half or full action, or immediately after<br/>he’s hit.<br/><br/><strong>STEP 2: INITIATIVE</strong><br/>Each character rolls 1d20 and adds his Initiative bonus<br/>(see page 61). The result is the character’s Initiative Count. A<br/>character cannot score a threat or error with an Initiative check.<br/><br/><strong>STEP 3: SURPRISE ROUND</strong><br/>If any combatants are unaware of the others, a surprise<br/>round happens. Each combatant who is aware of one or more<br/>other combatants gets to take 1 free action, 1 half action, or 1 full<br/>action during this round. A character who takes a full action may<br/>not break it into 2 half actions, nor may any character take more<br/>than 1 free action during a surprise round.<br/>Surprise round actions occur from highest to lowest Initiative<br/>Count and are subject to all standard combat rules.<br/><strong><br/>STEP 4: COMBAT ROUNDS</strong><br/>The remainder of each combat occurs in combat rounds, each<br/>of which lasts 6 seconds. During each combat round, characters<br/>may act from highest to lowest Initiative Count. When two or<br/>more characters’ Initiative Counts are equal, the character with<br/>the highest Initiative bonus acts first. If both characters’ Initiative<br/>bonuses are the same as well, the characters each roll 1d20, rerolling<br/>ties, and the character with the highest result acts first<br/>throughout the combat.<br/><br/><hr/><br/><span class="bbc_size" style="font-size: 18pt;"><span class="bbc_u">WHAT’S DIFFERENT?</span></span><br/><br/>Attacks of opportunity, iterative attacks, and move/attack<br/>actions, are not featured in Fantasy Craft.<br/>Instead, this game simply features half and full<br/>actions, with characters generally able to take 1 full<br/>action or two half actions in a round. Half actions<br/>include making an attack or taking a standard move,<br/>so a character can usually attack and move, or attack<br/>twice, or move twice, in every round.<br/><br/>See page<strong>218</strong>for a complete list of actions.<br/><br/><hr/><br/><span class="bbc_size" style="font-size: 18pt;"><span class="bbc_u">Damage Types</span></span>(p. 210)<br/><ul class="bbc_list"><li>Pay particular attention to <em>Stress</em> and <em>Subdual</em> damage.</li></ul><br/><hr/><br/><span class="bbc_size" style="font-size: 18pt;"><span class="bbc_u">Healing</span></span><br/><br/><strong>NATURAL HEALING</strong><br/>A player character regains 1 vitality per Career Level per<br/>hour of rest, and 1 wound per day of rest, so long as he restricts<br/>himself to light activities during that time (i.e. no combat).<br/>In both cases, this healing occurs even if the character<br/>possesses 1 or more critical injuries.<br/><br/>An unconscious character wakes after 2d4 hours of sleep. They may<br/>also may be awakened with a successful Medicine check (DC 10).<br/><strong><br/>SPENDING ACTION DICE TO HEAL</strong><br/>Outside combat, a special character may spend and roll any<br/>number of action dice to regain vitality or wounds. For each<br/>action die spent, the character regains an amount of vitality<br/>equal to the action die’s result and 2 wounds.<br/><br/>During combat, a character must take a Refresh action<br/>before he can spend an action die to regain vitality or wounds<br/>(see page 220).<br/><br/>An unconscious character may not spend action dice to heal.<br/><br/><hr/><br/><span class="bbc_size" style="font-size: 18pt;"><span class="bbc_u">Conditions</span></span>(p. 212)<br/><ul class="bbc_list"><li><strong>Baffled (I–V):</strong> The character suffers a –2 penalty with all<br/>skill checks per grade he suffers. A character loses 1 baffled grade<br/>at the end of each scene.</li><li><strong>Bleeding:</strong> The character suffers 1 point of subdual damage<br/>at the end of each round. If he takes 1 or more actions during the<br/>round, he suffers 1d4 lethal damage instead. This condition heals<br/>at the end of the current scene, but may be eliminated earlier<br/>with a successful full-round Medicine check (DC 20).</li><li><strong>Blinded:</strong> The character is flat-footed and cannot see anything.<br/>He cannot make skill checks that require sight and suffers a –8<br/>penalty with attack checks. Meanwhile, his opponents gain a +2<br/>bonus when attacking him.</li><li><strong>Deafened:</strong> The character cannot hear anything and cannot<br/>make skill checks that require hearing.</li><li><strong>Enraged:</strong> The character may not make skill checks and <br/>automatically attacks the nearest conscious opponent with his<br/>most damaging attack. If no opponent is close enough to attack<br/>during the current round, the character turns on the nearest<br/>target, even if it’s a friend. Once per round, the character may<br/>make a Resolve check (DC 20) to calm himself and lose this<br/>condition; otherwise it fades at the end of the current scene. In<br/>either case, the character falls unconscious immediately after.</li><li><strong>Fatigued (I–IV + special):</strong> The character may not Run.<br/>Further, his Speed drops by 5 ft., his Strength score drops by 2,<br/>and his Dexterity score drops by 2 per grade he suffers (e.g. at<br/>fatigued II, a character’s Speed drops by 10 ft. and his Strength<br/>and Dexterity scores drop by 4 each). If a character with fatigued<br/>IV is fatigued again, he instead falls unconscious. A character<br/>loses 1 fatigued grade at the end of each scene and for each full<br/>hour of sleep.</li><li><strong>Fixated:</strong> The character may not attack or make skill checks<br/>and must take at least 1 Standard Move action per round toward<br/>the source of his fixation. Once per round, the character may<br/>make a Resolve check (DC 20) to regain composure and lose this<br/>condition; otherwise it fades at the end of the current scene. This<br/>condition is also lost if the character is attacked by an adversary.</li><li><strong>Flanked:</strong> A character is flanked when 2 opponents stand<br/>on directly opposite and adjacent sides of him. While flanking<br/>a character, an opponent gains a +2 bonus with attack checks<br/>against him.</li><li><strong>Flat-Footed:</strong> The character loses his Dexterity bonus to<br/>Defense (if positive), as well as all dodge bonuses to Defense.<br/>He may also be targeted with a variety of special effects, such as<br/>sneak attack damage. The flat-footed condition is lost when the<br/>character takes a half or full action, or is successfully attacked.</li><li><strong>Frightened:</strong> The character may not attack or make skill<br/>checks and must take at least 1 Standard Move action per round<br/>away from the source of his fear. Once per round, the character<br/>may make a Resolve check (DC 20) to regain composure and lose<br/>this condition; otherwise it fades at the end of the current scene.</li><li><strong>Held:</strong> The character is flat-footed and may take no non-free<br/>actions except an opposed Athletics check to escape the hold. A<br/>character who becomes held a second time loses this condition<br/>and becomes pinned.</li><li><strong>Helpless:</strong> A character is helpless when he is unable to defend<br/>himself in any way. Attacks against a helpless character gain a +4<br/>bonus. Also, the character may be targeted with a Coup de Grace<br/>action (see page 219).</li><li><strong>Hidden:</strong> A character is hidden from those who don’t know<br/>his location. They may not attack him, nor may they target<br/>him with skill checks that require line of sight. When a hidden<br/>character attacks an oblivious target within Close Quarters, the<br/>target is considered flat-footed (even if he isn’t otherwise).</li><li><strong>Incorporeal:</strong> The character cannot be harmed with physical<br/>attacks but is affected by force damage and other non-physical<br/>attacks as normal. He may pass through solid objects at will,<br/>though force fields and other effects block his movement.</li><li><strong>Invisible:</strong> When the character moves at least 10 ft. from his<br/>starting position as his last action during a round, he becomes<br/>hidden.</li><li><strong>Paralyzed: </strong>The character is flat-footed and may only take<br/>actions that are purely mental.</li><li><strong>Pinned:</strong> The character is flat-footed and may take no actions<br/>except an opposed Athletics check to escape the pin (in which<br/>case the character becomes held instead). He may be bound with<br/>1 free action and may only speak as the pinning character allows.<br/>The pinning character may use him as a human shield, gaining<br/>1/2 personal cover. Finally, each adjacent opponent gains a +4<br/>bonus with attacks targeting the character.</li><li><strong>Prone:</strong> A character is prone when he’s intentionally lying<br/>on the ground. He may not take Movement actions other than<br/>Handle Item and Reposition, though he still gains his Bonus 5-ft.<br/>Step if he doesn’t take a Movement action. The character gains a<br/>+2 bonus to Defense against ranged attacks, but also suffers a –2<br/>penalty with melee attacks.</li><li><strong>Shaken (I–IV + special):</strong> The character may not take 10<br/>or 20. Further, he suffers a –2 penalty with all attack checks, as<br/>well as Charisma- and Wisdom-based skill checks, per grade<br/>suffered. If a character with shaken IV is shaken again, he instead<br/>falls unconscious. A character loses 1 shaken grade at the end of<br/>each scene.</li><li><strong>Sickened:</strong> The character suffers a –2 penalty with all attacks<br/>and skill checks, as well as all damage rolls and saves.</li><li><strong>Slowed:</strong> The character may take only 1 half action during<br/>each round. Further, he suffers a –1 penalty with attack checks<br/>and Reflex saves, his Defense decreases by 1, and his Speed drops<br/>to 1/2 standard (rounded down).</li><li><strong>Sprawled:</strong> A character is sprawled when he’s knocked off<br/>his feet. He is flat-footed and suffers a –2 penalty with all attack<br/>checks. This condition is lost when the character Repositions<br/>(see page 220).</li><li><strong>Stunned:</strong> The character is flat-footed and may take no<br/>actions.</li></ul><br/><br/><br/><br/>