Character Creation
Combat Options


Combat Options are a sub-set of Skills, gained through formal training or focused experience but useful only in (surprise) combat. Of all the character attributes, they are the most likely to be significantly advanced during the campaign.

Combat Points grant "uses" of Combat Options, as well as 4 "sub-points" for each level, used to select Combat Options. Options can only be purchased with these sub-points, not with normal character points. Combat Points refresh at dawn.

Example: Fred buys 3 Combat Points, which gives him 12 sub-points. He decides to use them to take Dodge (6 sub-points) and Pierce (6 sub-points). Now between game start and dawn Sunday, he can use Pierce 3 times, or Dodge once (2 CP) and Pierce once. Joe buys the same 3 CP, but instead takes Headshot (10) and Tough (2), allowing him to use either Option 3 times, or any combination that adds up to 3. Fred and Joe both get their 3 CP back at dawn (if they did not use them, they do not get "extra", only up to their purchased level).



- Break -
Cost Table: One
Cost: 2
Max Level: 1
Description: You know how to strike just right and with enough force to break a shield or a weapon. Attack must strike the weapon/shield. Before attacking, declare "Break!" - if your attack hits, the target must discard the item (and remember it is broken). Attack does no damage on success or failure.
Effect: Break weapon/shield (Infected are immune, melee only)

- Disarm -
Cost Table: One
Cost: 2
Max Level: 1
Description: You can twist your weapon around to disarm an opponent, or just shoot it out of their hands. Attack/beanbag/airsoft must strike weapon or limb holding it - ineffective vs. two-handed weapons. Before attacking, declare "Disarm!" - if your weapon/beanbag/pellet hits the right location, target must drop that weapon. Attack does no damage on success or failure.
Effect: Disarm weapon (Infected are immune)

- Dodge -
Cost Table: One
Cost: 6
Max Level: 1
Description: You're quick on your feet. You may completely avoid one non-airsoft attack (i.e. melee or beanbag), and any special effects attached to it. Costs 2 CP to use, declare "Dodge!" after being struck.
Effect: Avoid a non-gun attack entirely, 2 CP/LP per use

- Headshot -
Cost Table: One
Cost: 10
Max Level: 1
Description: You have an eagle eye with ranged attacks. Before firing, you may shout "Headshot!" - if any pellets/beanbags hit the target in the torso, they are considered head-shots instead (and will kill almost anything). Attack does no damage on failure (a non-torso hit counts as a complete miss).
Effect: Called headshot with projectile

- Knockback -
Cost Table: One
Cost: 4
Max Level: 1
Description: When you're pressed, you can use leverage to your advantage. Before an attack, declare "Knockback!" - if you hit the target in the torso, arm or shield, target must "stumble" backwards (safely!) 3-5 steps. Attack does no damage on success or failure.
Effect: Force enemy to back away 10 ft (melee only)

- KO -
Cost Table: One
Cost: 2
Max Level: 1
Description: You've got a strong right (or left). Before a Hand-to-Hand attack, declare "KO!" - if you land a hit that would have been successful normally (see Hand-to-Hand rules), it does 3 SP damage instead of 1.
Effect: Do 3 SP with a Hand-to-Hand attack

- Pierce -
Cost Table: One
Cost: 6
Max Level: 1
Description: You know how to find a vulnerable spot. Before an attack, shout "Pierce!" - if you hit, your attack ignores all worn armor (but not Natural Armor) for that location.
Effect: Bypass armor

- Stun -
Cost Table: One
Cost: 4
Max Level: 1
Description: You can ring someone's bell (or sack). Before a melee attack, declare "Stun!", if you hit the target in the torso, target may not walk, attack or use Combat Options for 10 seconds (but may still parry). Attack does no damage on success or failure.
Effect: Force enemy on the defensive for 10 seconds (melee only)

- Tough -
Cost Table: One
Cost: 2
Max Level: 1
Description: "It's just a flesh wound." After an attack which would cause you to take a wound, you may declare "Tough!" and not take the wound. Additional effects attached to the attack will still be effective (Stun, Headshot).
Effect: You may choose to ignore one wound (but not extra effects delivered with the same hit).

- Combat Points -
Cost Table: Three
Cost: 2
Max Level: 10
Description: Overall combat training. Each level grants you one Combat Point to use Combat Options. Combat Points refresh at dawn. Each level grants you 4 points to spend on Combat Options. Every even level grants you an additional Stamina Point.
Effect: Points to use Combat Options (1 per use unless otherwise noted), +1 SP per 2 levels