Rounds, Attacks, Parries & the Tools of War
Fights are resolved in combat rounds, each representing roughly a dozen seconds of game time — enough for everyone involved to start or finish at least one action. The gamemaster begins counting rounds the moment a physical confrontation looks likely, and stops once it's over. Within a round, the gamemaster calls out passing DEX-ranks, attackers roll to hit, and defenders choose to parry, dodge, or trust to armor while doing something else entirely.
An adventurer actively fighting hand-to-hand is "engaged"; anyone else in the encounter is "unengaged." A round breaks down into a short menu of possible actions:
| Attack | Parry | Result |
|---|---|---|
| Hits | Intercepts | Attacker's blow is deflected. |
| Hits | Misses | Defender is hit and may lose hit points. |
| Misses | — | Defender maintains guard; no roll needed. |
| Fumbles | — | As attacker's miss, plus a roll on the fumble table. |
Every combat roll falls into one of five outcomes, from best to worst:
| Attack | Parry | Consequence |
|---|---|---|
| Impale | Critical | Defender blocks all damage, no result.* |
| Impale | Success | Attack slips through enough to do ordinary damage and ignores armor. |
| Impale | Failure, fumble | Attack ignores armor, does double damage; if defender fumbles, also roll on fumble table. |
| Critical | Critical | Defender blocks all damage, no result.* |
| Critical | Success | Attack still does ordinary damage, armor defends normally; parrying with a weapon (not shield) costs the weapon 4 hit points. |
| Critical | Failure, fumble | Double damage, armor defends normally; if defender fumbles, also roll on fumble table. |
| Success | Critical | Parry succeeds; a parrying weapon (not shield) loses 2 hit points. |
| Success | Success | Defender blocks all damage, no result.* |
| Success | Failure, fumble | Normal damage, armor protects normally; if defender fumbles, also roll on fumble table. |
| Failure | — | No damage, no effect; play continues. |
| Fumble | — | Attacker rolls on the fumble table. |
*A parrying weapon or shield may still lose hit points if a single blow's damage exceeds its remaining hit points.
To resolve an attack or parry, roll D100 against the relevant skill and read the result against this matrix. No hard cap exists on how many dodges or parries can theoretically happen in a round; percentages simply reset to their normal maximum at the start of the next round.
Every combat round runs through four phases, always in the same order: Statements, Magic, Actions, Resolution.
Hand-to-hand fighting is treated separately from missile combat because the skills and instincts involved are genuinely different — it demands raw strength, honed reflexes, and a certain fearlessness that ranged combat doesn't ask for in quite the same way.
To attack, the attacker's player rolls D100 against the current weapon skill. A successful attack that isn't parried or dodged calls for a damage roll (plus any damage bonus); subtract that from the target's current hit points, first passing through any worn armor, which absorbs its own rolled amount of protection. If the armor's roll meets or beats the damage rolled, the target isn't wounded at all by that blow.
A parry occurs in the same DEX-rank as the attack it's responding to. An adventurer skilled enough (101% or higher) with an attack can choose to make either one full-strength attack per round, or split their percentage across multiple attacks in the same round, so long as each individual attack keeps at least 50 percentiles. Facing multiple opponents, a sufficiently skilled adventurer chooses the order in which to engage them.
Weapons and shields used to parry can themselves take damage. Ordinarily a parry costs a weapon nothing, but if a single blow's rolled damage exceeds the weapon's remaining hit points by at least one point, the weapon breaks; any damage beyond that passes through to the target. Shields work the same way, but only break once their hit points reach zero entirely, rather than the first time they're exceeded.
A hand-to-hand fumble is rolled on D100 and covers everything from a simple stumble to a genuinely disastrous mishap. A few representative results across the range: low rolls tend toward slipping or tripping (on rocks, a corpse, spilled blood) and losing the next parry or attack; the low-middle range covers dropped, knocked-away, or broken weapons and shields, and minor injuries like a wrenched shoulder or a face full of blood; the middle-to-upper range covers real wounds — a cut nose, a smashed knee, a half-blinding cut across the eye — some of which impose lasting penalties until treated with Physik, Heal, or Suture; and the extreme high end (98–99 and 00) forces the player to roll again one or more additional times, compounding the bad luck. A "standard fumble" — simply dropping the weapon at one's own feet, five DEX-ranks to retrieve — can substitute for any result the gamemaster judges doesn't fit the situation, and demon-equipped combatants use a separate set of entries for their demon armor, shield, or weapon rather than the ordinary results.
| D100 | Result |
|---|---|
| 01–06 | Slip or trip on rocks, etc. — lose next parry; foe may disengage. |
| 07–12 | Slip or trip on a corpse or obstacle — lose next attack; foe may disengage. |
| 13–18 | Slip in blood, water, or other hazard — lose next parry and attack; foe may disengage. |
| 19–24 | Sweat stings your eyes — parry, dodge, or move only for 1D3 rounds; foe may disengage. |
| 25–28 | Shield strap breaks — shield parry halved until repaired. N/A demon shield. |
| 29–32 | Distracted — automatic miss on your next attack, whenever it occurs. |
| 33–36 | Weapon dropped — lands at your feet; 5 DEX-ranks to retrieve. Foe may disengage unless you carry a shield. |
| 37–40 | Weapon knocked away — lands 1D4 yards off in a random direction. Ignore if using a shield. |
| 41–43 | Blow to the solar plexus — you can parry but not attack or dodge for two rounds; foe may disengage unless you carry a shield. |
| 44–46 | Arm cut, shoulder dislocated — you can use a weapon or a shield, but not both, for the rest of the fight. Ignore if parrying with a shield. |
| 47–49 | Blood smeared across your face — parry and dodge only, for the next round. Foe may disengage. |
| 50–52 | Struck unexpectedly from the side or rear — you're knocked down; foe may disengage. |
| 53–55 | Heavy blow to the head — no hit points lost, but your senses reel; attack and parry skills halved for a full round. |
| 56–58 | Helmet knocked off (or, if bare-headed, a heavy blow to the head — treat as 53–55) — 5 DEX-ranks to retrieve it and a full round to refasten it while disengaged. N/A demon armor. |
| 59–62 | Weapon breaks — draw or pick up another; foe may disengage. N/A demon weapon. |
| 63–65 | Your shield is cloven in two — discard it. If unshielded, your parrying weapon breaks instead. N/A demon shield. |
| 66–68 | Nose broken or cut — bleed for 1D6+4 rounds; the resulting disfigurement is permanent (−1 APP). |
| 69–71 | Foot stepped on, ankle sprained — movement halved for the rest of the battle. |
| 72–74 | You lose the little finger of one hand — weapon or shield skill with that hand permanently drops 10%, player's choice. |
| 75–77 | Weapon lodges in the foe's shield or armor — a roll of STR×3 or less is needed to pull it free. |
| 78–80 | Leg cut — Dodge skill halved until successfully treated with Physik, Heal, or Suture. |
| 81–83 | You lose a shoe or boot — wanted only in extreme heat, cold, or rocky terrain. Disengage plus a successful Search to find it. |
| 84–86 | Knee struck — no Dodge, Ride, or Swim, and no movement above 4, for the rest of the fight. Ignore if you're using a large shield. |
| 87–89 | Bloody cut across one eye — attacks and parries halved until successfully treated with Physik, Heal, or Suture. |
| 90–92 | Armor straps cut — subtract 1 from armor roll results until repaired. N/A demon armor. |
| 93–95 | Portion of armor lost — armor roll results permanently reduced by 2 for the rest of the fight. N/A demon armor. |
| 96–97 | You strike a friend or yourself instead — a Luck roll decides; apply rolled damage plus any damage bonus. |
| 98–99 | Really bad fumble — roll two more results on this table. |
| 00 | Worst possible fumble — roll three more results on this table. |
A "standard fumble" — the weapon simply drops at the fumbler's feet, five DEX-ranks to retrieve — can stand in for any result the gamemaster judges doesn't fit, and demon-equipped combatants use separate demon-armor, demon-shield, and demon-weapon entries in place of the ordinary ones (replacing results 25–28, 56–58, 59–62, 63–65, 90–92, 93–95, and entry 5 of the missile fumble table below).
Missile weapon fumbles are simpler, since ranged mishaps are more routine and generally only affect the shooter.
| D6 | Result |
|---|---|
| 1 | Fumbler slips — does not fire this round. |
| 2 | Fumbler falls, breaking the arrow or spear or spilling the sling stones — no shot this round. |
| 3 | Fumbler drops the missile, picks it back up, and fires on the last DEX-rank. |
| 4 | Fumbler slips and misfires, striking a random target on their own side, if any. Roll as though attacking, but no damage bonus, since the shot was off-balance. The target cannot parry or dodge it. |
| 5 | Bowstring or sling breaks, or a spearhead comes loose, from poor upkeep. No attack this round; fixing it takes 1D4 rounds. N/A demon weapons. |
| 6 | Fumbler realizes some or all of their ammunition wasn't unpacked, and this was meant to be the last shot. If the pack is nearby, retrieving it takes 1D3 rounds. |
Armor is essentially reinforced clothing — leather, bronze, and steel in varying combination — stiff enough to blunt an attack while leaving both hands free; once strapped on, it needs no ongoing attention or skill roll to wear. No armor is perfect: even the best plate has gaps where pieces must meet or joints must move, since fully rigid armor would be unable to move at all. Better armor is lighter and stronger, but steel is difficult and expensive to work well, and wearing armor at all is treated as an open declaration of hostility in more civilized places. Some armor types are regional specialties — sea leather only from the Isle of the Purple Towns, barbarian leather and wood only from the Sighing Desert's tribes, and Melnibonéan or Pan Tangian plate essentially unobtainable outside their home nations.
In play, armor needs no roll of its own to wear; when a successful attack lands, roll the armor's protection value and subtract it from the damage rolled — the wearer only loses the difference, if any. Mixing components from different armor types is possible by adjusting the roll up or down a point or two depending on the quality of the substitution.
Shields work similarly but block a reliable, fixed amount rather than a randomized one — every shield stops at least 15 hit points of damage outright, roughly matching the protection of the finest plate. Shields don't ordinarily lose hit points when struck, nor are they easily knocked from a defender's grip, but a blow that exceeds a shield's remaining rating whittles that rating down permanently, and the shield breaks entirely once it reaches zero. All shields function alike, so improving skill with one improves skill with all of them; most also carry their own attack, the knock-back, using the shield's metal rim plus the wielder's damage bonus.
Weapons that work similarly enough — same general grip, technique, and purpose — are grouped into shared classes; training with any one weapon in a class raises skill with the whole class. Broadly, weapons also sort into a few functional families: cutting weapons (axes, most swords) hack and chop with an edge; thrusting weapons (long spears and the like) jab or lunge, up to several yards in length; cut-and-thrust weapons (shortswords, long daggers) are flexible medium-length blades good for lunging or slashing; missile weapons are hurled or shot and leave the attacker's grasp; close-quarter weapons (Brawl, Wrestle, and similar grapples) work at point-blank range; and bashing weapons (maces, clubs, quarterstaffs) don't impale but hit hard through leverage and weighted ends. The 25 individual weapon classes below break this down further.
| # | Class | Notes |
|---|---|---|
| 1 | Cestus, Iron Claw | A metal glove, sometimes worn as a pair; damages like brass knuckles or claws. |
| 2 | Broadsword, Cutlass, Falchion, Rapier, Scimitar, Shortsword | One-handed blades roughly a yard or less, one or two edges, sharp points; the broadest weapon class. |
| 3 | Great Sword | 1.5–2 yards long, sharp-pointed, swung two-handed; Stormbringer is one. |
| 4 | Concealable Knife, Dagger, Dirk, Long Knife | Light and compact; useful as a second weapon, and can parry if it has a cross-guard. |
| 5 | Fire Iron, Great Warhammer, Heavy Mace, Large Club, Light Mace, Maul, Small Club, Warhammer | Club-like smashing weapons; some, like the warhammer, also have a spike for punching through armor. |
| 6 | Quarterstaff, Shepherd's Crook, Wooden Staff | Hardwood poles 2–3 yards long, held with hands apart, to smash with or parry. |
| 7 | Thieves' Bludgeon | Any short, heavy, blunt object for quietly disabling someone; silence, not death, is the goal. |
| 8 | Grain Flail, Morningstar Flail, Length of Chain | Flexible-headed weapons that hit by velocity as well as mass; short whips fall in this class too. |
| 9 | Battle Axe, Lormyrian Axe, Sea Axe, Timber Axe | Heavy cleaving blades mounted on long wood or metal-clad handles; designs vary widely. |
| 10, 11 | Long Spear, Pouncing Stick, Short Spear, Trident | Spears up to two or three yards; even the shortest run nearly two yards. Used mainly to thrust. |
| 10 | Pikes, Pole Arms | Long-handled weapons for soldiers to fend off cavalry or pull riders down; often hooked. |
| 11 | Cavalry Lance | Weighted for balance on horseback, longer than a short spear, meant to strike unbraced foot soldiers or opposing riders. |
| 12 | Harpoon | A relatively heavy barbed spear, sometimes metal, thrown one- or two-handed against large creatures; often roped. |
| 13 | Net | The arena net: spins open, drapes over a target, and entangles or captures a helpless opponent. |
| 14 | Brawl | An attack natural to every human; skilled brawlers can be devastating. |
| 15 | Wrestle | An attack natural to every human, distinct from Brawl. |
| 16 | Burning Torch | A small club that can also ignite clothing; does 1D6 fire damage or club damage. |
| 17 | Hand Sickle | A short curved-blade tool for cutting plant stalks; can be as deadly as a dagger, though some designs are clumsy. |
| 18 | Scythe | A large curved harvesting blade on a two-yard handle, swung in broad rhythmic arcs. |
| 19 | Strangle Cord | Any strong, thin, flexible rope narrow enough to slip between fingers and neck; cuts hands that grab it. |
| 20 | Drayer's Whip | A single lash up to four yards long on a wood handle, built to get a draft animal's attention rather than injure. |
| 21 | Throwing Axe | A small, light single-bladed axe, edge well ahead of the socket. |
| 22 | Throwing Dagger | Short for a dagger, sometimes front-weighted and without a cross-guard. |
| 23 | Javelin, Thrown 1H Spear | Short spears meant to be thrown, often used by units in formation. |
| 24 | Sling, Staff Sling | A leather strip with a cup, whirled for velocity; a staff sling adds even more range, using stones or cast shot. |
| 25 | Melnibonéan Bone Bow, Desert Recurved Bow, Hunting Bow | The various bows of the saga; there is no crossbow in this setting. |
The complete Weapon and Armor Tables follow — base chance or starting skill, damage, hit points, and whether each weapon can impale or parry. "db" means the wielder's damage bonus.
| Weapon | Base % | Damage (1H/2H) | Length | HP | Impales? | Parry? | Min STR/DEX | Class | Cost (bz) |
|---|---|---|---|---|---|---|---|---|---|
| Brawl | 50 | 1D3+db (1H) | short | — | no | no | — | 14 | — |
| Wrestle | 25 | special (2H) | short | — | no | no | — | 15 | — |
| Iron Claw | 25 | 1D4+1+db (1H) | short | 10 | no | yes | 9/9 | 1 | 45 |
| Cestus (steel glove) | 25 | 1D3+2+db (1H) | short | 10 | no | yes | 11/7 | 1 | 200 |
| Shortsword | 15 | 1D6+1+db (1H) | medium | 20 | yes | yes | 5/5 | 2 | 125 |
| Rapier | 15 | 1D6+1+db (1H) | medium | 15 | yes | yes | 7/13 | 2 | 400 |
| Broadsword | 15 | 1D8+1+db (1H) | medium | 20 | yes | yes | 9/7 | 2 | 250 |
| Scimitar | 15 | 1D8+1+db (1H) | medium | 19 | yes | yes | 8/8 | 2 | 225 |
| Falchion | 15 | 1D6+2+db (1H) | medium | 18 | yes | yes | 8/8 | 2 | 230 |
| Cutlass | 15 | 1D6+2+db (1H) | medium | 21 | yes | yes | 8/8 | 2 | 175 |
| Great Sword | 05 | 2D8+db (2H) | all* | 18 | yes | yes | 14/13 | 3 | 750 |
| Dagger, Dirk, etc. | 25 | 1D4+2+db (1H) | short | 15 | yes | yes | 4/4 | 4 | 100 |
| Mace, Heavy | 25 | 1D8+2+db (1H) | medium | 20 | no | yes | 14/9 | 5 | 200 |
| Mace, Light | 25 | 1D6+2+db (1H) | medium | 20 | yes | yes | 7/7 | 5 | 75 |
| Warhammer | 25 | 1D6+2+db (1H) | medium | 20 | no | yes | 11/9 | 5 | 200 |
| Great Hammer | 25 | 1D10+3+db (2H) | long | 15 | yes | yes | 9/9 | 5 | 250 |
| Quarterstaff (metal-shod) | 25 | 1D8+db (2H) | all* | 20 | no | yes | 9/9 | 6 | 50 |
| Thieves' Bludgeon | 25 | 1D8+db (1H) | short | 10 | no | no | 7/7 | 7 | — |
| Morningstar Flail | 10 | 1D10+1+db (2H) | medium | 12 | no | yes | 11/7 | 8 | 300 |
| Axe, Lormyrian | 15 | 3D6+db (2H) | long | 25 | yes | yes | 13/9 | 9 | 400 |
| Axe, Sea | 15 | 2D6+2+db (2H) | medium | 15 | yes | yes | 11/9 | 9 | 250 |
| Axe, Battle | 15 | 1D8+2+db (1H) | medium | 15 | yes | yes | 9/9 | 9 | 200 |
| Filkharian Pike | 15 | 1D10+2+db (2H) | long | 15 | yes | yes | 11/7 | 10 | 150 |
| Spear, Long / Pouncing Stick | 15 | 1D10+1+db (1H) | long | 15 | yes | yes | 7/8 | 10 or 11 | 100 |
| Spear, Short | 15 | 1D6+1+db (1H or 2H) | long | 15 | yes | yes | 9/8 | 10 or 11 | 50 |
| Cavalry Lance | 15 | 1D8+1+db† (1H) | long | 15 | yes | no | 9/8 | 10 | 100 |
| Trident | 15 | 1D6+2+db (1H or 2H) | medium | 18 | yes | yes | 10/12 | 10 | 100 |
*Physically long, but usable at all three combat ranges. †Cavalry Lance damage bonus is the horse's if charging, the rider's if standing still.
| Weapon | Base % | Damage (1H/2H) | Length | HP | Impales? | Parry? | Min STR/DEX | Class | Cost (bz) |
|---|---|---|---|---|---|---|---|---|---|
| Large Club/Bludgeon | 25 | 1D8+db (2H) | medium | 22 | no | no | 9/7 | 5 | — |
| Small Club/Cudgel | 25 | 1D6+db (1H) | medium | 15 | no | no | 7/7 | 5 | — |
| Maul | 25 | 1D8+3+db (2H) | medium | 20 | no | no | 13/7 | 5 | 12 |
| Wooden Staff/Crook | 25 | 1D6+1+db (1H) | long | 15 | no | no | 8/6 | 6 | — |
| Butcher Knife | 25 | 1D6+db (1H) | short | 12 | yes | yes | 5/5 | 4 | 15 |
| Concealable Knife | 25 | 1D4+db (1H) | short | 9 | yes | no | 4/3 | 4 | 10 |
| Timber Axe | 15 | 1D8+2+db (2H) | medium | 20 | yes | no | 8/7 | 9 | 20 |
| Kindling Axe (Hatchet) | 15 | 1D6+1+db (1H) | short | 12 | yes | no | 7/9 | 9 | 15 |
| Hand Sickle | 10 | 1D6+1+db (1H) | short | 12 | yes | no | 7/9 | 17 | 15 |
| Scythe | 05 | 2D6+1+db (2H) | long | 20 | yes | no | 12/10 | 18 | 35 |
| Grain Flail | 10 | 1D6+db (1H) | medium | 7 | no | no | 7/6 | 8 | 5 |
| Length of Chain | 10 | 1D4+db/entangle (1H, 2H) | long | 20 | no | no | 8/9 | 8 | 10 |
| Fire Iron | 25 | 1D8+1+db (1H) | medium | 20 | no | yes | 10/6 | 5 | 7 |
| Strangle Cord | 15 | strangle (2H) | short | 1 | no | no | 8/12 | 19 | — |
| Drayer's Whip | 05 | 1D3−1/entangle (1H) | long | 4 | no | no | 9/10 | 20 | 10 |
Impromptu weapons can parry but aren't designed to; if used that way, they accumulate parry damage rather than shrugging it off like a true hand-to-hand weapon.
| Weapon | Base % | Damage | Range (yds) | HP | Attacks/Rd | Impales? | Parry? | Min STR/DEX | Class | Cost (bz) |
|---|---|---|---|---|---|---|---|---|---|---|
| Throwing Axe | 10 | 1D6+½db | 20 | 15 | 1 | yes | no | 9/11 | 21 | 150 |
| Throwing Dagger | 15 | 1D4+½db | 10 | 12 | 1 | yes | no | 7/11 | 22 | 100 |
| Thrown 1H Spear | 05 | 1D6+1+½db | 15 | 15 | 1 | yes | no | 12/10 | 23 | 200 |
| Thrown 2H Spear | 05 | 1D6+1+½db | 15 | 15 | 1 | yes | no | 12/10 | 23 | 200 |
| Javelin | 15 | 1D6+½db | 25 | 10 | 1 | yes | no | 9/9 | 23 | 75 |
| Harpoon | 05 | 2D8+4+½db | 10 | 20 | 1 | yes | no | 13/11 | 12 | 250 |
| Thrown Rock | Throw % | 1D2+1+½db | 20 | 20 | 2 | no | no | 5/5 | — | — |
| Sling | 01 | 1D8+½db | 80 | 10 | 1 | yes | no | 7/11 | 24 | 15 |
| Staff Sling | 01 | 1D10+½db | 100 | 10 | 1 | yes | no | 9/11 | 24 | 60 |
| Bow, Melnibonéan Bone | 10 | 2D6+1+½db | 200 | 12 | 1 | no | no | 11/13 | 25 | priceless |
| Bow, Desert Recurved | 10 | 1D8+2+½db | 100 | 10 | 1 | no | no | 13/11 | 25 | 250 |
| Bow, Hunting | 10 | 1D6+1+½db | 80 | 6 | 1 | no | no | 9/9 | 25 | 150 |
| Net | 05 | entangles | 5 | 6 | 1 | no | yes | 9/12 | 13 | 25 |
Damage bonus for missile weapons is added at half value, rounded up. See "Volley Fire" for a faster rate of attack with bows and slings.
| Armor | Deflects (helmet on) | Deflects (helmet off) | Burden | Fits Another SIZ? | Chance Affected (helmet on) | Chance Affected (helmet off) | Rounds to Don | Cost (bz) |
|---|---|---|---|---|---|---|---|---|
| Soft Leather | 1D6−1 | 1D6−1 | light | ±2 | — | — | 2 | 100 |
| Sea Leather | 1D6 | 1D6−1 | light | ±1 | 10% | — | 2 | 300 |
| Leather & Rings | 1D6+1 | 1D6 | light | ±1 | 25% | 10% | 2 | 600 |
| Barbarian Leather & Wood | 1D8 | 1D8−1 | light | no | 25% | 10% | 2 | 400 |
| Half Plate (around torso) | 1D8+1 | 1D8 | moderate | ±1 | 25% | 10% | 2 | 675 |
| Melnibonéan Half Plate | 1D8+3 | 1D8+2 | light | ±1 | 10% | — | 2 | priceless |
| Half Plate & Mail | 1D8+2 | 1D8+1 | moderate | ±1 | 25% | 25% | 4 | 1000+ |
| Young Kingdoms Plate | 1D10+2 | 1D10 | cumbersome | −1 | 50% | 25% | 5 | 3000+ |
| Pan Tangian Plate | 2D8+1 | 2D8 | cumbersome | ±2 | 50% | 25% | 5 | priceless |
| Melnibonéan Plate | 1D10+6 | 1D10+4 | moderate | no | 25% | 10% | 5 | priceless |
"Chance affected" is an optional rule: if a wearer attempts a non-fighting skill in armor, that percentile chance means the armor effectively halves the skill (round fractions up).
| Shield | Base % | Damage w/ Attack | Range | HP | Impales? | Parry? | Class | Min STR/DEX | Cost (bz) |
|---|---|---|---|---|---|---|---|---|---|
| Half (target, buckler, etc.) | 15 | knock-back + 1D2+db | touch | 15 | never | yes | shield | 5/7 | 75 |
| Small (round, heater, etc.) | 15 | knock-back + 1D3+db | touch | 20 | never | yes | shield | 9/9 | 100 |
| Full (kite, large round, etc.) | 15 | knock-back + 1D4+db | touch | 22 | never | yes | shield | 11/9 | 125 |
| Large (foot, hoplite, etc.) | 15 | knock-back | touch | 26 | never | yes | shield | 12/8 | 150 |
Every shield blocks at least 15 hit points of damage outright before its rating erodes. All shields share one skill: raising skill with one raises it with all of them.
The book illustrates these rules with a short duel between two adventurers. The retelling below follows the same general shape and mechanics — DEX-rank order, parries, a fumble, a dodge to disengage, a riposte-worthy critical — without reproducing the original's exact wording.
Neither combatant carries a shield. The faster of the two swings first and lands a solid hit; her opponent gets his broadsword up in time for a successful parry, and the blow is turned aside. On his own turn moments later, he swings back — she attempts to parry but rolls a fumble instead. His damage roll turns out unexpectedly low, and her leather armor absorbs it completely: no harm done, but her fumble still sends her to the fumble table, where the result knocks her sword from her grip and into a nearby bush several yards off. The round ends there.
Next round, she declares she'll dodge to disengage and retrieve her weapon; he declares an attack. Her dodge succeeds, taking precedence over his otherwise-successful swing, and she reaches her sword and scoops it up. Reaching into the bush costs her the initiative for the following round.
With both now committed to attacking, he goes first this time and rolls a critical hit — but she also rolls a critical on her dodge, and a defensive critical beats an offensive one, so she takes no damage at all. Her own counter-swing is calmly parried, and the round ends in a standoff.
In the fourth round, both swing again. Her attack is parried, but his lands clean this time, and this time her armor roll comes up low — she takes a real, if modest, wound.
This retelling shows how DEX-rank order, parries, dodges, fumbles, and armor rolls interact turn by turn, following the shape of the original example without quoting it.