Defense

Defending yourself from attacks.

Defense
If the attack is a success the opponent can make a Defense roll which is a Skill Test against either Dodge, Block, or Parry depending on what is available to them.

Dodge

Block

Parry

Damage Resistance
When you are hit and your Active Defense fails, or you are unable to defend your armor and/or shield still give you some Damage Resistance.

Special Defense Options
Acrobatic Dodge

Sacrificial Dodge

Sacrificial Block

Sacrificial Parry

Retreat

Dodge and Drop

Riposte

See Parrying Heavy Weapons

Defending Against Attacks from the Side or Back
Side

Back

Common Defense Modifiers
Above attacker: +1 if 3’ difference, +2 if 4’, or +3 if 5’
Bad footing: -1 or more (GM’s option)
Below attacker: -1 if 3’ difference, -2 if 4’, or -3 if 5’
Can’t see attacker: -4, and a block or parry requires a Hearing-2 roll
Close combat: only reach “C” weapons can parry
Distraction (e.g., clothes on fire): -1 or more (GM’s option)
Encumbered: penalty equal to encumbrance level to Dodge, or to Judo, Karate, or any fencing Parry
Mounted: penalty equal to difference between 12 and Riding skill (no penalty for Riding at 12+)

Lost Hit Points:
< HP/3 - better described as: Less than 1/3 of Hit Points remaining.

0 HP or less.

-1xHP - better described as At Negative Total Hit Points

-5xHP - better described as Negative 5 of Total Hit Points

Lost Fatigue Points:
< FP/3 - better described as Less than 1/3 of Fatigue Points remaining.

0 FP or less.

-1xFP - better described as At Negative Total Fatigue Points