Anarea > Systems > Ft System > Definitions and Concepts
4th edition, 2021-3
A is calculated per Combatant per Weapon (or other mode of attack), as the sum of the following:
The total ADS which is subtracted from the Damage resolved against a Combatant is the sum of the following:
The maximum number of AMR a Combatant may make is determined from the following table. Look up his St + Dx in the left-hand column, read along the row this gives to find the highest number which is less than or equal to his FtL, and read off his AMR from the head of that column. Monsters are deemed to have St + Dx = 25.
St + Dx | Attacks per Melee Round |
|||||
1 | 2 | 3 | 4 | 5 | 6 | |
0 | cannot attack | |||||
1 to 5 | 0 | 8 | 11 | 14 | 17 | 20 |
6 to 10 | 0 | 7 | 10 | 13 | 16 | 19 |
11 to 15 | 0 | 6 | 9 | 12 | 15 | 18 |
16 to 20 | 0 | 5 | 8 | 11 | 14 | 17 |
21 to 29 | 0 | 4 | 7 | 10 | 13 | 16 |
30 to 34 | 0 | 3 | 6 | 9 | 12 | 15 |
35 to 39 | 0 | 2 | 5 | 8 | 11 | 14 |
40 to 44 | 0 | 2 | 4 | 7 | 10 | 13 |
per 5 more | -1 to above, but AMR may not be < FtL | |||||
>=100 | 0 | 2 | 3 | 4 | 5 | 6 |
= S-2 (i.e. base 8)
A Characteristic: the average of Size and Constitution (FRD) (see the Character System: section 2.3)
An Effect of a Power or Spell that gives:
Bears / Boars will Bearserk / Boarserk naturally if their young are attacked.
Certain oversized Weapons and Shields are Restricted to use by “Big Guys”, being:
“Guys” for this purpose includes Girls (although females tend not to feel the need to wield such oversized Weapons).
Fts with Sz < 15 who attempt to wield a Big Guy’s Weapon take:
Note also the high Encumbrance of Big Guys’ Weapons and Shields.
A Characteristic (see the Character System: section 2.3)
Any participant in Melee, whether or not a Fighter or engaging in individual fighter combat (see section B.1.).
D is calculated per Combatant, as the sum of the following:
A Combatant who is not dodging (i.e. attempting to avoid being hit) has D = 0. This includes a Magic-User in the act of Spell Casting.
Dam (in HP) is calculated per Combatant per Weapon (or other mode of attack), as the sum of the following:
The Melee Weapons Table indicates the maximum number (less are possible) and type of Dis Dam dice each Weapon may be constructed to do. If none are indicated, Dis versions of the Weapon may not be constructed. Some Alignments and Creeds may have moral difficulties with using such Weapons.
Each die of Dis which the Weapon is constructed to do adds 1 to its StN.
Dis Probability (being the %age chance of pulling out a Lodged Dis Weapon, and so causing the Dis Dam) is calculated per Combatant per Dis Weapon, as the sum of the following:
A Characteristic (see the Character System: section 2.3)
The Weapons Tables indicate the DxN for each Weapon.
If the wielder's Dx(Ph) is > DxN for the Weapon by at least 3 he takes DxN bonuses as follows (FRD):
If the wielder's Dx(Ph) is < DxN for the Weapon he takes a DxN minus of DxN - Dx(Ph).
A Being having a FtL.
Fighters have a FtL given by their Experience. On completing Fighter Initial Basic Training, a Fighter has FtL = 1.
Non-Fighters have FtL = 0.
Monsters have FtL = ML.
Where FRD or FRU is not specified, fractions are not rounded.
A status of a Combatant which allows them to Parry a Successful Attack upon them (regardless of whether it may be Shielded or ADSed) without having an Initiative die available for that second.
A Plot specifying the general nature of a Combatant's actions for the MR (see section B.2).
Certain ultra-oversized Weapons and Shields are Restricted to use by “Giants”, being:
Fts with Sz < 20 who attempt to wield a Giant’s Weapon take:
When Wielded by a Frost, Fire, Cloud or Storm Giant, the DAM done by a Giant’s Weapon counts as Magical Cold, Fire or Lightning Damage (as applicable). Appropriate Prots. will turn it into ordinary DAM (but not reduce the amount). This is the base DAM dealt by the Weapon, and so is in addition to any extra dice of Magical Cold / Fire / Lightning Damage dealt by a Magical version of such a Weapon.
Note also the ultra-high Encumbrance of Giants’ Weapons and Shields.
A Characteristic (see the Character System: section 2.3)
A Combatant using a Weapon in the "wrong" hand (i.e. the left hand for a right-handed person, and vice-versa) takes his Hd Minus to St in that hand and 2 * his Hd Minus to Dx(Ph) in that hand. For use of Shields in the "wrong" hand (which is the normal way to use them), see "S" below.
The Both Handed may specify in their General Plot for each MR whether they are favouring the right or left hand (the default being that specified last MR, failing which the right), and will take the Hd Minus in the hand not favoured. The Ambidextrous do not take Hd Minuses.
Hit Loc is the division of a Combatant's body into HitLoc Areas for the purposes of assigning Damage.
HitLoc Areas are the different parts of the body on which a hit may be scored. The HitLoc Area of a hit is determined from the HitLoc Tables.
The total of the HitLoc Areas of a Combatant, the range of which determines whether an Attack is Successful.
A Person's HP are calculated as the sum of the following:
A Monster's HP are calculated as 5 + (5 * ML).
HP for other Beings may be calculated in other ways.
The Weapons Tables give the IA for each Ranged and Thrown Weapon.
The means of determining in which second of the MR Combatants make their attacks (see section B.3).
The % chance of a Dis Weapon Lodging in the Defender's body depends on the type of dice of Dis DAM it does and the amount of DAM it did (after ADS) to the Defender's body in the initial (non-Dis attack), as follows:
This is a change from the 2nd edition of the Ft system, in which % chance per HP depended on the no. of Dis dice, which were always d6s.
Any combat situation which is resolved using the rules for individual combat in this Fighter System (see section B.1).
Mithril edging or tipping gives the bonus stated in the Weapons Table to all DAM by edged / pointed (only) Weapons of that type, whether vs Armour or not.
Mithril edged or tipped Weapons also count as Silver Weapons vs. Invulnerability Effects.
Solid Mithril Weapons would give no extra bonus, and are extremely rare.
Mithril is a scarce and valuable metal, and so is liable to be stolen. Under Dwarf Law, all Mithril (wherever situate) is the property of the King of All the Dwarves and may only be held under Royal Licence (which is normally only granted to those in the direct service of the King). Bearers of Mithril Weapons may be required to produce the necessary paperwork to the Royal Guard on demand, or face forfeiture. Most sellers of Mithril Weapons therefore make it clear that it is the purchaser’s responsibility to obtain their own Licence.
All Monsters have an ML. The minimum and maximum usual ML for each kind of Monster is specified in its Monster Specification. Monsters do not earn Experience, and attain ML by growth. Immature specimens may therefore have lesser MLs.
Combat is resolved in successive Melee Rounds ("MRs") of six seconds each (see section B.1).
Another Combatant who is opposing a Combatant in Melee.
P is calculated per Combatant per Melee Weapon (other modes of attack may not be used to parry), as the sum of the following:
The amount of Pain (resulting in minuses to Chars) caused by Damage or other Effects (see Section D.2.3).
PD is calculated per Combatant, as the sum of the following:
The Weapons Tables give the PE for each Melee Weapon.
RD is calculated per Combatant, as the sum of the following:
There is no variation to RD against an attack from the side or behind.
A Combatant who is not dodging (i.e. attempting to avoid being hit) has RD = 0. This includes a Magic-User in the act of Spell Casting.
Reach is a measure of how far away from the wielder a Melee Weapon or Monster (or other) Attack can hit an opponent, expressed as a number of notional hexes sized for one minifig. Melee Weapons and Attacks have a Maximum Reach and may also have a Minimum Reach. Maximum Reach 0 means the Weapon or Attack is a close-quarter Weapon or Attack, which can only be used to hit an opponent who is next to the wielder (and is therefore the same as Reach 1 in most cases). Minimum Reach 0 means the Weapon or Attack does not have a Minimum Reach, so an opponent cannot close within the wielder’s guard.
Reach is for Players’ guidance and is determined at the DM’s discretion as to which opponents may be attacked, as Melees are not usually played on a hexgrid. It is an abstracted concept rather than a precise measurement of distance. Hitting or missing opponents will generally determine whether they are driven back / kept at bay or can close within Reach.
Note that if used correctly, Reach can enable a Ft with a Weapon with long Reach who is protected by companions using Weapons with shorter Reach to attack opponents without being attacked back, or can enable a Ft with a Weapon with short Reach to get inside the Reach of an opponent’s Weapon in order to attack that opponent without them being able to hit back.
Certain Weapons and Armour are Restricted to certain types of Fts. Only Fts who are in the specified categories (as listed in the Weapons Tables) may wield those Weapons or wear that Armour.
S is calculated per Combatant, as the sum of the following:
Note that when calculating whether a Shield is successfully interposed + (FtL of Attacker, FRD) is added.
Shields may not be interposed against attacks from the opposite side to the shield arm or against attacks from the rear.
SMs are specified in Appendix 2 by Species and Weapon Class.
A Plot specifying the exact nature of a Combatant's actions for a second of the MR (see section B.5.).
A Characteristic (see the Character System: section 2.3)
The Weapons Tables give the StN for each Weapon.
If the wielder's St is > StN for the Weapon by at least 3 he takes StN bonuses as follows (FRD):
If the wielder's St is < StN for the Weapon he takes a StN minus of StN - St.
An Attack which is resolved as a hit on the Opponent (who cannot therefore move it out of their HitLoc Table) before Parrying, Shielding or Damage is determined (see Section B.1.5).
A Characteristic (see the Character System: section 2.3)
= S+2 (i.e. base 12)
W/H refers to the number of hands required to wield a particular Weapon, as opposed to Hd (Handedness) which indicates whether a Ft is right, left or both-handed.
W/H is stated as:
Note that most Fts only have two hands, so will therefore be unable to wield a 3/H or 4/H Weapon. However:
thus enabling high St Fts to wield 2/H, 3/H or even 4/H Weapons with less hands, subject to a minimum of 1/H. Some Weapons have a higher minimum W/H (e.g. two hands are required to wield Nunchucks). The specification for the Weapon is the same, irrespective of the number of hands with which it is wielded.
Only Weapons specified as “+b” can be used with a Buckler in the same hand, irrespective of minuses to W/H for St. Using a 2/H, 3/H or 4/H Weapon 1/H enables a Shield to be used on the other hand. However, those who use 4/H Weapons typically disdain the use of Shields.
WS is earned per Combatant per Weapon Class by training, subject to a maximum determined by FtL, as follows:
Any number of Weapon Classes may be trained to WS1, even by non Fighters.
WS is in a particular Weapon Classes and includes all Weapons in that Class as shown in the Weapons Tables, including Melee and Thrown uses (where applicable) Note however that Dagger and Throwing Knife are in separate Weapon Classes ("Daggers" and Thrown "Knives" respectively), although the DM may allow one to be used as the other.
Fighter Initial Basic Training includes 5 weeks' training, as follows:
Note that in Anarea there are 6 days in a week. 8 hours' training per day is required.
FtLs must also be allocated to WS for training to be effective, as follows:
The training may be undertaken before achieving the necessary FtL, but will not be effective until it is achieved. FtLs may be freely allocated or saved for future allocations, but once allocated, they are permanently allocated.
The number of weeks' training and FtLs required to reach each level of WS in one Weapon Class is therefore as follows:
WS | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
weeks training | 0 | 1 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
total weeks training | 0 | 1 | 2 | 4 | 7 | 11 | 16 | 22 | 29 |
FtLs allocated | 0 | 0 | 1 | 1 | 2 | 3 | 4 | 5 | 6 |
total FtLs allocated | 0 | 0 | 1 | 2 | 4 | 7 | 11 | 16 | 22 |
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