In most adventures there is conflict, and this conflict is often physical. After all, the world of Nirn can be a dangerous place. Wars, strange monsters, criminals, mercenaries, and any number of other scenarios can all force a party to use violence to accomplish their goals, or simply force the party into dangerous situations. This chapter contains mechanics for resolving combat, as well as other game mechanics to handle the variety of situations the players might encounter during their adventures.
A Note on Time
The UESRPG divides time into two categories: narrative time and structured time. Narrative Time is meant to be used in any situations that do not demand the time-sensitive resolution of tasks. Functionally this means that almost any non-combat situation will use narrative time. In game terms, narrative time is a period in which the GM can freely advance time at any rate based on the needs of the story and the players. This could mean briefly describing the party’s long journey across a vast desert, or playing out an important conversation minute by minute.
Structured Time is used to handle time-sensitive events in which every second counts and the exact order of actions is crucial. Combat almost always takes place in structured time, which is what the rules of this chapter are intended for; though the GM could decide to handle it in narrative time instead.
Combat
Transclude of combat
Physical Health
Transclude of physical-health
Fear
Fear
When a character is confronted by an excessively frightening event or adversary, they must make a Fear Test. There are two types of fear tests: panic and horror tests. If the character fails the test, they succumb to the effects of fear.
Panic Test
Your GM may call on you to make a Panic Test when you are confronted by mundane shock or horror. This is represented by the Panic (+/- X) notation, which is simply a Willpower test with a +/- X modifier.
Horror Test
Your GM may call on you to make a Horror Test when you are confronted by supernatural terrors. This is represented by the Horror (+/- X) notation, which is simply a Willpower test with a +/- X modifier. In general, horror tests with any sort of penalty should be reserved for the most terrifying monsters and mind melting terrors.
Fear Effects
If in combat a character fails a fear test, they must immediately roll a d100 on the appropriate table on the next page. The effects listed are applied immediately to the character.
If in a non-combat situation the character fails a fear test, the character becomes unnerved and suffers a -20 penalty to any tests that requires concentration on their part. This penalty lasts while the character remains in the vicinity of the object of their fear.
Characters may be able to shake off some of the effects of fear after the initial shock has worn off. The table below will specify certain cases where a character can make a Willpower test when it is their next Turn to “snap out” of their fear. “Snapping out” of the fear always happens at the end of their Turn.
If this succeeds, then they regain their senses, shrug off the effects, and may act normally from then on. If they fail this test, the effect continues, and they may try again when it is their next Turn.
Combat Panic Test Results
Roll Effect 01-30 Startled: The character is startled by the source of panic. They jump in their boots and pause for a brief moment as they struggle to reassess the situation. They may not make any reactions until the beginning of their next Turn. 31-60 Spooked: The character gets the shakes from the source of their panic. Fretting, nervous, and full of doubt, they suffer a -10 penalty to all tests for the rest of the encounter unless they snap out of it. 61-90 Frightened: The character is taken aback, and their teeth clatter in their skull as they inch back from the source of their panic. The character cannot willingly approach the object of their fear, and they suffer a -10 penalty to all tests until the end of the encounter. 91-95 Lost Composure: The character loses their nerve and freezes in place. Their will to act is decimated by the stress on their mind from the source of their Panic. The character may take no actions until they snap out of it. After snapping out of it, the character will make all tests at a -10 penalty for the rest of the encounter. 96-100 Running and Screaming: The character breaks down with fear and flees. They must immediately flee directly away from the source of their fear as fast as they can, which includes ditching equipment slowing them down. They must do everything in their power to accomplish this and is at a -20 penalty to all tests. Once away from the danger, they must successfully snap out of it to regain control, or the encounter must end. Combat Horror Test Results
Link to original
Roll Effect 1-40 Momentary Blackout: The character is so overcome with horror that their mind fails them for a few precious seconds in the face of this horror. The character drops to the ground unconscious for 1 round and has a -10 penalty to all actions afterwards for the rest of the encounter. 41-60 Uncontrollable Vomiting: The character’s own body reacts with a gut wrenching sound as the character’s innards empty themselves, and they start vomiting uncontrollably. The character bends over and vomits for 1 round and is considered helpless during this time. Afterwards the character is still nauseous and loses 1 Stamina point immediately. 61-80 Manic Terror: The Character’s mind cracks like a fragile glass sculpture, and they begin to laugh maniacally. Turning upon the closest nearby friend or foe they start attacking them with whatever weapon they have in their hands at the moment. The character can attempt to snap out of it at the start of their first Turn each round or be knocked unconscious to stop their manic rampage. Afterwards the character loses 1d4 Stamina points immediately. 81-90 Hopeless and Despairing: The character falls to the ground and cries out in despair and terror while shutting out all other sounds, babbling and mumbling to themselves for comfort for 1d6 rounds. When they regain their senses they immediately lose 1d4 Stamina. 91-95 Blackout: The character’s mind snaps like a twig, unable to truly process the horror of the situation and collapsing instead. The character goes catatonic for 1d4 hours and cannot be roused by normal means during this time. 96-99 Mind Break: The character’s will bends as their mind shatters. They drop to the ground while stuttering and mumbling incomprehensibly for 1d6 rounds. The character’s mind is irrepressibly damaged, and they lose either 1d8 Willpower or Personality (player’s choice) permanently from the harrowing experience. Afterwards, the character cannot attack or approach the source of horror until they snap out of the effect or for the rest of the encounter. 100 Scared to Death: The character is so immeasurably overcome with terror and horror that their heart stops beating; they must make an Endurance test or die on the spot. Should they succeed, they instead fall catatonic for 1d4 hours as with Blackout.
Movement & Size
Transclude of movement--and--size
Diseases
Transclude of diseases