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Combat in detail

Hit points

You will have a number of hit points, representing how healthy you feel. Points will be allocated to various parts of your body on the Battleboard, to give a record of how healthy you are, and this is updated after each combat encounter. PCs never die during a combat - they are assumed to be running on adrenalin, so they can conveniently finish off the monsters (who do fall over) and then be battleboarded, at which point they may well die from their wounds. Therefore, in order for combat to work, you must remember where you have been hit, and how many times. Sometimes when a strong monster hits you they will say 'Double,' 'Triple' or worse. This means they have done two, three or more hits to that location, and must also be communicated to the Battleboarder, who will determine your damage, and tell you how healthy you feel. If your Hit Points are reduced to zero, you fall unconscious - below zero and you die. If you are foolish enough to be taken to minus your original hit point total, you are permanently dead. The same is true of each individual location, although naturally, once your chest is dead......

Armour Class

The amount of protection a character has from physical blows is determined by their Armour Class, more frequently known as 'AC'.
  • AC 0 - Bare Skin
  • AC 1 - Normal clothing
  • AC 2 - Padded clothing
  • AC 3 - Leather armour
  • AC 4 - Ring mail
  • AC 5 - Scale / Chain mail
  • AC 6 - Plate mail

Of course all of these armour types are variable, as rusty or badly damaged plate mail may only be AC 5 or 4, while tough hardened leather may be AC 4. In addition AC levels higher than 6 are usually only available through magical aid. In general a character is given the appropriate armour type by their guild or patron, and while other armour may be purchased this is at best an expensive business.

Armour stops damage in the following way - if a blow would normally do six points of damage the armour class is subtracted from this, so AC 1 would reduce the damage to 5. No armour may reduce the damage below 1 - a successful hit will always do some damage.

As a player you may want to create a costume or look for your character. This is encouraged in FLRP, as special props such as armour, helmets, cloaks and holy symbols only add to the game. However weapons and other dangerous items (such as glass objects) do need to be approved by the GMs.


The standard damage handed out by a 1-handed weapon is 6HP, referred to as a 'single'. A skilled warrior might hand out 12 points per blow, known as a 'double'. It is imperative to announce the fact that a blow is a double when it is dealt, as otherwise it will be assumed to be a single. As your character progresses, you may receive bonuses to your weapon damagevia experience, magical spells or other GM conditions, making you able to deal out triples, quads or even quins.

As a character, all you need to know is that when you hear a monster calling out double or triple this is a serious danger to life and limb.

Monster damage is taken in a lighter sense, with monsters having a simple 2 number hit point total, e.g. 4/5. This means that each limb can take 4 singles and the main body 5 singles before that monster dies. Monsters have to keep count of their health during combat, so it is much simpler for them.

Presence Attacks

Especially fearsome creatures may well have an aura or presence which makes them so awe-inspiring that the more feeble kinds of monsters and players quake and gibber at their very appearance. A presence attack must be announced, to be effective, and it helps if the target creature(s) is in a suitable state to be impressed - when fighting for their lives most creatures will ignore such attacks. Presence attacks do not incapacitate or compel in any way, they are just to make the roleplaying more fun.

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