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[[Anam:The_Anathema|The Anathema]]
 
[[Anam:The_Anathema|The Anathema]]
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== Essential Rules ==
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[[Anam:Abilities_in_The_Sheltered_Hand|Abilities List]]
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When reading the following rules - aside from the Resolution Rules - bear in mind that the primary function of the Anam system is to be a toolkit for GMs, from which they can create their own systems, wrapping everything around that Resolution system. The Sheltered Hand uses the 'Default' method by and large, which is why these rules are included, but they are fairly dense.
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[[Anam:Resolution_Rules:Resolution_Rules|Resolution Rules]]
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[[Anam:Attributes_and_Abilities|Attributes & Abilities]]
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[[Anam:Special_Abilities|Special Abilities]]
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[[Anam:Conflict|Combat Rules]]
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'''Conflict in a Nutshell:'''
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This applies to all forms of conflict – Physical, Mental and Social.
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'''Time'''
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Physical Conflict takes place in turns that cover roughly 6 seconds. Any other conflict occurring at the same time as Physical Conflict takes place in the same time frame.
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Mental Conflict, when occurring by itself, takes place in turns of 1 second.
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Social Conflict, especially when debating or arguing for effect, has turns that can be as much as 5 minutes.
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'''Actions'''
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''Free Actions'' – These take very little time and are not Tested. Activating a Power (Special Attribute), drawing a weapon from a well-fitted sheathe, snapping off a one-liner, etc.
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''Movement'' In a given physical conflict round, each character may make a single Move action up to their Move.
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''Perform a Task'' Any Tested action is involved here. Picking locks, attacking with a weapon (or with words), or performing an active defense. If the action could require a Test, it counts – and each character can perform only one Task per Combat Turn.
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''Attack'' involves a Task against a TD of the defender’s Passive Defense (Acrobatics for Physical conflict, other Abilities as appropriate for Mental / Social conflict.
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''Active Defense'' involves taking a Test of the character’s defense ability specifically in an attempt to get a better defense than is available passively.
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Manipulation: Attempt to manipulate the conflict by taking advantage of terrain, taunting the opposition, flanking or the like. This is a catchall option. Success provides a special Circumstance modifier (Special in that it stacks with existing Circumstances) with a limited lifespan.
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''Range''
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Range is fairly abstract –
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Close range is for true ‘in your face’ combat.
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Melee range is within 3-6’ generally (some weapons will have stats that extend that).
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Short range is for Thrown weapons (not more than about 60’)
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Medium range is the ‘average’ range for mechanical ranged weapons such as bows and the like.
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Long range is the longest practical range for mechanical ranged weapons.
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Extreme range is the farthest that a mechanical ranged weapon can be fired – such shots are always effectively blind.
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''Damage''
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All characters have two damage tracks: Bruises and Wounds, as well as a number of Injury boxes.
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An attack is successful if its Effect Level equals the defense Level. At that base success, the damage is 1 Wound.
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For every Level that the attack’s Effect level exceeds the defense Level, that damage increases by 1.
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Some weapons and other options may increase the damage done as well.
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The total number of wounds is compared to the character’s Wound Threshold. If the total damage is less than the Wound Threshold, the character takes a Bruise.
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If the character’s Bruise track gets filled, any new bruises roll up to become Wounds.
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If the total is higher than their Wound Threshold, the character must mark one Wound for each point above that value.
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Soft Armour adds to the wearer’s Wound Threshold, but any damage exceeding its protective value reduces that value by 1. (So Leather, with a Protective Value (PV) of 2, loses 1 if an attack does 3 damage). This can be repaired with a little downtime.
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Hard Armour has a Hardness Value (HV) which reduces the Wounds a successful attack will do, and can even reduce the damage below 0 – meaning that the armour prevented even a Bruise. Hard armour is tiring to wear and makes some actions more difficult.
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The higher the Armour’s HV, the more restrictive it can be for those actions.
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If the player doesn’t want to take Wounds, especially when receiving multiple wounds, they can instead take an Injury, which will soak up 3 Wounds.
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An Injury is a Condition, such as a sprained wrist, a broken leg or the like. Each Injury inflicts a Circumstance Modifier of -2 for any actions which would be impacted by that Injury.
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The Bruise track clears at the end of that conflict scene.
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The Wound track clears after a full scene (at least two to three hours) of rest.
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Injuries must be treated, either with Scholarship (Medicine) or by magic.

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