"House Combat Rules" - читать интересную книгу автора (Call of Cthulhu RPG)

Combat House Rules

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This system of combat adds to martial combat, giving some variety and choice.
Firearm combat is untouched.

Fatigue:

As fatigue accumulates, it renders a character vulnerable. Any knock out
attacks against a character with fatigue add fatigue to the attack's damage,
increasing the chance of a knock out. Fatigue disappears 1 per round.

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A character in martial combat may take one action per round.

Skills: Martial skills refer to sword, knife, or other appropriate, as well as
Martial Arts. When only Martial Arts is intended, it is indicated specifically.
Weapons skills refer to sword, knife, and so forth, but not Martial Arts.
Personal Attacks are as the rules describe (fist/punch, etc)

Actions:

Movement

Move: Normal movement covers about 8 meters, give or take, in a round. A
character may Move to engage an opponent, who may try to Evade. It costs no
fatigue to Move, though it may cost 1 fatigue to Move very quickly/far,
Keeper's perogative.

Evade: Avoid being hit, avoid an engagement, or disengage, basically Dodge.
Costs 1 fatigue. Note that poor footing particularly when engaged in martial
combat, may mean Dodge is x1/2 or x1/4.

Charge: Close range rapidly. Lunges, shield bashes, and other similar
maneuvers. Martial skill, can be defended or Evaded. If a Charge succeeds the
next action against the opponent is at skill x2, but if it fails the next
action (regardless) is at skill x1/2. A Charge costs 1 fatigue.

Defense

Parry/Block: Martial skill to defend, costs 1 fatigue. Success negates attack.