Defense Actions (24-System)

When attacked, a defender may choose how to respond. Defense is an active choice, not a passive number. Each defense option changes the attacker’s Difficulty Class (DC) and how damage is resolved.

A character may only use a defense that relies on a limb they have not already committed this round.


Base Defense (No Active Defense)

If the defender does nothing special:

  • Attack DC = 13
  • On a hit, damage is applied normally.

This represents the baseline difficulty of striking a moving, aware target in combat.


Parry (Skill-Based Avoidance)

Skill Used: Melee
Concept: Weapon skill, timing, redirection

Effect:

  • Parry DC = Average of defender’s Melee roll
  • The attack must meet or exceed this DC to hit.

On a Hit:

  • Damage is deflected, not avoided.
  • Reduce or redirect damage (GM discretion):
    • −1 wound
    • Damage shifted to weapon or armor integrity
    • Loss of balance or position

Costs & Risks:

  • No stamina cost
  • On Partial Crit or Legendary against a parry:
    • Defender’s weapon may lose integrity
    • Parry may partially fail

Parry represents skillful interference with the attack, not absorbing force.


Dodge (Movement-Based Avoidance)

Skill Used: Athletics
Concept: Getting out of the way entirely

Effect:

  • Dodge DC = Average of defender’s Athletics roll
  • If the attack fails to meet the DC, all damage is avoided.

Cost:

  • Dodge always costs stamina, whether successful or not.
  • On failure, stamina is spent and damage is taken.

Notes:

  • Dodge is the only defense that fully negates damage.
  • Repeated dodging leads quickly to exhaustion and disadvantage.

Block (Interception, Not Avoidance)

Concept: Putting something solid in the way

Attack DC: 13 (unchanged)

Blocking does not make you harder to hit. Instead, it changes what is hit.

On a Hit:

  • Damage is absorbed and converted to stamina loss, similar to armor.
  • The block may cause integrity loss to the blocking item.

Blocking With a Shield

Shields provide superior protection.

Shield Benefit:

  • The first wound from a blocked hit is absorbed for free
  • This first wound costs no stamina
  • Additional wounds convert to stamina as normal

Shields do not avoid hits, but they dramatically reduce consequences.


Blocking cover

Blocking Without a Shield

Blocking with an arm,

  • No free mitigation
  • All damage dealt is to the interposing limb up to its disabled mark. Excess damage translates to the intended target.

This represents desperate or improvised defense.


Defense Summary Table

Defense DC Avoids Hit? Damage Handling Cost
None 13 No Full damage
Parry Avg Melee Partial Deflect / reduce Integrity risk
Dodge Avg Athletics Yes None on success Stamina
Block (shield) 13 No First wound free, rest stamina None (first wound)

Design Notes

  • Parry rewards skill and timing.
  • Dodge trades safety for exhaustion.
  • Block accepts the hit to control its consequences.
  • Shields are powerful but do not replace armor or movement.
  • Heavy weapons pressure blocks; multiple attackers overwhelm parries.

Defense is about choices under pressure, not static numbers.

Cover & Concealment (24-System)

Cover and concealment represent environmental factors that interfere with attacks. They modify the attack DC or change how damage is resolved, depending on the situation.

Cover and concealment stack with active defenses (Block, Parry, Dodge) unless stated otherwise.


Concealment

Concealment interferes with perception but does not physically stop attacks.

Examples:

  • Smoke, fog, darkness
  • Foliage, tall grass
  • Visual clutter or partial obscuration

Ranged Attacks

  • +1 DC to the attack roll

Melee Attacks

  • Concealment usually has no effect in melee.
  • Concealment applies in melee only if it meaningfully interferes with awareness or movement (GM discretion), such as:
    • Pitch darkness
    • Blinding smoke
    • Deep water or heavy mud

When applicable:

  • +1 DC

Concealment never absorbs damage.


Cover

Cover physically interposes something between attacker and defender. How it works depends on whether the attack is ranged or melee, and on the type of cover used.


Ranged Cover

Cover affects ranged attacks by making the target harder to hit.

Passive Cover

Cover exists, but the defender is not actively positioning behind it.

Examples:

  • Door frames
  • Furniture
  • Low walls
  • Vehicles

Effect:

  • +1 DC

Active Cover (Using Legs – L)

The defender deliberately positions themselves behind cover.

Requirements:

  • Commit Legs (L) for the round

Effect:

  • +2 DC

If the defender moves or is forced out of position, active cover is lost.


Melee Cover

In melee, cover works differently. Cover only helps if it is actively used.


Interposed Objects (Tables, Doors, Carts, Shields)

These function like blocking.

Requirements:

  • Commit one arm (L or R)

Effect:

  • Attack DC is unchanged
  • Damage is absorbed or converted, as with a block
  • The object may lose integrity or break

Notes:

  • Shields absorb the first wound for free (no stamina cost)
  • Other objects convert wounds to stamina and risk integrity loss

If no arm is committed:

  • The object provides no benefit against melee attacks

Structural Cover (Walls, Corners, Pillars)

Structural cover provides protection through positioning, not interception.

Requirements:

  • Commit Legs (L) to maintain position

Effect:

  • +1 DC against melee attacks
  • Structural cover does not absorb damage
  • No arm is required

This represents controlling angles, footing, and approach lanes.


Total Cover

If the structure fully blocks access:

  • The attack cannot be made
  • The attacker must reposition, grapple, force the defender out, or attack the structure

Stacking Cover with Defense

Cover and concealment stack with active defenses.

Examples:

  • Ranged attack against a dodging target in active cover:
    • Base DC 13
    • +2 DC (active cover)
    • +Athletics DC (Dodge)
  • Melee attack against a defender pressed into a corner and parrying:
    • Base DC 13
    • +1 DC (structural cover)
    • +Melee DC (Parry)

Design Notes

  • Concealment affects perception, not force.
  • Cover at range avoids hits; cover in melee controls consequences.
  • Objects are blocked with arms; structures are leveraged with legs.
  • Cover buys time, not safety.

Positioning matters. Choices matter. Terrain matters.

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