Combat: Combat is all armed, unarmed, ranged attacks.
White
The attack grazed your target. -3CS to damage.*
Green
The attack has struck a non - vital part of the target. - 1CS to damage.*
Yellow
The attack has struck center mass, or main body. the full effect of the attack is felt by the target. Full damage.*
Red
The attack is critical, and/or has struck a vital area to the target. +1CS to damage.*
* This column shift damage method is based on one of Firebombs House Rules, modified slightly.
Grab: Directed at a weapon, Object, Item, etc.
White
Miss. It remains in the targets possession or it remains in it's original location.
Green
The character has a hold of the item, A strength check is done vs. the targets Strength as intensity.
Yellow
The character has successfully grabbed the item.
Red
The character has not only grabbed the item but has a free action.
Grapple: Directed at opponents, Living targets, Animated Targets, etc.
White
Take: The character has successfully put his/her hands on the target. You better have more actions or win Initiative!!
Green
Partial: The character has a partial hold of the target.
Yellow
Hold: The character has a secure lock /hold on the target. Depending on the hold it may cause damage.
Red
The character has masterfully grappled with the target he now has a free action to deliver a finishing action.
Evasion - Dodge:This is the most important defensive action.
White
The character has failed his attempt to get out of harms way! If the opponent hits, the character suffers +1CS to damage.
Green
The character was only able to side - step the attack, This is only effective against close combat attacks. Not against ranged combat attacks.
Yellow
The character has either side - stepped the attack (close combat) or leaped out of harms way (ranged combat)
Red
The character has tactically avoided the attack and has a free action.
Block - Parry:
White
The character has failed to either block or parry an attack. If the opponent hits, the character suffers +1 CS to damage.
Green
The character is able to block and incoming attack. The GM must consider if any Damage, Knock - Back, Slam, Stun, Kill, Death effects also occur.
Yellow
The character successfully deflects, swats away , parry's an incoming attack.
Red
The character has blocked or parried an incoming threat and now has a free action.
Catching:
White
The character completely misses his target.
Green
The character awkwardly catches the intended target and receives Damage. + GM must consider any additional effects such as : Knock Back, Slam, Stun, etc.
Yellow
The character gracefully catches the intended target without problems.
Red
The character achieves an awe inspiring catch and has a free action.