Gym Rules on Sparring:

  1. Hits to the head, neck, or groin area are strictly prohibited.
  2. Pads and other protective gear must be worn at all times during sparring, no exceptions.
  3. If a person taps out or stands down, the other must stand down as well.
  4. No excessive aggression during sparring.
  5. No use of melee weapons of any kind other than fists is permitted during sparring.
  6. All potential medical treatment cases must be reported immediately.
  7. Though it is not required, it is highly recommended that a spotter be present during each sparring match.

Simple Sparring Mechanics:

Sparring is turn based and therefore each turn generally consists of an attack and a defensive/evasive maneuver. Damage is negated during sparring because of the protective padding being worn. During each roll, it is important to state the action so that the other can respond correctly. In the event of a tie, defense always trumps. Below are the basic actions one can perform and how they are related to skill:

  • Hit = Melee
  • Block = Pdef
  • Dodge = Agility
  • Grapple = Strength

Advanced Sparring Mechanics:

Using AP and Maneuvers:

During sparring, tagging relevant aspects and performing maneuvers can also be used to gain boosts. Note, the DC to correctly perform a maneuver is 6 as detailed here.

Flavor Attacks:

During sparring, special actions can take place that do not necessarily count as an actual hit would. As such, for the sake of RP, these are merely counted as "flavor". These actions are but not limited to:

  • Shove (strength)
  • Trip (melee)
  • Tackle (melee)
  • Bullrush (strength)


Whenever a strength check is rolled against an opponent to grapple, the person must roll either agility evade or strength to resist. If the opponent fails, he/she is considered grappled. A grapple conditions is in effect for every round thereafter as long as the person makes a successful strength check to hold the opponent in place, and hence can not perform maneuvers while grappling an opponent. A grapple condition can be broken by either rolling melee, agility, or strength against the opponents strength. As before, in the event of a tie, defense trumps. The exception to this is in the case of a melee attack to break free from a grappled condition, in which the strength check holds but the melee attack is still successful.

The pinning condition can only be derived while the opponent is grappled. To pin, the person must roll another strength check against their opponent. he opponent may roll a strength check to resist or an agility check to wiggle out of it. If the pin fails, the opponent maintains the grapple condition. Once pinned, the opponent can not attack or wiggle free. This would be considered an automatic victory.


For the sake on simplicity, fists are considered 1 load weapons and scoring is identical to damage as per the degrees of success chart provided in the FR manual:

Weapon 1-4 5-8 9-12 13-16 17-20
1 Load 1 Point 2 Points 3 Points 4 Points 5 Points

During a sparring match, the first one to 10 points wins. A successful pin counts as an automatic victory.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License