Combat
Turn Order
The turn order is per party rather than per entity, you first need to separate all participants in the combat based on affiliation/group. Each group acts at the same time, in most encounters you most likely won't have more than 2 groups.
Next you need to figure out the order, this is done by the GM according to the narrative. If disagreements arise, rolls can be made too.
Inside a Turn
In each group's turn, actions can be taken in any order. If the players start to fight over it, tell them to grow up.
In a turn, each character has a total of 2 actions. These actions don't have to all be spent at once, collaboration between players of the same group is highly encouraged.
Actions
Attack (1 Action)
Attack a creature with a selected weapon.
- You first have to roll to hit, a dice roll which determines whether or not you hit. Gather your base dice, based on either agility or physique (See: Weight). Then upgrade it based on your hit bonus from your weapon type.
- Then gather your opponent's dodge dice. These will be given to you by the GM, but they are assembled using the agility and upgraded by the armour's dodge bonus (see: Armour).
- If you are the one being hit rather than attacking, flip these.
- Gather your damage dice, these are decided by the GM per the specific weapon. (See: Weapon Types)
- Gather your opponent's defense dice. These will be given to you by the GM, but they are assembled using the physique and upgraded by the armour's defense bonus (see: Armour).
- If you use a blunt weapon, the opponent's defense dice are equal to their physique (the defense bonus is ignored).
- If you are the one being hit rather than attacking, flip these.
- You first have to roll to hit, a dice roll which determines whether or not you hit. Gather your base dice, these are based on agility. Then upgrade it based on your hit bonus from your Caliber size.
- You should use the correct modifier based on the range. Range has two numbers, a short range and long range, if your distance from the enemy is under (or equal) to the short range value, use the left modifier. If the distance is over the short range but under the long range, use the right modifier. Targets over the long range can't be hit, and targets which are either adjacent or 1 square from you can be hit, but with no modifiers.
- Then gather your opponent's dodge dice. These will be given to you by the GM, but they are assembled using the agility and upgraded by the armour's dodge bonus (see: Armour).
- If you are the one being hit rather than attacking, flip these.
- Gather your damage dice, these are decided by the GM on a per weapon basis. Upgrade them based on your damage bonus from your Caliber size.
- Gather your opponent's defense dice. These will be given to you by the GM, but they are assembled using the physique and upgraded by the armour's defense bonus (see: Armour).
- If you are the one being hit rather than attacking, flip these.
Cast a Spell (X Action)
Cast a spell, its action cost indicated by the spell.
Movement (1 Action)
Allows you to move up to an amount indicated by your speed.
Use Item (1 Action)
Use an item, costs may rise at the GMs discretion based on the nature of the item.
Use Ability (X Action)
Use an ability, its action cost indicated by the ability.
Reload Firearm (1 Action)
Reload your firearm, refresh your bullets.
Fix Jam (1 Action)
Fix a jam in your firearm, make a skill check to determine your success.
Ready Action (2 Actions)
State an action, and a condition. If the set condition happens during a different turn (in the same round), execute your action.
Help (1 Action)
Help an ally with a roll, roll the same skill against the same difficulty. Consult the table for the bonus your ally gains.
| Roll | Bonus |
|---|---|
| Less than opposing pool | None |
| More than opposing pool | 1d6 |
| 2x than opposing pool | 2d6 |
| 3x than opposing pool | 3d6 |
| 4x than opposing pool | 4d6 |
Armour
Armour is ranked based on its weight, light armour has a low rank, heavier armour has a high rank. Consult the table for which bonuses you gain from your armour:
| Armour Rank | Dodge Bonus | Defense Bonus | Prerequisites |
|---|---|---|---|
| 1 | +3 | +0 | |
| 2 | +2 | +1 | |
| 3 | +1 | +2 | |
| 4 | +0 | +3 | A rank in either endurance or muscles |
| Use your dodge score to upgrade your agility | |||
| Use your defense score to upgrade your physique |
Weapons
Weapons are separated between melee and ranged
Melee Weapons
All melee weapons have a weight and a type, use these to figure out your bonuses. Some weapons have a property, this is dependant on their narrative, consult with the GM.
Weight
| Type | Description | |
|---|---|---|
| Light | Light weapons use your agility as a base for hit rolls | |
| Heavy | Heavy weapons use your physique as a base for hit rolls |
Type
| Type | Description | Hit Bonus | Damage Bonus | Other |
|---|---|---|---|---|
| Sharp | Swords, daggers, knives | +0 | +2 | |
| Pointy | Spears, pikes, forks | +2 | +0 | |
| Blunt | Maces, flails, spoons | +1 | +0 | Ignores defense in damage rolls |
Properties
| Type | Example | Effect |
|---|---|---|
| Electric | Metallic weapon connected to a battery | Deals damage to all entities touching the circuit, damage is equal to your normal damage divided by the number of entities. |
| Fiery | Wooden weapon on fire | Fire spreads to nearby (touching) wooden objects, if worn or held, it deals 1d6 damage. Your weapon burns and ceases to exist in 2 rounds. |
| Two Handed | Weapons which take two hands to wield | +1 to damage |
| Reach | Longer weapons which allow you to attack from further away | Allows you to attack from 1 square away. |
| Throwable | Weapons which you can throw | Allows you to use the weapon to make a ranged attack (see: Ranged Weapons) |
Ranged Weapons
All ranged weapons have a caliber and a cart size, you use a combination of the two to figure out the roll. These are permanent and dependant on your weapon.
Caliber
| Caliber | Damage Bonus | Hit Bonus | |
|---|---|---|---|
| High | +2/+1 | +0 | 6/10 |
| Low | +0 | +2/+1 | 8/14 |
Cartridge Size
| Cart Size | Jam Threshold |
|---|---|
| 8 | Any failed roll |
| 6 | Failed rolls that aren't within 2 of the opposing roll |
| 4 | Half the opposing roll |
| 2 | Can't jam |
Jams
Firearms can occasionally jam, for some its more likely than others (consult the cart size table). To fix a jam you must spend an action and pass a skill check, the specific skill is up to the GMs discretion (although you can barter). You can try as many times as you'd like as long as the jam isn't fixed.
Reloading
Firearms have a limited amount of bullet, determine the frequency yours has to be reloaded by the cart size, this represents the amounts of shot taken prior to reloading.
Reloading a firearm takes an action.