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.

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.