Combat is divided into rounds in which all parties act simultaneously. At the beginning of the round, each person decides privately how they want to move. A character can move up to 20 feet, and they must designate what their goal in moving it. The following are examples of goals:
- moving toward an entity
- moving away from an entity
- moving toward a location
Everyone should jot down their movement intent on a piece of scrap paper, then everyone reveals theirs in order. Resolve the interactions best as possible. Two characters going for the same location should figure out who reaches first, or how close they are. Characters moving toward each other should meet in the middle. A character moving forward and a character moving back should stay the same distance apart. In the event of a "contest", like reaching an object simultaneously or one character fleeing another, each should roll a d8 and add their Strength. The winner may decrease or increase their own position by 5' to their advantage (example, reaching an object while the opponent is 5' away, or increasing the distance between himself and a pursuer by 5').
After movements have been dealt with, parties can take a complex action. Here are some examples of complex actions:
- Attacking (see below)
- Defending an Ally: Increase the Defense of an Ally within 10' by 1
- Consuming a Potion
- Casting a Spell: spells always resolve AFTER all other complex actions, due to their complicated nature. If the caster takes any damage to their person, subtract that damage from their casting roll
- Drawing a Weapon
- Reloading
- Running: Move an additional 30', and next turn your first movement may be 40' instead of 20'
All actions are performed simultaneously (two combatants could double kill one another, for example).
ATTACKING
Roll 2d6. Add your Attack, your weapon's Versatility (if proficient), and any other modifiers for situation. Subtract your opponent's Defense, and any other modifiers for situation. Consult the following table, which is based on the Core Mechanic:
6 or lower: Miss
7-9: Miss or Opportunity Hit, choose: either you have missed OR you can offer your opponent a disadvantage on yourself in exchange for the attack to be a hit. See below for possible disadvantages.
10-11: Clean Hit, roll damage. Add Strength modifier if melee, and Dexterity modifier if ranged.
12 or more: Critical Hit, choose: either roll damage twice and double stat modifier OR ignore opponent's armor OR name a location on the body you have struck OR initiate a Grapple (only if the attack was Unarmed, see below)
Opportunity Hits: You may offer a disadvantage on yourself exactly once. Your opponent either accepts, and receives your Hit, or they reject it, in which case the attack is a Miss. Make the disadvantage as juicy as possible or they won't bite! Possible disadvantages (use your imagination):
- dropped weapon after hit: test for Breaking (see below)
- weapon damaged: test for Breaking
- weapon broken
- off-balance: -1 to defense until the end of next round
- tripped: now Prone
- fatigued: add 1 point of Fatigue
- maneuvered into poor position, e.g. a corner, with sun in eyes, etc.
- decreased damage in addition to another penalty
Anything that makes sense in the situation that is realistically in your power can be offered as a disadvantage, the above list is in no way exhaustive.
Characters may dual-wield two weapons at once, provided they are proficient with both. A dual-wielding character gets +1 to defense and +1 to damage, though they still only roll 1 attack per turn.
DEFENSE
Your character's Defense is equal to their Fighter level + weapon Versatility + shield bonus + dual weapon bonus. Subtract this total from their Attack roll.
If you are in combat with multiple opponents attacking you, you may divide your Defense between them as desired. You do not get a full Defense against each opponent.
If you are struck by an attack, you may divide the damage you take as desired between your armor's hit points, your shield's hit points, and your bodily hit points. See Taking Damage below
GRAPPLING
If you Critical Hit an opponent with an unarmed strike, you may start a Grapple. During the next round, the two of you are in a Grapple, and the following restrictions and options are available:
If you are the aggressor, you may not move during the movement phase. The following actions are available to you:
- Release: this is free, and you may take a Complex Action this round. Alternatively, you may take a Grapple action, then immediately release. The Grapple is over
- Maintain: you attempt to maintain the Grapple. If you successfully maintain, the defender gains 1 fatigue point. See Breaking the Grapple, below
- Attack: you may attack with any weapon the size of a dagger or smaller. In the event of a hit, ignore armor
If you are the defender, you may not move during the movement phase. The following actions are available to you:
- Break the Grapple: you may attempt to break free. If your aggressor is not maintaining, you are automatically free. If they are maintaining, roll a Binary Strength roll minus your aggressor's Strength (1d12, 8 or higher). If you succeed you are free, otherwise the Grapple continues
- Attack: you may attack with any weapon the size of a dagger or smaller.
- Turn the Grapple: you may attempt to start grapple your opponent. You must have at least one hand free. Make a Binary Strength check minus your opponent's Strength (1d12, 8 or higher). If they are Maintaining, subtract an additional 2 from the roll. If you succeed, you are now the aggressor, otherwise the Grapple continues as normal
TAKING DAMAGE
Armor worn has a certain number of hit points that can protect you until it completely falls apart, as do shields. After this, damage starts affecting your body.
Until your bodily Hit Points reach 0, wounds have been superficial and easily shrugged off, and you are not negatively affected by them. At 0 and lower, however, you start taking serious wounds. Roll 1d6 on the following table to determine which part of your body has been wounded every time you take a hit that leaves you with 0 or fewer hit points:
1 - right arm
2 - left arm
3 - torso
4 - right leg
5 - left leg
6 - head or neck
Then, roll 1d6 to see how severe the damage is. Add the amount below zero your Hit Points are:
1 - scar
2 - scar
3 - stun chance, scar
4 - stun chance, scar
5 - broken, stun, scar
6 - maimed, stun, scar
7 - hemorrhaging, stun, scar
8 or higher - destroyed, stun, scar
Scar: the wound will leave visible scarring
Stun: make a Binary Constitution check. If you fail, you are unable to move or act for 1 round
Broken:
- arm: make a Con check or drop any held items. Rolls with this arm are at -1
- leg: movement lowered to 15'. May spend 1 fatigue to increase to 20' for an hour
- torso: all physical actions at -1
- head/neck: -1 to all mental actions
Maimed:
- arm: lose 1d6-1 fingers (5 = whole hand), drop whatever is being held. Rolls with this arm at -2
- leg: movement lowered to 5', lose 1d6-1 toes (5 = whole foot), may spend 1 fatigue to increase speed to 10' for an hour
- torso:
- head/neck:
Hemorrhaging:
- arm: bleedout = 1/2 hour
- leg: bleedout = 1/2 hour
- torso: bleedout = 1/2 hour
- head/neck: bleedout = 1/4 hour
Destroyed:
- arm: bleedout = 1/4 hour
- leg:bleedout = 1/4 hour
- torso: death, major organ failure
- head/neck: death, decapitated
For multiple bleedout wounds, multiply their times together to get the new time to death.
- moving toward an entity
- moving away from an entity
- moving toward a location
Everyone should jot down their movement intent on a piece of scrap paper, then everyone reveals theirs in order. Resolve the interactions best as possible. Two characters going for the same location should figure out who reaches first, or how close they are. Characters moving toward each other should meet in the middle. A character moving forward and a character moving back should stay the same distance apart. In the event of a "contest", like reaching an object simultaneously or one character fleeing another, each should roll a d8 and add their Strength. The winner may decrease or increase their own position by 5' to their advantage (example, reaching an object while the opponent is 5' away, or increasing the distance between himself and a pursuer by 5').
After movements have been dealt with, parties can take a complex action. Here are some examples of complex actions:
- Attacking (see below)
- Defending an Ally: Increase the Defense of an Ally within 10' by 1
- Consuming a Potion
- Casting a Spell: spells always resolve AFTER all other complex actions, due to their complicated nature. If the caster takes any damage to their person, subtract that damage from their casting roll
- Drawing a Weapon
- Reloading
- Running: Move an additional 30', and next turn your first movement may be 40' instead of 20'
All actions are performed simultaneously (two combatants could double kill one another, for example).
ATTACKING
Roll 2d6. Add your Attack, your weapon's Versatility (if proficient), and any other modifiers for situation. Subtract your opponent's Defense, and any other modifiers for situation. Consult the following table, which is based on the Core Mechanic:
6 or lower: Miss
7-9: Miss or Opportunity Hit, choose: either you have missed OR you can offer your opponent a disadvantage on yourself in exchange for the attack to be a hit. See below for possible disadvantages.
10-11: Clean Hit, roll damage. Add Strength modifier if melee, and Dexterity modifier if ranged.
12 or more: Critical Hit, choose: either roll damage twice and double stat modifier OR ignore opponent's armor OR name a location on the body you have struck OR initiate a Grapple (only if the attack was Unarmed, see below)
Opportunity Hits: You may offer a disadvantage on yourself exactly once. Your opponent either accepts, and receives your Hit, or they reject it, in which case the attack is a Miss. Make the disadvantage as juicy as possible or they won't bite! Possible disadvantages (use your imagination):
- dropped weapon after hit: test for Breaking (see below)
- weapon damaged: test for Breaking
- weapon broken
- off-balance: -1 to defense until the end of next round
- tripped: now Prone
- fatigued: add 1 point of Fatigue
- maneuvered into poor position, e.g. a corner, with sun in eyes, etc.
- decreased damage in addition to another penalty
Anything that makes sense in the situation that is realistically in your power can be offered as a disadvantage, the above list is in no way exhaustive.
Characters may dual-wield two weapons at once, provided they are proficient with both. A dual-wielding character gets +1 to defense and +1 to damage, though they still only roll 1 attack per turn.
DEFENSE
Your character's Defense is equal to their Fighter level + weapon Versatility + shield bonus + dual weapon bonus. Subtract this total from their Attack roll.
If you are in combat with multiple opponents attacking you, you may divide your Defense between them as desired. You do not get a full Defense against each opponent.
If you are struck by an attack, you may divide the damage you take as desired between your armor's hit points, your shield's hit points, and your bodily hit points. See Taking Damage below
GRAPPLING
If you Critical Hit an opponent with an unarmed strike, you may start a Grapple. During the next round, the two of you are in a Grapple, and the following restrictions and options are available:
If you are the aggressor, you may not move during the movement phase. The following actions are available to you:
- Release: this is free, and you may take a Complex Action this round. Alternatively, you may take a Grapple action, then immediately release. The Grapple is over
- Maintain: you attempt to maintain the Grapple. If you successfully maintain, the defender gains 1 fatigue point. See Breaking the Grapple, below
- Attack: you may attack with any weapon the size of a dagger or smaller. In the event of a hit, ignore armor
If you are the defender, you may not move during the movement phase. The following actions are available to you:
- Break the Grapple: you may attempt to break free. If your aggressor is not maintaining, you are automatically free. If they are maintaining, roll a Binary Strength roll minus your aggressor's Strength (1d12, 8 or higher). If you succeed you are free, otherwise the Grapple continues
- Attack: you may attack with any weapon the size of a dagger or smaller.
- Turn the Grapple: you may attempt to start grapple your opponent. You must have at least one hand free. Make a Binary Strength check minus your opponent's Strength (1d12, 8 or higher). If they are Maintaining, subtract an additional 2 from the roll. If you succeed, you are now the aggressor, otherwise the Grapple continues as normal
TAKING DAMAGE
Armor worn has a certain number of hit points that can protect you until it completely falls apart, as do shields. After this, damage starts affecting your body.
Until your bodily Hit Points reach 0, wounds have been superficial and easily shrugged off, and you are not negatively affected by them. At 0 and lower, however, you start taking serious wounds. Roll 1d6 on the following table to determine which part of your body has been wounded every time you take a hit that leaves you with 0 or fewer hit points:
1 - right arm
2 - left arm
3 - torso
4 - right leg
5 - left leg
6 - head or neck
Then, roll 1d6 to see how severe the damage is. Add the amount below zero your Hit Points are:
1 - scar
2 - scar
3 - stun chance, scar
4 - stun chance, scar
5 - broken, stun, scar
6 - maimed, stun, scar
7 - hemorrhaging, stun, scar
8 or higher - destroyed, stun, scar
Scar: the wound will leave visible scarring
Stun: make a Binary Constitution check. If you fail, you are unable to move or act for 1 round
Broken:
- arm: make a Con check or drop any held items. Rolls with this arm are at -1
- leg: movement lowered to 15'. May spend 1 fatigue to increase to 20' for an hour
- torso: all physical actions at -1
- head/neck: -1 to all mental actions
Maimed:
- arm: lose 1d6-1 fingers (5 = whole hand), drop whatever is being held. Rolls with this arm at -2
- leg: movement lowered to 5', lose 1d6-1 toes (5 = whole foot), may spend 1 fatigue to increase speed to 10' for an hour
- torso:
- head/neck:
Hemorrhaging:
- arm: bleedout = 1/2 hour
- leg: bleedout = 1/2 hour
- torso: bleedout = 1/2 hour
- head/neck: bleedout = 1/4 hour
Destroyed:
- arm: bleedout = 1/4 hour
- leg:bleedout = 1/4 hour
- torso: death, major organ failure
- head/neck: death, decapitated
For multiple bleedout wounds, multiply their times together to get the new time to death.
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