Precision (lowest (d12) to highest (d2)):
d12, d10, d8, d6, d5, d4, d3, or d2
All rolls are opposed. The roll closest to hitting the mark (rolling a
1) is a success
Bonuses: add only the greatest of each type. The total bonuses
increase precision by that many steps (max d2):
o Equipment
o Circumstance
o Quirk
o Training
o Boon
Penalties: add only the greatest of each type. The total penalties
decrease precision by that many steps (max d12)
o Equipment
o Circumstance
o Quirk
o Training
o Bane
o Wounds
Hitting the mark: roll of a 1. Press the advantage, or seize the
advantage.
Clocks. When an outcome is specifically attempting to achieve
something to stop another outcome or before another outcome occurs,
both sides track successes on a clock. Each success fills 1 tick. Pressing
an advantage has a chance of filling additional ticks. A typical clock
has 4 ticks, though clocks can have any number of ticks.
Press the advantage: roll again at - 1 penalty (cannot press the
advantage on a d12). Each success stacks.
Seize the advantage: gain an advantage for a specified time
(usually 1 round).
Skim: a tied roll is a skim. Skims should be narrated as close calls.
Tie breakers:
1. Most advantages
2. Highest precision dice
3. players win against non-players
Way off: roll more than double opposition roll. Way off typically
doesn't do anything unless called for by a circumstance, or ability
D4vD4
1.1 - clash
1.2 - hit the mark
1.3 - hit the mark
1.4 - hit the mark
2.1 - fail
2.2 - deflect
2.3 - success
2.4 - success
3.1 - way off
3.2 - fail
3.3 - deflect
3.4 - success
4.1 - way off
4.2 - fail
4.3 - fail
4.4 - deflect
Combat
[Link] combatants gain 1 free advantage
[Link] combat reflexes:
o All combatants roll their combat reflexes at the same time
o Combat reflexes modifiers:
o Quirks +/-
o Scars +
o Wounds –
o Circumstance +
o Equipment +/-
o Boons +
o Banes –
o Combat reflexes results:
o Combatants act from lowest result to highest result
o Hit the Mark (HtM): seize advantage until next time combat
reflexes roll. Roll again at -1 Accuracy to potentially gain further
advantages from further HtM. Any unused advantages can be
spent on the next Combat Reflex roll
o Clashes:
o Skim: players that roll the same result with the same accuracy
and the same number of advantages can choose among each
other in what order they act
3. Combatants act from closest to the mark to furthest from the mark. On
a combatant’s turn, take a single action, or, by spending advantages,
take additional actions. A combatant cannot take the same type of
action multiple times on their turn.
o Attack. Any action that attempts to: harm; or hinder a target
that’s capable of defending themselves
o Standard attack: inflict 1 minor damage on a target within
reach. Using weapons may give extra abilities, such as
increasing damage and/or improving reach.
o Hinder: through grappling, feinting, or dirty tricks: apply a
penalty to a target within Arm’s Reach. Advantages can
be used to apply any applicable extra condition:
o Grabbed: target cannot make a move action
o Floored: target remains hindered on the next round
o Disarmed: target drops a held item
o Restrained: target must already be hindered, or 2
advantages must be spent. Target can only attempt a
Breakout (interact) action on their turn
o Move. Any action that attempts to: close the distance with a
target; gain a more advantageous position over a target, or with
the environment; increase distance from a target; disengage
from a combat:
o Standard move: move in relation to other combatants, or
the environment as long as no combatants within reach
are hostile.
o Close the gap: move closer to a hostile combatant by one
step
o Distance: move further from a hostile combatant by one
step
o Flee: attempt to disengage from combat. Every hostile
within reach gains an advantage to use as a reactive
action. If the hostiles do not prevent the combatant from
fleeing, a chase may be initiated. Though, any hostile
that wishes to pursue a fleeing combatant must attempt
a pursue (move) action if any combatants that are hostile
to the pursuing hostiles remain as active combatants.
Pursuing is exactly the same (mechanically) as fleeing
o Interact. Any action not covered above, such as: interacting with
a combatant’s own equipment; interacting with the environment;
interacting with a willing, or incapacitated target
Health, dying, and damage
A character starts with 4 health.
This means a character can take 4 minor damage before gaining the Dying
condition.
Dying: when a character hits Dying, they are in a state that makes every
action dangerous. To take any action, the character must first succeed at a
Survival roll vs Dying.
The opposed dying roll gains a bonus equal to the number of wounds the
character has.
If the dying roll fails, the character is killed after their action, unless the
action successfully removes dying somehow.
Alternatively, a Dying character can choose to tend to their wounds, in which
case they take no other action, but do not need to test dying
Any amount of damage inflicted on a Dying character kills the character
Equipment
On a standard adventure, the idea is that each member carries enough
supplies for a round trip and, as they use up their supplies, they free room
for salvage.
The perfectly planned scavenger run is one where supplies run out just as
the party returns with bags filled with loot.
Each character can carry:
1x chest gear
1x headgear
2x arm gear
2x leg gear
3x slotted gear
4x carried gear
When a character takes a wound, they must place the wound on a gear slot.
Any gear is lost.
Weapons can be stressed to gain additional abilities. Stress can either be
paid for by damaging the weapon (all equipment can take a maximum of 2
damage) or by paying advantages. All weapons have a damage type.
Damage types are used against armour.
Damage types:
Bashing. At least 1 damage from a bashing attack is dealt as unsoaked
damage
Hacking. If any amount of hacking damage is inflicted, the target takes
1 additional damage
Stabbing. If a weapon’s range is restricted, stabbing weapons are
treated as 1 range smaller. Stabbing weapons can spend an advantage
to ignore all soak (but not resistance)
Reach types:
Arm’s length. The shortest range
At bay. Standard length of a melee weapon
Stones throw. Close ranged weaponry
Long shot. Far ranged weaponry
Starting weapons:
Dagger
o Reach: arm’s length. Can be discarded to make an attack at
Stone’s Throw
o Damage type: stab
o Stress: make an additional attack. Damage from bonus attacks
cannot be soaked
Spear
o Reach: at bay. Can be used while confined
o Grip:
One-handed
Two-handed
Shield braced
o Damage type: stab
o Stress:
make a reactive attack on a target attempting to Close the
Gap.
(two-handed/shield braced): add damage. Bonus damage
cannot be soaked
Long sword
o Reach: at bay
o Grip: Two-handed
o Damage type: hack. Add one damage if at least one damage was
unsoaked
o Stress: power attack. Add one damage
Short sword
o Reach: at bay
o Grip: one-handed
o Damage type: hack. Add one damage if at least one damage was
unsoaked
o Stress: parry. As a reaction (trigger: targeted by an attack) make
an opposed damage roll
Advantages can be pressed to inflict additional damage by
either side. The advantage used for this action can be
seized back
Success: opponent’s attack fails. Deal damage
Skim: both sides deal damage
Fail: opponent’s attack succeeds
Wild swing: stress the short sword
o Warhammer
o Morningstar
o Sling
Armour
Armour can be used to soak damage. Soaked damage is dealt to the armour.
Remember that all equipment has two hit points.
Some armour can resist damage. Resisted damage is reduced by 1.
Shield
o Resist Hack 1
o Stress: resist any 1
Plate
o Resist hack 1
Helm
o
Gloves
Gauntlets