Mechanics

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Oct 12, 2019 7:48 pm
Normal Trait roll
Roll the requested Skill and include a Wild die (1d6)
Click the Reroll Aces check box because they explode

Achieving a 4 on either die is a success. For each multiple of 4 above that (8, 12, ...) you get a Raise, which may have additional benefits.

Unskilled
If you do not have the requested Skill, roll a 1d4-2,1d6-2 (the -2 applies to the Wild dice as well). They still explode.
Nov 25, 2019 1:09 am
Combat Summary
Initiative
• Deal each Wild Card and group of characters one card.
• Reshuffle the deck the round after a Joker is dealt.
• A Joker allows the character to act whenever he wants in a round, and adds +2 to all his Trait and damage rolls that round.
• Play proceeds counting down A to 2 and for ties reverse alphabetic order Spadrs>Hearts>Diamonds>Clubs

movement
• A character may move up to his Pace and perform an action, such as making a hand-to-hand attack, firing a ranged weapon, casting a spell, or making a test of wills.
• A character may attempt additional actions, such as running, but incurs a –2 penalty to all Trait rolls for each additional action.

Fighting
• The attacker makes a single Fighting roll. If the roll is equal to or greater than his target’s Parry, the attack hits (see Damage). A raise on the attack adds +1d6 to the damage.

shooting
• The attacker makes a single Shooting roll and subtracts 2 for Medium range and 4 for Long range. If the roll is successful (TN 4 or more), the attack hits (see Damage). A raise on the attack adds +1d6 to the damage.

damage
• If the damage is equal to or greater than the victim’s Toughness, he’s Shaken.
• A Shaken character who receives a second Shaken result is wounded.
• If the damage exceeds the victim’s Toughness by a raise, he’s Wounded. Wounded Extras are Incapacitated and removed from play. Wild Cards can suffer up to three wounds.
• When a Wild Card suffers more than three wounds he is Incapacitated. Check the Knockout Blow table to determine the extent of his injuries.

Tests Of Will
• The character makes an opposed roll against his chosen target. The defender uses Smarts to resist Taunt, and Spirit to resist Intimidate.
• Success means the attacker gets a +2 bonus to his next action against the defender. A raise on the roll gives the attacker the bonus and makes the defender Shaken.

aftermath
• A Healing roll on an injured Wild Card heals 1 wound with a success and 2 with a raise. If the roll is failed, the wound must heal naturally.
• Incapacitated Extras roll Vigor to see if they are alive or dead.

Test Of Wills summary
Intimidate Opposed roll versus Spirit; +2 to next action against this target with a success; +2 bonus and opponent is Shaken with a raise
Taunt Opposed roll versus Smarts; +2 to next action against this target with a success; +2 bonus and opponent is Shaken with a raise

attack Options summary
Attack..... Modifier
Aim......... +2 Shooting/Throwing if character does not move
Area Effect Attacks.. Targets under template suffer damage, treat cover as armor; missed attack rolls cause 1d6" deviation for thrown weapons, 1d10" for launched weapons; x1 for Short range, x2 for Medium range, x3 for Long range; no extra 1d6 damage for a raise.
Breaking Things.. See Obstacle Toughness Table; Parry 2; No bonus damage or Aces apply
Called Shots
Limb.......... –2 attack
Head.......... –4 attack; +4 damage
Small target... –4 attack
Tiny target... –6 attack
Cover
Light.... –1
Medium –2
Heavy... –4
Darkness
Dim... –1 attack
Dark.. –2 attack; targets are not visible beyond 10"
Pitch.. Darkness Targets must be detected to be attacked at –4
Defend.. +2 Parry; character may take no other actions
Disarm.. –2 attack; defender must make a Str roll vs. the damage or drop his weapon
The Drop.. +4 attack and damage
Finishing Move Instant kill to helpless foe with lethal weapon
Firing Into Melee See Innocent Bystanders
Full Defense Character rolls his Fighting, using the result as his Parry
Ganging Up +1 Fighting per additional attacker; maximum of +4
Grappling Fighting roll to grapple, on a success, foe is entangled; on a raise opponent Shaken. Defender can make opposed Strength or Agility to break free (any other action made at –4); Attacker can make opposed Strength or Agility to damage victim
Innocent Bystanders Missed Shooting or Throwing roll of 1 (2 with blunderbusses) hits random adjacent target
Nonlethal Damage Characters are knocked out for 1d6 hours instead of wounded
Obstacles If attack would have hit but for the concealment penalty, the obstacle acts as Armor
Prone As Medium cover; prone defenders suffer –2 Fighting, –2 Parry in melee
Ranged Weapons in Melee Pistols only; Target Number is defender’s Parry
Touch Attack +2 Fighting
Trick Describe action; make opposed Agility or Smarts roll; opponent is –2 Parry until next action; with a raise, the foe is –2 Parry and Shaken
Two Weapons –2 attack; additional –2 for off-hand if not Ambidextrous
Unarmed Defender Armed attackers gain +2 Fighting
Unstable Platform –2 Shooting from a moving vehicle or animal
Wild Attack +2 Fighting; +2 damage; –2 Parry until next action
Withdrawing from Combat Adjacent foes get one free attack at retreating character
Nov 25, 2019 2:20 pm
fright table
1d20* Effect
1–4 Adrenaline Surge: The hero’s "fight" response takes over. He adds +2 to all Trait and damage rolls on his next action.
5–8 Shaken: The character is Shaken.
9–12 Panicked: The hero is Panicked. He must immediately flee at his full Pace and receives a free run action. Each round thereafter, the hero may make a Spirit roll as a free action. With success, he comes to his senses. On a failure, he must keep running away.
13–16 Minor Phobia: The character gains a Minor Phobia Hindrance somehow associated with the trauma.
17–18 Major Phobia: The frightened character gains a Major Phobia Hindrance.
19–20 The Mark of Fear: The hero is Shaken and also suffers a minor cosmetic physical alteration—a white streak forms in the hero’s hair, his eyes twitch constantly, or some such oddity. This reduces his Charisma by 1.
21+ Heart Attack: The character is so overwhelmed with fear that her heart stutters. The hero becomes Incapacitated and must make a Vigor roll at –2. If successful, the hero is Shaken and can’t attempt to recover for 1d4 rounds. If she fails, she dies in 2d6 rounds. A successful Healing roll at –4 saves the victim’s life, but she remains Incapacitated.

*Add the creature’s Fear penalty as a positive number to this roll.
[ +- ] Shaken
Aug 13, 2020 3:08 am
Per the SWD core rulebook, when gaining an advance you can do the following:
- Gain a new Edge.
- Increase a skill that is equal to or greater than its linked attribute by one die type.
- Increase two skills that are lower than their linked attributes by one die type each.
- Buy a new skill at d4.
- Increase one attribute by a die type.*
*You may only choose this option once per Rank. No Trait may be raised above a d12 (but see the Professional and Expert Legendary Edges). Legendary characters may raise an attribute every other Advance.

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