Wrath, Glory, Combat, and Ruin

Feb 22, 2024 7:07 pm
The Wrath Die
For any test you make split out 1d6 to be your wrath die. When you roll a 6 on the wrath die you get a critical hit and gain a point of glory to use when you wish. When you roll a 1 on the wrath die there is a complication. If you would succeed you still succeed in the test but with a complication of some sort. If you would fail the test you still fail and there is a complication.

Glory
You may use glory points you have gained in the following ways
1) Increase your dice pool by one die per glory spent
2) Increase damage by 1 point per glory spent
3) Increase severity of a critical hit
4) Seize the initiative in combat

Wrath
Instead of gaining 2 wrath each session you will instead gain 2 wrath every time your character rests

You can also gain wrath by: Good role play, accomplishing objectives, DM Fiat

You may use wrath for the following:
1) Re-roll failures for one wrath you may take any failures in your roll and re-roll them
2) Restore Shock for one wrath you can restore 1d3+3 shock
3) Improve a defiance check by one die per wrath point per die
4) Add a narrative element - you may add something to the narrative (check with DM first)


Combat Turn

1) Ambushes - If the PCs ambush the enemy all PCs will go before the enemy and vice versa

2) The first player to post in the combat turn will go first then the enemy and then the next player until everyone has gone. If you want to arrange for someone to go first ensure that you discuss in OOC.

3) You may, if you wish use a point of glory to seize the initiative and have a PC go before an enemy

Actions available in combat:
- One Movement or Movement Option.
---Running you may move double your movement and lose a simple action
---Sprinting you may move triple your movement and lose a combat action
- One Action, sometimes called a ‘Combat Action’ for clarity.
- One Simple Action.
- One Reflexive Action.

Multiple actions:
Sometimes you might need to sprint and have a combat action or run and take a simple action. Maybe you need to give an inspiring speech while you perform medicae and fire at the enemy. Taking multiple actions reduces each action by 2 dice.

Multi-Attacks work similarly to Multi-Actions; every additional attack increases the Defence of every target by +2 for the purposes of the Multi-Attack. Each attack of your Multi-Attack must use the same weapon, and you cannot Shift as part of a Multi-Attack. Roll damage once, and apply the result to every target hit.

Damage
Damage goes to Resilience (total resilience = armor + resilience) and then to wounds.

Soaking damage: You can roll your toughness to instead convert wounds to shock. You roll your toughness and every successful die reduces a wound to shock. You do not roll the wrath die for the soak test.


Defiance
If you are at 0 wounds you roll a defiance check to defy death roll 1d6 on 4+ you are stabilized and on 6+ you recover with 1 wound. If you fail 2 defiance checks you will have a memorable injury if you fail 3 you can roll up a new character

Ruin
The DM starts with 0 ruin and gains it through:
1) Failed Corruption tests
2) Failed fear tests
3) Rolling a 6 on the wrath die
The DM can use ruin similarly to wrath

Thread locked