Mar 2, 2024 1:13 pm
[ +- ] Making a Check
1. Determine necessity of check.
2. Decide type of check.
3. Set difficulty.
4. Make a roll. A roll cannot have more than 5D6 and less than 1D6, commonly it will use 2D6.
5. A roll with at least two 6s is a critical.
6. A roll with all 1s is a fumble.
7. Resolve influence using spirit pool.
8. Calculate result.
9. Determine outcome.
[ +- ] Spirit
At the beginning of a session, players gain 4 spirit dice. These are rolled, then kept separate.
When using a technique, spirit dice are exhausted. Place these separately. When a combat ends or a new round begins, re-roll exhausted spirit dice.
Spirit dice can also be spent to influence. When taking a test, you may swap any number of the dice out for spirit dice in your pool. The swapped die becomes your new spirit die, and vice versa.
[ +- ] Combat Notes
All characters become "ready". They gain 1 "start timing".
Timing refers to a point in a turn for abilities, the system otherwise works as a single action per turn unless otherwise stated. The characters act by spending 1 timing per action.
- Use talent.
- Pass
- Simple move / combat move / Full move / Withdraw.
- Simple moves are 1 square and do not consume a "timing".
A Combat move is [(Initiative + 5)/3 rounded up].
A full move is Initiative + 5.
Withdraw distance is the same as combat move, plus the character suffers -1 to dice pools until their next turn, but is the only way to leave engagement range during active combat.
- Store / equip / use item.
- Declare "engagement" with an adjacent character.
- Weapon attack.
- Coup de Grace.
- Spend 1 timing to gather spirit and chance 1 spirit dice to any number.
- Manoeuvre.
- Take cover.
- Standby
[ +- ] Attacks
1. Make an attack check against an enemy in range.
If you roll a critical success, change any spirit dice to any number of your choice and use the "CR" column for resolving damage.
If you fumble, change your highest spirit dice to a 1.
2. The defender makes a defence roll. If it’s higher than the attack roll, they negate the attack.
If they roll a critical success, they can change any spirit dice to any number of their choice.
If they fumble, they change their highest spirit dice to a 1 and count their guard / ward as 0.
3. If the defence fails, calculate damage.
4. Damage = (Rank X Highest Dice roll) +/- Physical Damage (PD) or Magic Damage (MD) as appropriate.
A character’s damage rank begins at 1.
5. Reduce damage by Guard or Ward, and any other effects.
[ +- ] Elements and Conditions
Elemental Types: Flame | Frost | Shock | Wind | Force | Radiant | Blight | Psychic
Negative Condition | Effect | Remove |
Staggered | Suffer a -2 to accuracy or evasion checks. | Remove by using a prep action. |
Blinded | Suffer a -2 to all active checks, and half movement. | Remove by using a main action. |
Poisoned | Take damage equal to the poison rating every turn. | Remove by using a prep action and succeeding an endurance test. |
Pained | When making a check, always treat the lowest dice roll as a 1. | Remove by using an item or talent that heals the condition. |
Paralyzed | At the start of the turn, the character automatically spends one prep and one action timing. | Remove by using an item or talent that heals the condition. |
Immobilized | The character treats their initiative as 0 and cannot perform actions except free actions. | Remove by using an item or talent that heals the condition. |
Downed | The character is knocked unconscious and cannot act. | Remove by using an item or talent that heals the condition. |
Taken Out | See downed, except that the character is afflicted by a coup de grace. | |
Dead | The character is dead. |
Positive Conditions | Effect | Remove |
Covered | Reduce damage by 5 from any character not engaged. | Remove by being staggered or otherwise moved away from the cover. |
Hidden | The character is hidden until discovered. | |
Primed | When attacking an unaware target, add 2 to your first check and 5 to your first damage. | Removed as soon as the target is aware of you. |
Flying | Cannot be engaged except by flying targets and gain +1 to active checks. | Removed by being engaged or staggered. If staggered take 20 damage. |
Manoeuvre Name | Attribute | Restrictions | Timings | Affect |
Endure | Strength | - | - | Resist sickness or poison |
Asses | Strength | Martial Classes | 1 Minute (6 rounds) | Assess a wound |
Track | Agility | - | 10 minutes (60 rounds) | Track someone |
Unlock | Agility | - | 10 minutes (60 rounds) | Pick locks (including electronic) and disarm traps. |
Sneak | Agility | - | 10 minutes (60 rounds) | Hide and conceal. If wearing martial armour, -4 to the test. |
Disguise | Intellect | - | 10 minutes (60 rounds) | Conceal an item or put on a disguise |
Appraise | Intellect | Arcane Classes | 10 minutes (60 rounds) | Inspect an unknown object |
Identify | Intellect | - | - | Learn information about a target |
Connect | Will | - | - | Make a good impression on someone |
Negotiate | Will | - | - | Work out an agreement with someone |
Command | Will | - | - | Give someone an order |
Spot | Luck | - | - | Discover traps and hidden objects |
Sense | Luck | - | - | Sense something out of place |
Eavesdrop | Luck | Skilled Classes | - | Listen or lip read unnoticed |