Saves
Roll d20 equal or under the appropriate Ability Score to succeed. 1 is always a success and 20 is always a failure.
Advantage and Disadvantage
Whenever someone has increased or decreased odds of succeeding on a Save, the Referee may give them Advantage or Disadvantage. Roll twice and take the better or worse of the two rolls respectively. Advantage and Disadvantage cancel each other out.
Taking your Turn
In a combat situation, the Referee decides which side acts first. When this is unclear, player characters must pass DEX Saves to be able to act before their opponents. After such initial turn, all player characters act together as usual. On their turn, characters can generally move (or change items they are holding instead) and then carry out one action. All characters declare their intentions and after that the dice are rolled.
Attacking
Roll your weapon’s Damage die, or for both weapons if wielding two, along with any bonus Damage dice you have. The highest single roll is identified, and the attack causes this much damage. Ranged weapons cannot be used while engaged in melee combat.
Being Attacked
When attacked, you can choose to:
- Counter-attack. The attacker takes damage, reduced by their Armor. To counter-attack a ranged attack, you need a ranged weapon.
- Dodge. Make a DEX Save to avoid all damage.
Ganging Up
When multiple attackers target an individual, they roll together and keep the highest result, plus 1 point of Damage for each additional attacker, up to +5. Once the attack has been resolved, the target cannot be attacked again until their next turn.
When some of these attacks directly target Ability Scores, they are grouped together by Ability Score targeted and resolved by the same Ganging Up rule, separately from normal attacks.
Impaired and Enhanced Attacks
Attacks that are Impaired, such as firing through cover or a resistant target, roll d4 Damage regardless of weapon, no bonus Damage dice allowed.
Attacks that are Enhanced by a risky stunt or a vulnerable target gain bonus d12 Damage die. Enhancement and Impairment negate each other.
Maneuvers
Instead of making a normal attack, you may spend your turn trying to carry out another maneuver, such as knocking an opponent down, snatching an item or fleeing. In these cases, the side most at risk makes a Save to avoid consequences.
Armour
Armour subtracts its score from the result of any Damage rolls against the wearer. If the Damage bypasses HP, it is still affected by target’s Armour unless stated otherwise. Total Armour score for a creature cannot exceed 3.
Damage
When taking damage, you lose that many Hit Points. If you have any HP left, then the attack was mostly avoided or only a minor wound was inflicted. When you run out of HP, any remaining Damage is removed from your STR score. Now you must pass a STR Save to avoid Critical Damage.
Blast Damage
Blast attacks affect all targets in the appropriate area, rolling once for each target. If unsure how many targets are affected, roll Damage die.
Critical Damage
Characters that take Critical Damage are unable to take further action until they are tended to by an ally and have a Rest. If they are left untended to for an hour, they die.
Ability Score Loss
The character dies at STR 0. At DEX 0 or WIL 0 the character is paralyzed or catatonic respectively, cannot act until Healing, and must be carried to safety.
Death
When a character dies, the player creates a new character and the Referee finds a way to have them join the group as soon as possible. Alternatively, the player may take control of a Hireling or Apprentice.
Morale
The leader of a group must pass a WIL Save to avoid their group being routed when they lose half of their total numbers. Lone combatants must pass this Save when they are reduced to 0hp. This applies to opponents and allies but not player characters. Mindless or fearless opponents are exempt as well.
Retreat
Fleeing to safety under pursuit requires a DEX Save and somewhere to run to.
Rest
A few minutes of rest and a swig of water recovers all of character’s lost Hit Points. Resting may waste time or attract danger. Resting might be prohibited due to harsh weather, hostile environment, lack of rations, etc.
Healing
Ability Score Loss and other serious ailments require the aid of an Expert service or technology to recover.
Assumed Ability Scores
Any Ability Score not listed is treated as 10.
Reaction
When a reaction to a character is uncertain, pass a WIL Save to avoid a negative reaction.
CONDITIONS
- Blinded creatures may require a DEX Save to carry out actions that rely on sight, their attacks are Impaired, and DEX Saves from external threats are rolled at Disadvantage.
- Hidden creature’s attacks are Enhanced, but any attack or other similar action unveils the attacker.
- Invisible creature’s attacks are Enhanced, attacks targeted at invisible creatures are Impaired.
- Stunned creatures cannot perform actions on their turn and have disadvantage on DEX Saves; attacks targeted at them are Enhanced.
- Unconscious creatures are reduced to 0hp