1 - Basic
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Core Reconstruct:
Basic
Rounds/Turns
Movement
Misc
Temp
Traits
Equipment
Monsters
Basic
Dice
2D6 +Primary (PAE) +Static (S) +Dynamic (D) VS Challenge (C)
Skill = 2d6+Stat+Bonus vs Challenge
Attack = 2d6+Agi vs Defense
Damage = 2d6+Pow vs Armor
Static = Flat bonuses like +1 attack or defense.
Dynamic = Situational bonuses like +1 defense vs melee
Challenge = GM determined number, or creatures stat
Challenge
For using stats as skills, typical skill challenges:
Easy - 6
Normal - 8
Hard - 10
For things that are brainless easy but has a tiny chance of failure just fail it on 1+1, similar something nearly impossible that could theoretically work allow it on 6+6. Not to be confused with things that are clearly impossible to fail or succeed no need to roll for those.
In general, avoid too much bonuses/penalties to the Challenges, they're set with the bell curve of 2d6 in mind, and a random +2 bonus or penalty (bonus to challenge) can end up negating the point of the roll.
Critical
Critical Hit
Critical hits doesn't do anything by themselves, but some rules refers to them.
A roll that hits
Two dices with same side
Ex 4+4, 5+5, 6+6
Automatic Hit/Miss
6+6 is always a hit
Also a critical
Bypass Armor/Vitality
Fumble
Stats
Primary Stats:
Power → Damage
Agility → Attack
Endurance → Armor
Secondary Stats:
Defense = How good you are at avoiding getting hit
Vitality = Amount of damage you can shake off before wounded
Wounds = Amount of damage you can take before you die
Secondary stats are generated by primary stats:
WIP numbers
Def=5+A+P
Vit=20+2xE+2xA
Wnd=20+2xP+2xE
Tertiary Stats
Health
This part is still mumbo jumbo
Run the default for now, Vit/Wnd 20-30 each, 6+6 bypass armor. Apply debuff (?) on wounded.
debuff + bleed?
Round
In combat the game uses a Round/Turn order to determine when a Character can make actions. When combat starts, all Characters rolls an Initiative roll. Then the GM writes up the order and goes through all Characters in Initiative order, letting them each have a Turn to do their actions. Once all Characters have taken their Turn, the Round is over. If the combat is not resolved yet, start a new Round, but keep the Initiative Order.
Round
One round is the time it takes for every Character to make their actions.
Each Character takes their Turn in one round, when all Characters taken a Turn, the Round ends.
Anything that takes “one round” lasts until the start of the same Initiative in the following round.
When a round ends, and the combat isn't resolved, start a new one.
Turn
Turn is the time a Character has to make actions and spend AP.
Character can perform anything you have the AP to do within a turn.
Character can spend as many AP as they want up to their max (10) then the Turn is over.
Can spend as little as 0 AP, and just pass.
Initiative
Decided by an Agility roll
Highest act first, and then follow the list down
If tied, highest Agility first
Still tied GM decides.
Action Points
Action Points (AP) is the currency used to activate actions.
At start of your Turn you replenish to your max AP, any left is wasted.
All Characters have a max of 10 AP (atm).
The definition of an Action, is that it has an AP cost.
Actions
Movement
Squares
Facing
Characters have a front and back arc
Characters can see 180 degrees
Using a square grid this means
5 squares in front
3 squares in rear
Use a model or token with clear front/rear
Mostly used for positioning
Examples:
C = character
F = front
B = back
F | F | F | F | F |
F | F | F | F | F |
F | F | C | F | F |
B | B | B | B | B |
B | B | B | B | B |
F | F | F | F | F |
F | F | F | F | B |
F | F | C | B | B |
F | F | B | B | B |
F | B | B | B | B |
Movement
Movement Types:
Walk
Climb
Jump
Dig*
Swim*
Fly*
Some Traits/Etc can modify how you're affected by terrain.
Movement counts as Actions in Combat And have own AP costs.
Some terrain can modify movement, usually negatively.
Outside of combat walk at 3 speeds:
More focus ?
Misc
Terrain
Down prioritized for now.
Vision
Down prioritized for now.
Effects
Temp
Traits
General Basic traits available for testing:
Equipment
Armors:
Light: +5 armor, -0 defense
Medium: +6 armor, -1 defense
Heavy: +7 armor, -2 defense
Weapons:
Flail (Control)
Maul (Damage)
Passive: Wrecker (+1d6 damage against knocked down targets)
Critical: Stun (+1 ap cost all non-movement actions 1/round)
Special: Launch 1d6 (push 1d6 directly away, then knockdown)
Spear (Support)
Passive: Reach 1 (increase reach with +X)
Critical: Slow (+1 ap cost all movement 1/round)
Special: Push 1 (Push directly away X)
Monsters