Encounter cheatsheet

COMBAT

INITIATIVE

Everyone on both sides Rolls # of dice equal to their highest STAT and checks for successes. Whichever side got the highest number of total successes goes first for the first round.

Alternate which side goes first thereafter.

ACTIONS

Three actions per turn.

  • Attack: WEAPON or RING. STAT + TACTIC against STAT + DEFENSE
  • Move: No. of spaces equal to SPEED [3 + MOVE Skill]
  • Heal
  • Use a SKILL
  • Resuscitate: MELEE range. Target is no longer knocked out and is at 1HP.
  • Examine
  • Make opponent surrender: STAT + SKILL against STAT + SKILL
  • Convince opponent to join (requires successful surrender): Same STAT + SKILL as surrender roll
  • Threaten: Range of ten spaces. All opponents must include THREATENER in attacks or suffer [Threatener LEVEL/3] die penalty

LUCK

Does not require action when used.

STATUS EFFECTS

  • Slow: Half your SPEED
  • Immobilize: Cannot use MOVE Action
  • Surrendered: Cannot attack opponents
  • Convinced: Temporary ally

END OF ENCOUNTER

Combat is finished when one side is entirely KNOCKED OUT, SURRENDERED, CONVINCED, or otherwise unable to continue the encounter.

NON-COMBAT SCENARIO

  1. GM sets success threshold
  2. Each player and ally uses each Skill they have points in once
  3. Devise unique (non-repeated) method for using Skill
  4. Declare AUTOMATIC PASS (remove one success needed) or TAKE A RISK (roll STAT + SKILL)
  5. Players may redo an AUTOMATIC PASS as a TAKE A RISK but not vice versa
  6. One BOND per player may be used to remove # of successes equal to BOND strength

Success

Players and allies meet or exceed the success threshold.

Failure

Players and allies do not meet the success threshold OR they meet or exceed a number of failed dice rolls during TAKE A RISK equal to the highest TACTICS rating of the team members.