Character Creation
Roll 1d12+1d6 for PRW (Prowess), GUI (Guile), and ACU (Acuity) |
Roll 1d6 for starting HP (hit protection) |
Roll 1d20 for starting stubs |
10 stubs = 1 rode, round of cheap drinks
10 rode = 1 silver
1 silver = a decent wagon, a nice ring, a serviceable handgun
Dicework
Saves, the most common rolls, are used to avoid danger in risky situations. Roll 1d20 under or equal to the ability score the GM declares fitting. A 1 is always a success and a 20 is always a failure. |
Most risks that necessitate a save bypass your HP in damage.
Attributes
PRW Saves are for: |
Fighting, fortitude, and toughness |
GUI Saves are for: |
Persuasion, lying, subtlety, and reflexes |
ACU Saves are for: |
Confidence, mental clarity, and willpower |
Inventory
A character has a default of 8 inventory slots, 6 of them are considered backpack slots, while the other 2 represent a character's hand slots |
A character may equip a belt or bandolier to gain an additional 3 inventory slots |
It requires an Action to take an item from the backpack slots, whereas an item in the hand slots or a belt or bandolier can be equipped freely, as long as the previously held item is dropped |
If a character has all available slots filled, their HP is reduced to 0 until they drop something and take a Short Rest |
Logistics
Short Rest |
Resting for a few minutes recovers all lost HP |
Field Rest |
Resting for 8 hours recovers 1 point of each Ability Score |
Full Rest |
A week of downtime in a comfortable location restores all Ability Scores |
Deprived |
Someone deprived of a crucial need (food, water, warmth, shelter) cannot benefit from Rests |
Fatigue |
When a character gains a Fatigue, it fills up one of their inventory slots (player's choice of which slot, can't be a hand slot). Missing a Field Rest for any reason applies 1 Fatigue to a character, and they could also gain it in other ways through gameplay. Completing a Field Rest removes one fatigue |
Bulky |
Items marked as Bulky require two hands or significant storage. If you carry more than two Bulky items your HP is reduced to 0 until you set one down and take a short rest |
Petty |
Items marked as Petty don't take up inventory space |
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Combat
Turns |
Turns are broken into sides, the Players and their allies being one side, and the enemies being the other. Player characters always go first unless surprised, in which case they must make a GUI Save to be allowed to act in the first turn. |
Actions |
The players can perform an action and move on their turn. The GM can determine whether the action requires a Save to be made. A common choice in battle is attacking |
Attacks |
There is no roll to hit, as attacks simply deal damage to the target. Roll the die indicated by the weapon used and subtract the enemy's Armor score from the result. The remaining value is applied as damage in the same way it would be applied to a player. |
Morale |
NPCs must make an ACU save to avoid being routed when they lose half their numbers. In organized groups only the leader makes this save, and if not each NPC rolls individually. |
Tactics
Multiple Attackers |
When more than one attacker targets an individual, all attackers roll together and only apply the highest roll as damage |
Dual Wielding |
When a character uses a weapon in each hand, roll twice and keep the higher number |
Blast |
Weapons marked with Blast do damage to any targets within the appropriate area. Damage is rolled for each target individually |
Automatic |
Weapons marked with Automatic roll their damage die twice, taking the higher result. However, if the highest roll is a 1 or 2, the weapon malfunctions and a character must spend an action to return its functionality. |
Armor Piercing |
Weapons marked with Armor Piercing ignore Armor completely when dealing damage |
Impaired/Enhanced |
Attacks that are hindered by cover, made while overburdened, or in some other way rendered ineffective roll a d4 in addition to the normal damage die and keep only the lowest result. Attacks made against helpless targets or aided by a successful stunt of some kind roll an additional d12 and keep only the highest result |
Use an item |
You can use any inventory item as a normal Action. |
Retreat |
Fleeing to safety under pursuit or fire requires a GUI Save and somewhere to escape to |
Anything Else |
Any Action that does not fall under the previous categories instead requires a Save for the character most in danger from the action |
Consequences
Damage |
When a character takes damage they lose HP. Once HP is depleted, the character is wounded and all further damage is applied to your PRW score. Each time your PRW score takes damage, you muse make a PRW save to avoid Critical Damage* |
Scars |
When a character is reduced to exactly 0 HP, they take a Scar. Based on the amount of damage from the hit that caused this effect, take the effect for the equivalent value on the table to the right |
Critical Damage |
If a character takes Critical Damage they are so wounded that they cannot take further action until tended to by another character, followed by a short rest. If a character is left untended for an hour, they die. |
The End |
If your PRW Score is at 0, you are dead. If your GUI score is at 0, you are paralyzed. If your ACU score is at 0, you are catatonic. |
Once a character dies, roll a new character or take control of a party NPC. The goal is to get players back into the game as fast as possible, with verisimilitude being a secondary concern.
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Scars
1: Battlescar |
A part of you is violently marked. Reroll your Maximum HP on a d6 an keep the result if higher |
Roll 1d6 || 1: Eye || 2: Cheek || 3: Neck || 4: Chest || 5: Stomach || 6: Hands |
2: Shaken Nerves |
You stammer and shake |
After you take something to calm your nerves, reroll your Maximum HP on a d6 and keep the result if higher |
3: Hobbled |
Reduced to a limp until fixed |
4: Smashed Mouth |
You spit teeth and blood. You look a mess until you see a dentist |
5: Bloody Mess |
You need stitches. You are Deprived until it's done by a Specialist. |
Reroll your Maximum HP on 2d6 and keep the result if higher |
6: Punctured Organ |
A vital organ is in a critical state. If you take Critical Damage before seeing a Specialist you die. |
If you get it seen to, reroll your Maximum HP on 2d6 and keep the result if higher. |
7: Maimed |
A part of you is torn off |
Roll 1d6 || 1: Nose || 2: Ear || 3: Finger || 4: Thumb || 5: Eye || 6: Chunk of Scalp |
8: Torn Limb |
A random limb is torn off or in need of amputation |
9: Splintered Mind |
You are Deprived until you spend a whole evening emotionally unloading |
After this is done, roll 2d6 and replace your ACU score with the result. |
10: Shattered Ego |
You are dealt a humiliating blow |
If you achieve revenge, reroll your Maximum HP on 3d6 and take the result if higher |
11: Fractured Skull |
Your limbs feel slightly disconnected, and you have trouble recognizing yourself |
Reroll your GUI on 2D6 |
12: Doomed to Die |
You shouldn't have survived that. You have nightmares of your own death. |
If you fail your next Save against Critical Damage you die horribly. If you pass, remove this effect and reroll your Maximum HP on 3d6, keeping the result if higher. |
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