Tests
Simple Tests |
Roll a d100 under skill (modified by difficulty) to determine Success / Failure. |
Dramatic Tests |
Like a Simple Test, but the effectiveness of the test is determined by SL. See Outcomes Table below. |
Opposed Tests |
Same as Dramatic Test, but with two parties making a test, comparing SL. The difference in SLs equals the final SL of the Opposed Test (+2 SL vs. -6 SL = 8 SL). |
Extended Tests |
Like Dramatic Test, but the SL scored from multiple rolls are added together to reach a specified target SL.Can be interrupted and resumed with GM Discretion. (Optional) 0 SL results in +1/-1 depending on success / failure. |
Assisting Tests |
Each assisting character gives a +10 modifier to the test. Assisting characters must: • Have at least 1 advance in the skill being tested. • Be adjacent to the testing character. • Number of assisting characters cannot exceed appropriate Characteristic Bonus of the testing character. |
SL |
Skill 10s die - Rolled 10s die |
Auto Success / Failure |
01-05 Auto Success 96-100 Auto Fail |
Turns & Rounds
In Combat, the exact timing of actions matters more, so time is organised into:
• Turns: During a Round, each combatant has a Turn to perform an Action and a Move.
• Rounds: Enough time for all characters to take their turns. Usually a few seconds in duration. |
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Combat Summary (pg. 156)
1. Determine Surprise: Opposed Stealth vs Perception Test, using lowest Stealth opposing all spotters. On Success, target group gain the Surprised Condition.
2. Determine Initiative by Characteristic.
3. Characters Take Turns: In Initiative order (highest to lowest), each combatant takes a Turn. 1 Move, 1 Action, + 1 free Action.
4. Round Ends: When all combatants have taken a turn.
5. Repeat Steps: Repeat steps 3 & 4 until combat is resolved.
Taking Your Turn
Move: On your turn, you can move around the battlefield. Difficult terrain will also require an Action to be traversed.
Action: Can be used to do anything, from swinging a sword to jumping from a rooftop. Your actions are only limited by your imagination. They often require a Test to be made.
Free Action: Smaller, easier Actions not requiring checks, can be made for free. Shouting a warning, drawing your weapon, drinking a potion, etc. |
Combat Movement (pg. 165)
Battle Mat: 2 yards = 1 square In general, use walk speed to determine your speed in combat. Yards = Move x2 (e.g. M 4=8 yards). |
Running Use Action to sprint/run in addition to your Move. Distance equals: Run Movement + SL’s of Average (+20) Athletics Test. (e.g. M of 4 and a roll of -2 SL would sprint an additional 14 yards(7 squares) for a total of 22 (11 squares)). |
Charging If not Engaged, Move can be used as a Charge up to 2x Movement. If Charge distance > Movement, gain +10 for the first Melee Test of the Charge. • Action for the Turn must be a Melee Test. |
Engaging You are Engaged when attacking or being attacked. If you stop attacking and you are not attacked for a full round, you are no longer Engaged. |
Disengaging The following are options for Disengaging: Use Advantage: Spend 2 advantage for Flee from Harm. Use Dodge: Use Action to make an Opposed Dodge/Melee Test against each opponent Engaged. On Success, gain +1 Advantage and Move as normal. On Failure, opponent gains +1 Advantage, if you move you're Fleeing. |
Fleeing: Voluntary or involuntary leaving combat. • Opponent gains +1 Advantage. • Opponent gets 1 free unopposed Melee Test with +20. If hit, enact a Challenging (+0) Cool Test. On Failure, gain Broken Condition, +1 per SL below 0 and Move as normal. |
Fleeing:
Voluntary or involuntary leaving combat.
• Opponent gains +1 Advantage.
• Opponent gets 1 free unopposed Melee Test with +20.
If hit, enact a Challenging (+0) Cool Test.
On Failure, gain Broken Condition, +1 per SL below 0 and Move as normal.
Leaping & Falling
Leaping
Can leap without a test M/2 as a Move.
If has room for run up for at least M/2, can make Athletics Test (+20).
If doesn't have room, test is (+0).
Each +SL is an additional third yard.
+0 is just enough to reach an extra square.
-SL is no additional distance.
Falling
If intentional, test Athletics (+20). For every +SL, fall height is reduced by 1 yard. If reduced to 0, take no damage.
If not intentional, take 3 x yards fallen + 1d10 damage.
• Damage is reduced by your Toughness only.
• If Wounds > Toughness Bonus, gain Prone. |
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