Tests
Simple Tests
To perform a Simple Test, you roll d100 and compare the result rolled to the Skill or Characteristic best suited to the action you are attempting. If you roll lower or equal the Test is a success, if you roll higher the Test is a failure.
Some Talents can improve a Test's chances of success.
Automatic Failure and Success
96-00 is counted as an automatic failure.
01-05 is counted as an automatic success.
Dramatic Tests
These are used to check how well you succeed or how badly you fail a Test. This is often important during combat in Opposed Tests. Roll a d100 like usual and compare it to the Skill or Characteristic required then count the Success Levels (SL).
If the result is lower or equal, take the result of the tens die as your SL. If you passed with a 36 you'd score +3 SL.
If the result is higher, get the difference between the 10s number of the roll and your Skill or Characteristic. If you failed with a 78 on a skill of 43 That'd be 4-7 = -3 SL.
Opposed Tests
Opposed Tests are handled like Dramatic Tests, but both parties make a Test. The party with the highest SL wins the Test. If both participants score the same SL, the party with the higher tested Skill or Characteristic wins.
Extended Tests
Sometimes something time-consuming requires a specific number of SL. These are handled the same way as Dramatic Tests, but the SL scored from multiple rolls are added together until you reach the target. If it falls below 0, you can start again from scratch. A result of 0 SL adds +1 SL or -1 SL based on the result.
Assistance
It is possible to assist another character on roles. With the GM's permission a Character can assist another before the Test is taken. Each character rolls for the Test, the highest result is the leader of the Test, the others add +1 SL if they succeeded, for any critical fails (fails with a double like 99) the negative result is subtracted from the total. |
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Combat
Initiative
Each character rolls 1d10 and adds it to their Agility Bonus + Initiative Bonus.
Timing
During each Round of combat, each combatant has a Turn to perform an Action and a Move.
Action
In combat, your Action is used to do something. Whether that's swing a sword at a Mutant, jump from rooftop to rooftop, or take a moment to gauge the situation, that's up to you. Your Action is only limited by your imagination, the physical constraints of the fight location and the capabilities of your Character.
Describe what you want your Character to do. The GM will then tell you if you need to make a Test to succeed at your planned Action. The results will then be narrated by you and the GM, ending your Action.
Free Action
Some things you'll want your Character to do won't count as your Action for the round - such as shouting a warning, drawing your weapon, or drinking a potion. It's the GM's decision on what takes up your Action, and what you can do in a Round.
Move
Each square on the combat map is 2 yards. You can move up to your Walk or Run in yards (so divide by two for squares) per Turn.
Charging
Together with a Melee Test, if your opponent is at least your Move characteristic in yards away before you Charge, but within Run range. Gives +10 to hit.
Attacking
1. Roll to hit.
Melee: Opposed Melee Test
Ranged: Ranged Test
2. Determine Hit Location: reverse the hit roll.
3. Determine Damage = Weapon Damage + SL
4. Apply Damage = Damage - (Toughness Bonus (TB) + Armour Points on location (AP))
Engaged
Whenever you attack an opponent, or are attacked, in melee combat, you count as Engaged with that opponent.
Criticals and Fumbles
Any successful Test that also rolls a double causes a Critical. any failed combat Test that also rolls a double is a Fumble. Roll on the Oops! Table
Ranged Combat
Ranged attacks cannot be opposed with Melee Skills unless you have a large enough shield or if they are at Point Blank range where it is also allowed to Dodge.
You cannot make a ranged attack whilst Engaged, unless you are armed with a ranged weapon with the Pistol Quality.
If you use your Ranged Skill when you are Engaged with your target, the target may Oppose your attack with any Melee Skill.
Useful bonuses
Shooting into a group: 3-6 (+20), 7-12 (+40), 13+ (+60), any successful hits are randomised, if this modifier causes a hit when it would've otherwise failed you succeed with +0SL.
Outnumbering an opponent 2-1 (+20), 3-1 (+40).
Grappling
Instead of inflicting damage with an unarmed attack, you can attempt to Grapple and immobilise your opponent. If you win the Opposed Test, you and your opponent are Grappling and your opponent gains the Entangled Condition. If you begin your turn Grappling, you may break the Grapple if you have a higher Advantage and you do not count as Engaged for your Move. Otherwise make Opposed Strength Test, if you win you may choose:
- Deal SB + SL Damage using the Strength roll to determine Hit Location. Ignore Armour Points.
- Either give your opponent an Entangled Condition or remove an Entangled Condition from yourself, plus lose an extra one for each SL by which you win.
Those outside a Grapple gain +20 to hit the grapplers with the lowest Advantage and a +10 to hit the grappler with the highest Advantage. |
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Advantage in Combat
Advantage is gained in two pools, an Ally Advantage Pool and an Adversary Advantage Pool.
Gaining Advantage
Surprise: Attacking surprised enemies grants +1 Advantage
Assess: If you use one of your Skills to secure a tactical advantage, gain +2 Advantage. If your Test succeeds by 6 SL or more, gain +3 Advantage.
Victory: Whenever you defeat an important NPC +1 Advantage, A party nemesis grants +2 Advantage (GM's discretion)
Winning: Winning an Opposed Test grants +1 Advantage.
Outmanoeuvre: If you wound an opponent without engaging in an Opposed Test, gain +1 Advantage. Only 1 Advantage maximum no matter how many Opponents are wounded.
Losing Advantage
At the end of each Round the side with more combatants or if the number of combatants is equal the one with a tactical advantage takes 1 Advantage from the opponent's Pool or if it's empty gains 1. |
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