The Basics
Table of Contents
Dice Out of Combat - Unopposed Action - Opposed Actions Social Encounters Combat Initiative Types of Combat Actions - Attack - Multiple Attacks - Talents - Cooldown - Use Items - Draw/Sheathe Weapon - Change Weapon - Movement - Dodge - Parry - Complex Actions Luck Damage Critical Healing |
One would assume that, if you're here, you have at least some familiarity with tabletop roleplaying. But there is always someone who doesn't, so here's a quick rundown of how this works.
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This game needs at least two people, usually 4-6 for most Game Masters. On one side we have the players - the heroes of their own story. They are the ones who make characters, make choices and make or break whole planets if things go wrong. To be a player you simply need to make a character, grab some dice and hope that lucks favours you. Reading the rules will also help, however.
The other person will be the Games Master (MASTER OF GAAAAMESSS!) who will, essentially, be the one running the story. They'll decide the basics of the plot, the enemies and friendly characters you meet, the ultimate fate of everything, and of course play essentially every other character you meet. It's a little more challenging to be a GM than it is a player in many ways, but a very rewarding experience.
It should be noted that this is not a competition. A GM doesn't win if they kill all the players, and the players don't win if they make the GM flip a table in rage. Without at least one of each, their is no game. This means that this game involves a certain amount of mutual respect.
Really, the only way to win is for everyone to have fun.
Really, the only way to win is for everyone to have fun.
Dice |
Next, as you've probably already gathered, this game resolves situations by rolling dice. Note that this should only really happen when a chance of failure has consequences - making players roll Agility to walk down a corridor serves no purpose but to make them look clumsy. Making players roll to run away from a Giant hoped up on enough drugs to kill an Elephant with ideas about shoving their hammer somewhere uncomfortable, on the other hand, would be a good thing.
To put it simply, you will be rolling a d100 (or two d10, with one representing the single digits and one the tens) and trying to roll underneath your Attributes. The higher your attributes, the higher your chance of success. Some talents will give you a bonus to rolling in a certain situation - for example, if you fire an assault rifle and gain bonuses from the assault rifle talents you have picked up then you will add those bonuses to your ballistic skill, giving you a better chance of success than if you if were firing a weapon that doesn't have a bonus.
It should be noted that sometimes occasionally you'll need to roll a number that, typically, doesn't exist. 1d5 and 1d3 are common for this. Simply take 1d10 or 1d6 and a half what you roll or use an app that allows you to put your own numbers in.
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Yes, But...
It is a frustrating rule of dice-based games that a roll will sometimes come close to what the players need, but not quite. In circumstances where the roll is not opposed, the GM may wish to consider allowing the roll to succeed, but with something negative happening as well. For example, perhaps you'll get the information you need, but the target will need bribing or their trust is burned. Maybe they have the item you desperately need, and a job they need doing. Use these moments to create additional story points and challenges, but never feel compelled to do so - sometimes the dice win. |
Out of Combat |
Out of combat, there are two kinds of tests. The first is the simpler, involving tasks such as picking a lock or medical care - tests where no one is actively opposing the character. You simply roll your attribute, plus any modifiers from other sources, and see if you succeed. Notably, the GM may add or subtract a modifier to your roll - picking a hovel's lock is a different business from breaking into a vault.
The second kind of test is an opposed test - when you're acting against another character, such as attempting to lie or haggle. In this case, both characters roll to see how they do on appropriate abilities, and if one succeeds and one fails then the answer is pretty clear. If both succeed then the victor will be the one who rolled the most below the target - if one player was aiming to roll below 59 and rolled a 50, and the other was aiming for 40 and rolled a 39, the one who rolled 50 would win as they are 10 below their target.
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Degrees of Difficulty
Some tasks are simpler than others. GMs can add these modifiers onto situations to represent dire circumstances or having the correct tools. Easy - +20 - Convincing someone who implicitly trusts you. Simple - +10 - Lying to a child. Standard - +0 Challenging - -10 - Reading a 'professional' card shark. Difficult - -20 - Talking down your nemesis. |
Opposed tests against another player work much the same as it does against a GM's NPC. Most of the time, however, the players should simply decide what they want to do. Only if they can't decide on an outcome satisfactory to both should the dice come into play.
Perhaps the most common kind of out of combat situation that people will be rolling for is Social Encounters, detailed on their own page.
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Combat |
In most regards combat will play much the same as an opposed test would, but it does have a few quirks of its own. Combat will usually begin in one of two ways - someone states they intend to attack someone else who is already armed and ready, or someone opens fire on an unsuspecting person.
For simplicity's sake, each character will have a single turn each round. A round is roughly six seconds of combat and is complete when the last person in the initiative order finishes off their turn.
Combat ends when one side or the other is no longer able to fight or withdraw from battle in such a way that the other side can't immediately continue combat. Whether this results in the enemies being dead, disabled, escaping, bound, or however else is another matter.
Initiative - Who goes first? |
Under most circumstances, Initiative is a simple enough business - each character will roll 1d10 plus their Initiative bonus (which is the tens digit of your Agility score). In the event of a draw, the character with a higher modifier will go first. If the modifier is the same then each character rolls another 1d10, with the higher going first.
In the event of an ambush - where one side catches the other so off guard they have no chance to fight back - they will get a surprise round before initiative is rolled for.
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Block Initiative
It is suggested, but not required, that GMs roll any bad guys with the same stats as one block, performing all of that group's actions at once, as this speeds the fight along somewhat. |
If additional characters arrive on the scene they simply roll initiative too and get placed in the correct place.
Any animal companions, summoned creatures, outsiders, familiars or the like go on the same turn as their player.
Actions - What can I do, and how many times can I do it?
When your turn comes up on the Initiative, it's important you know what you can do. Below is a list of actions you can perform, and how many Action Points they might cost.
Action Points (Or AP if you like) are essentially your allowance for what you can do in a single turn. Each attack, talent or movement will have a specific cost. Once you have spent all your Action Points your turn ends and the next characters begin. However, you do not need to spend all your action points. You can save them for certain types of action - most notably Dodge and Parry.
Any AP you have left over from your previous turn expires at the start of your current round, and thus you will almost always start each round with the same amount (with a few exceptions).
Attack - Each weapon will have an AP cost listed for its use. Some weapons may have a Charge function, where they gain additional damage or effects by spending more AP, but most have a simple base rate.
Multiple Attacks - Especially as you gain levels and gain additional AP you'll find it quite likely that you'll want to make an attack more than once a round. This is perfectly acceptable, and some weapons tend to have low AP costs to allow that, and low damage to go with it. It should be noted that, for each attack from the same weapon, there is a cumulative -10% chance to hit - the first attack will have no penalty, the second will be at -10, the third at -20, etc.
Talents - As with attacks each Talent will explain how many AP it takes to use.
Cooldown - Certain abilities, most often those that affect the very fabric of reality such as magic, are exhausting. Even the most powerful practitioner requires a moment after summoning an elemental beast forged from the fires of Creation Itself. If a Talent has a Cooldown period then you can't use any other Talents with a Cooldown during this period.
Please note, if by using Talents, items or other abilities you manage to reduce Cooldown to zero then you can use that Talent event during a Cooldown period - your mastery over it is so great that the effort required is negligible.
Please note, if by using Talents, items or other abilities you manage to reduce Cooldown to zero then you can use that Talent event during a Cooldown period - your mastery over it is so great that the effort required is negligible.
Use Items - Most items require 2 AP to use, although some may have a different cost listed. This cost includes drawing the item off a belt or from a pouch.
Draw/Holster Weapon - This costs 2 AP.
Change Weapon - Swap one weapon for another in one, smooth motion. Costs 3 AP.
Movement - Depending on how far you wish to go will depend on the cost. All movements can be in any direction, with as many twists and turns as needed.
Quick-Step - Move up to your Movement score in meters. Your movement score if your Agility modifier. 1 AP.
Dash - Move up to 3x your Movement. 2 AP
Run - Move up to 5x your movement, but you must mostly move in a straight line. 3 AP
Quick-Step - Move up to your Movement score in meters. Your movement score if your Agility modifier. 1 AP.
Dash - Move up to 3x your Movement. 2 AP
Run - Move up to 5x your movement, but you must mostly move in a straight line. 3 AP
Dodge - It is possible to get out of the way of gunshots that might otherwise prove unpleasant. Roll an Agility check and compare the results to the attacker's Ballistic Skill check to shoot. If you roll more successfully than they do you avoid damage. Costs 2 AP.
Special - Dodge, unlike most actions, is performed on an enemy turn. You can therefore use any leftover AP from your previous round, or AP from your next round, to perform the action. Dodging too often can result in limiting your actions next turn, however - be careful.
Special - Dodge, unlike most actions, is performed on an enemy turn. You can therefore use any leftover AP from your previous round, or AP from your next round, to perform the action. Dodging too often can result in limiting your actions next turn, however - be careful.
Parry - It is possible to block an enemy's attack with your own melee weapon (or bare fist. Or your head, if you're suitably potent) rather than taking damage. Roll a Weapon Skill test, opposing the one the attacker has made. If you are more successful the attack is blocked. Regardless of success, it costs 2 AP.
Special - Parry, unlike most actions, is performed on an enemy turn. You can therefore use any leftover AP from your previous round, or AP from your next round, to perform the action. Parrying too often can result in limiting your actions next turn, however - be careful.
Special - Parry, unlike most actions, is performed on an enemy turn. You can therefore use any leftover AP from your previous round, or AP from your next round, to perform the action. Parrying too often can result in limiting your actions next turn, however - be careful.
Defend - It is possible, and sometimes wise, to defend an ally. If you are adjacent to another character you can choose to spend 3 AP and take the hit yourself. There is no chance to Dodge or Parry this attack, and it hits regardless of other cirumstances - you're too focused on defending to avoid the attack.
Special - Defend, unlike most actions, is performed on an enemy turn. You can therefore use any leftover AP from your previous round, or AP from your next round, to perform the action. Defend too often can result in limiting your actions next turn, however - be careful.
Special - Defend, unlike most actions, is performed on an enemy turn. You can therefore use any leftover AP from your previous round, or AP from your next round, to perform the action. Defend too often can result in limiting your actions next turn, however - be careful.
Complex Actions - Some especially complex actions or talents may take more AP than you can generate in a single round. You can, in this event, simply spend however many points you have left for that round to start the action. Such an action will have an AP Threshold, and once you have invested enough AP into it the action will be complete.
Multiple characters may be able to work on a Complex Action at once. In the event that this is focusing or using a talent, however, only the character using the talent can do so.
Once it is started, you cannot spend any AP on any other action until it is finished. You can stop at any time. However, if you have to break off what you're doing then your preparation will slip away - half of the AP invested is lost each round until it's completely reset. This does not happen so long as at least one person continues to focus on the task.
Multiple characters may be able to work on a Complex Action at once. In the event that this is focusing or using a talent, however, only the character using the talent can do so.
Once it is started, you cannot spend any AP on any other action until it is finished. You can stop at any time. However, if you have to break off what you're doing then your preparation will slip away - half of the AP invested is lost each round until it's completely reset. This does not happen so long as at least one person continues to focus on the task.
Luck is a resource that any wise adventurer will cultivate, allowing the chance to snatch success or to avoid harm.
There are two primary ways to use Luck. The first is as a second HP pool, representing near misses and miraculous dodges during a pool. Each attack that would land inflicts damage on your Luck. Armour and other special abilities that would reduce damage do not prevent any to your Luck.
The second method is to spend an amount of your luck to reduce a roll, making it a success or perhaps even more successful.
Luck replenishes at the end of a battle or when a character sleeps for eight hours or more. This means that spending Luck before, or during, a battle can be a risky move, leaving you more vulnerable to damage to your Hit Points - which are much harder to replenish.
When various talents or weapons strike an enemy (or a character is, themselves, struck) then it's time to work out how much it hurt.
Each character has two pools of points from which damage is taken - Barriers and Hit Points. Barriers must always be depleted before Hit Points can be effects, most of the time.
Luck - Most weapons simply remove whatever damage they inflict on the Luck total, reducing their total strength until they drop and the target behind them is exposed. Some weapons or attacks will do additional damage to Luck. If an attack does more damage than your current Luck total, it overflows into your Hit Point total
Damage to Hit Points - Similar to Luck, once they're done Hit Points will be affected. This essentially represents how much punishment a character can take. Unlike Luck, you remove your Armour score from any damage. Each suit of armour will have its own score, and your Physical Prowess is added on top.
Certain attacks may reduce the effectiveness of your armour for that attack. In this event, the item or talent will explain how much armour is reduced by. Thankfully, these negatives only last the length of that attack and are not cumulative.
It should also be noted that some talents or attacks can cause you to gain a condition, something that will affect your character in another way.
Once HP reaches zero your character is dying, or disabled. If their allies are able to reach them then healing them back to 1 HP (or preferably higher) will put them back in action. If a character is at zero when combat ends, then it's up to the winner what happens to them.
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Example of Play
Jon: OK, the Light Bringer has refused to parlay. Give me an initiative? Dian: I rolled an 8...with my Agility Modifier that's 11. Jon: That beats his Shinyness. Dian: Good. Let's start by Aibek using Shadow Crossbow Illusionary Weapon for 2 AP, and fire it for another 2 AP. Jon: Roll them bones. Dian: That would be a 34, Ranged Skill is 45. Jon: The Light Bringer likes that not at all, and tries to dodge...23 with an Agility of 50, so he shifts. Wanna spend enough Luck to change that? Dian: Please. Jon: Ok, you spend enough Luck to make the shot land. The Light Bringer unleashes their own bolt of Piercing Light in retaliation. 05 out of 45 to hit, oof. Wanna try and Dodge? Dian: Not worth the AP with that roll. Jon: Yeah. OK, that will be 8 points of Force Damage and 3 of fire. Dian: Well, that burned the last of my Luck. Jon: Since it was successful he'll try it again. 23 this time. Dian: I'll dodge...but not with a roll of 84. Jon: Nope. That'll be another 9 Force and 4 fire. Dian: Mr armour is 6 so that'll be 7 damage, which also sucks. Jon: Next round! |
To Calculate damage is simple, too. Each spell will explain the base damage, simply remember to add any bonuses. Melee physical attacks also list their damage, and add half their Physical Prowess modifier to the damage. Ranged physical attacks, such as guns or bows, adds half their Agility modifier.
Critical |
On occasion a character gets uncommonly lucky, inflicting an impressive effect by pure chance. In this system, rolling lower is better - rolling under your Attribute is usually your goal - and so rolling 5% or under makes things even better.
To find out more of what you can do when you roll a critical, click here.
Healing
Where there is damage there is usually a way to heal it too, and that's true here as well. Primarily this will be via Talents such as the Healing and Herblore talents, but potions, items and racial abilities will also sometimes present ways to heal.
Of note, however, is that Healing is limited. Too much of good things can be bad for you, and your body only has so much energy for magical healing. As a result, each character can only benefit from magical healing a number of times equal to there Physical Prowess modifier. After that point the character simply doesn't have the energy left to respond to the magic, and nothing is achieved.
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In addition, when characters rest - usually sleeping, or an equivalent thereof - they heal a number of hit points equal to their Physical Prowess modifier plus their level.
...and that's pretty much how to play. Not too hard, right?