Attributes are this, with -1 to +3 modifiers applying to things:
Strength (bonus to damage, carry load, bonus to HP)
Dexterity (success: avoid an attack, as an action. On a 6, you can then do a non-combat action)
Magic (amount of mana dice mostly)
Charisma (willpower + leadership + divine touch)
Weapon (choose bonus to sword, bow or unarmed. A malus means bad with ALL weapons)
Career (from a list of mundane trades or skills)
Career (from a list of mundane trades or skills)
Attacks are rolled with 2d6 counting each result separately, with 6s being critical hits (Number beside each weapon). Pcs will get more d6 for each melee attack as they grow in HP
Dagger: 2
Sword: 2; free attack if your opponent fumbles. Expertise can be trained.
Bastard Sword: As above, but 2 + STR if used in 2 hands. Heavy in belt.
Axe/Mace: 2 + STR. Heavy in belt.
Flail: 3 + STR, lose next turn on a miss. Heavy.
Spear: 3; as polearm if using 2 hands or in a horse. Heavy.
Polearm: 3 + STR. Attack first, if hit, enemy does -1 damage. 2 hands, Heavy.
Greatweapon: 3 + STR, 2 hands, heavy.
Bow: 2, can aim. Heavy. Expertise can be trained.
Crossbow: 3, 1 turn reload, can aim. Heavy.
Arquebus: 4, 1 turn reload. Heavy. Cannot be blocked by shields.
1 or 2: miss, and fumble if its your biggest result.
3: miss
4: miss if opponent wears armor, else, as 5
5: hit, 1 damage
6: hit for critical damage.
Very good armors such as Mithril plates also decrease the total damage output by 1 or more.
Sword: 2; free attack if your opponent fumbles. Expertise can be trained.
Bastard Sword: As above, but 2 + STR if used in 2 hands. Heavy in belt.
Axe/Mace: 2 + STR. Heavy in belt.
Flail: 3 + STR, lose next turn on a miss. Heavy.
Spear: 3; as polearm if using 2 hands or in a horse. Heavy.
Polearm: 3 + STR. Attack first, if hit, enemy does -1 damage. 2 hands, Heavy.
Greatweapon: 3 + STR, 2 hands, heavy.
Bow: 2, can aim. Heavy. Expertise can be trained.
Crossbow: 3, 1 turn reload, can aim. Heavy.
Arquebus: 4, 1 turn reload. Heavy. Cannot be blocked by shields.
1 or 2: miss, and fumble if its your biggest result.
3: miss
4: miss if opponent wears armor, else, as 5
5: hit, 1 damage
6: hit for critical damage.
Very good armors such as Mithril plates also decrease the total damage output by 1 or more.
If you are using a shield, you can roll 1d6, avoiding any attack on a 6
Notes about Mithril: In-world, is not a metal, but an alloy of giant spider´s cobwebs and steel, and is popular because it means the difference between a lethal and non-lethal gunshot (usually taking 4-5 hp). It is neither easy nor cheap to make, but powerful warlords do not bother commissioning full plate armors unless they are bulletproof. Alchemy and alchemists are a very important part of the setting, which is also what pushed me to accept firearms into it: it's just weird to have alchemists making all sorts of pseudomagical inventions and not having simple gunpowder available.
Other magical or enchanted armors will have specific effects, or add extra HP to the wearer.
UNARMED COMBAT: Critical damage equal to 1+STR, and maybe no damage on 4-5s. Not sure about it but i'd rather make it so there is more grappling and narrative things with this.
SAVES: in combat, saves can be done through DEX ot STR rolls searching for a success. Characters with 0 or -1 in an attribute roll 2d6 or 3d6, taking the worst result.
SAVES: in combat, saves can be done through DEX ot STR rolls searching for a success. Characters with 0 or -1 in an attribute roll 2d6 or 3d6, taking the worst result.
HURT CHARACTERS: anyone under one third of their HP is wounded and rolls stunts at disadvantage (rounding up, so 2 hp of 4 is wounded)
HORSE COMBAT: Warhorses can charge for an extra 1d6 damage. Some are trained to attack by kicking or biting. Figthing as an infantry vs any mounted unit is made at disadvantage, or alternativelly at -1 damage (not sure). Maybe some exception could be made on polearms. We'll see.
HORSE COMBAT: Warhorses can charge for an extra 1d6 damage. Some are trained to attack by kicking or biting. Figthing as an infantry vs any mounted unit is made at disadvantage, or alternativelly at -1 damage (not sure). Maybe some exception could be made on polearms. We'll see.
Expertises: Each weapon expertise works differently. Swordsmen can add 1d6 to their attacks for each rank, per combat or cutting stunt; rechargeable on talking cutscenes (very useful for 1v1 duels but not for battle warfare). Bowmen add the rank to their critical hit damage. Unarmed fighters add 1d6 to each and every attack.
Extra: actual handwriten notes for this entry, alongside a couple of harpies.




I like it!
ReplyDeletethanks man! let's see if i can put into typed words most of the rest anytime soon
ReplyDelete