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- Kuro Fantasy [wt]
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- -----
- GAMEPLAY BASICS
- -----
- - ACTIONS -
- When taking an action that is risky or dangerous in some way, you roll
- an [Action Test] with a d20 to reach a certain goal. The goal varies based
- on difficulty at the GM's discretion. In combat, you roll vs. your own
- weapon's capabilities. But in all rolls, you add your [Hesitation] to
- the mix, as well.
- - HESITATION -
- Hesitation is subtracted from your results when you make Action Tests.
- How much Hesitation you have is decided by your [Ordeals] and [Discipline].
- Rookies at Level 0 start at -1 to all actions until they gain their
- first level and become a proper adventurer.
- Hes-0: Calm ------ [00]
- Hes-1: Tense ----- [-1]
- Hes-2: Uneasy ---- [-2]
- Hes-3: Reckless -- [-3]
- Hes-4: Agitated -- [-4]
- Hes-5: Desperate - [-5]
- - ORDEALS -
- Some are dealt at character creation, others are gained as
- you suffer certain misfortunes from monsters and other dangers. They
- describe situations where your Hesitation moves in rank.
- - DISCIPLINE -
- Your training experience that has shaped what kind of actions you're
- most assured in. As you gain experience, you lose Hesitation in
- certain kinds of actions. You gain a Discipline when you reach 1st Level,
- and can take a Sub-Discipline at 3rd Level.
- - STATISTICS -
- There are two primary statistics to keep track of: Health and Strength.
- -> Health Points [HP]
- Health Points is straightforwardly a measure of health,
- both mental and physical. When you are hit by an attack or
- other damaging effect, it is taken out of your health if you
- don't have the Strength to avoid it. If you hit 0 HP without
- being outright destroyed, you enter Critical Condition and
- must be stabilized, or you will die when the Scene ends.
- -> Strength Points [SP]
- All character abilities are reliant on Strength Points, of
- which all actors have 20 points. The stronger the being, the
- more efficiently they use the Strength they have. The Strength
- you have to spend per action is usually listed with equipment,
- but if you have any Hesitation, you have to add your rank to
- the SP you spend per action. On your turn, you can spend a
- full-action to Bide your turn and restore your Strength
- by 10 SP, or use a half-action to restore it by 5 SP.
- When hit by an attack, you can sacrifice an amount of Strength
- equivalent to the damage being dealt to reduce it, taking only 1
- damage from the attack. If you don't have enough to cover it,
- the difference remains as damage taken.
- Lastly, if you have 0 Strength, you are considered Exposed
- and attacks will hit you without you being able to defend yourself.
- - BONUSES + PENALTIES -
- When dealing with multiple penalties or bonuses to your result, you
- take the largest of either instead of calculating all of them. Add the
- largest penalty to the largest bonus together to get your total modifier.
- For example: If you have +4 from one source, +2 from another and finally
- -3 from a last source, you only add -3 to +4 to get a total of +1.
- - TIMEKEEPING -
- Time is kept via Scenes. Scenes are usually 10-30 minutes in length, but
- their real time is decided as ending or starting when the GM moves location
- or otherwise advances time in some way. During combat, Turns happen in
- semi-simultaneous instants, and a Round of them is 6 seconds long.
- -----
- COMBAT
- -----
- - TURN ORDER & CAUTION -
- When there's no getting out of a fight, the GM determines which side
- goes first based on their behavior before the fight, if one side is
- relaxed or both are vigilantly on the lookout for threats. If one
- side has ambushed the other successfully, they should get the first
- turn, and in cases of "ties", the players should go first.
- When the more "ready" side is determined, an actor [player or NPC] from
- that side takes a turn. If the action they take is successful or
- unhindered, the next turn goes to an ally. If their action is a failure
- in some way, the next turn switches to the other side. If no allies or
- enemies can go according to this rule, whoever is left takes their turn.
- This goes on until all turns are taken, at which point the Round resets.
- - MOVEMENT -
- Movement is set on standard grids, with each square representing
- approximately 5 feet of space in fiction. You can move in any direction
- with your movement, but you can't move through squares occupied by
- enemies, or end your turn in an occupied square. One square of movement
- takes 1 SP to perform, and you can move up to four squares with a full
- action, or two on a half-action.
- You cannot move when engaged in melee, however, except within the melee
- ranges. Moving in melee range takes a half-action regardless of which range
- you move into, at 1 or 2 SP depending on how much you move to get there
- (Dagger to Spear would cost 2 SP).
- - ACTION TYPES & TURNS -
- There are three kinds of actions you can take during a round of combat.
- They are: Full-Actions [FA], Half-Actions [HA] and Reactions [RA].
- Full-actions use up your entire turn when taken and both hit the hardest
- in damage and use up the most strength. All defined abilities are written
- in their full-action usage, with half-actions simply halving both.
- Half-actions, as the name suggests, are one half of a full-action. When
- you take a half-action, you have another one to use if you so choose.
- Some weapons, techniques or spells facilitate being used with half-actions,
- and have the [Quick] tag in their descriptions. If you take only one
- half-action on your turn, you can use the other half as an additional
- reaction during the round. You can only gain one more reaction in this way,
- even if you have more than one half-action remaining (as gained via
- leveling up in your Discipline).
- Reactions are special actions taken when certain criteria are met, such
- as being targeted with an attack. You have one reaction that you can
- use during a round. Reactions, unlike other kinds of actions, don't
- require Strength to use, and often have minor tactical gain.
- - MELEE ENGAGEMENT -
- An Engagement is a state that occurs when two actors are locked in melee
- combat with each other. While Engaged:
- - They cannot move except in Melee Ranges.
- - They take their turns directly next to each other (Aggressor
- going first, then Defender).
- - They cannot make attacks against other enemies.
- These rules persist until either one side of the engagement is dead, or the
- engagement is broken by the Aggressor using the full-action, Disengage.
- There are benefits and drawbacks to being on either side of an Engagement:
- - The Aggressor (the initiator of the engagement) goes first, can
- disengage on their turn, and gains +x (x = half the aggressor's
- level) to attacks and damage. However, they cannot use Reactions.
- - The Defender (the opposite) can use reactions against their
- opponent, and on a successful attack, can use a reaction to press
- the advantage and change who is the aggressor/defender.
- Movement during an enegagement is largely restricted, but there are three
- Melee Ranges that are available to those in it: Dagger, Sword and Spear.
- - Dagger Range is the tightest; it most often occurs when one
- side has a Hold on another. In it, only half-action attacks are
- able to be made, and spear-length weapons can't be used.
- - Sword Range is the medium range, and is thus the default range
- melee engagements start at. Full-actions are available, and
- dagger-length weapons can't reach the target unless used only
- as a full-action.
- - Spear Range is the longest range, and in it, you can only
- take full-actions when attacking the enemy. Only spear-length
- weapons can reach each other here.
- Grappling or getting a Hold on an enemy brings them into Dagger range. You
- can attempt a grapple as a full-action, which counts as an attack. When a
- grapple is completed, the enemy can contest at the start of their turn
- to escape (no action required). On escape, they'll be at Dagger or Sword
- range at their decision.
- Lastly, if one actor joins another by Flanking a shared target, the flanker
- can move in and out of the engagement, or replace an ally's role in it with
- a half-action, allowing the ally to escape. Flankers can be targeted with
- attacks by the opposite side.
- - MELEE ATTACKS -
- When making a melee attack in an engagement, you must decide the kind of
- attack you make based on your weapon's Damage Types. Each weapon has kinds
- of attacks they're suited for, giving them a Spread of numbers they can
- land on. Rolling a result below your Spread means the attack will miss.
- For example:
- Rapier: 1d6+2 cut or pierce - STR Cost: 5
- [Cut: 15+, Pierce: 12+]
- [Quick] Can be used with half-actions to deal half damage.
- The Rapier is good at cutting, but especially good at piercing.
- The better a weapon is at an attack type, the more room you have to roll
- over the target number. A 20 always hits with any attack type.
- However, sometimes even this is not enough to deal damage. While a blow
- may be sufficient to strike, the toughest armor will reduce the damage
- depending on the type. For example:
- Chainmail: Gap 17+ [Cutting: -4, Piercing: -2, Striking: -0]
- Armor "Gap" refers to the gaps in armor where attacks will have the
- most effect. Rolling a result that matches or exceeds that number negates
- the armor's damage reduction entirely.
- -> Improvised/Unarmed Attacks
- You are always able to make unarmed/improvised attacks, even
- when wielding two-handed weapons through the use of kicks,
- shoulder tackles or with the stock of your musket.
- Improvised Strike: 1d6 strike - STR Cost: 3
- [Strike: 14+]
- - RANGED ATTACKS -
- Ranged attacks behave differently than melee attacks in a few ways:
- - Ranged attacks are separated into two actions: [Aim] and [Shoot].
- - Targets can't react to being attacked with a ranged weapon.
- - Ranged attackers can't be engaged with unless in melee range.
- - When in melee range, ranged attacks suffer a -5 penalty to hit.
- When making a ranged attack, you must take a half-action to aim before
- shooting. You cannot shoot without aiming, but you can aim on one turn
- and then shoot your target on another, provided you aren't interrupted.
- Ranged attacks have a range listed in a radius around your character. If
- you fire outside of that radius, you use the second to-hit number.
- For Example:
- Musket: 2d6 pierce - STR Cost: 4
- [Range: 50 ft, 13+/17+]
- [Reload: You must take a full-action to reload this weapon
- after shooting it once before using it again.]
- If you fire upon targets from outside your 50 foot range, you would need to
- meet/exceed 17 to hit them.
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