sheriffdance

kurofan 0.1

Oct 8th, 2024
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  1. Kuro Fantasy [wt]
  2. =====================================================================
  3. -----
  4. GAMEPLAY BASICS
  5. -----
  6. - ACTIONS -
  7. When taking an action that is risky or dangerous in some way, you roll
  8. an [Action Test] with a d20 to reach a certain goal. The goal varies based
  9. on difficulty at the GM's discretion. In combat, you roll vs. your own
  10. weapon's capabilities. But in all rolls, you add your [Hesitation] to
  11. the mix, as well.
  12.  
  13. - HESITATION -
  14. Hesitation is subtracted from your results when you make Action Tests.
  15. How much Hesitation you have is decided by your [Ordeals] and [Discipline].
  16. Rookies at Level 0 start at -1 to all actions until they gain their
  17. first level and become a proper adventurer.
  18.  
  19. Hes-0: Calm ------ [00]
  20. Hes-1: Tense ----- [-1]
  21. Hes-2: Uneasy ---- [-2]
  22. Hes-3: Reckless -- [-3]
  23. Hes-4: Agitated -- [-4]
  24. Hes-5: Desperate - [-5]
  25.  
  26. - ORDEALS -
  27. Some are dealt at character creation, others are gained as
  28. you suffer certain misfortunes from monsters and other dangers. They
  29. describe situations where your Hesitation moves in rank.
  30.  
  31. - DISCIPLINE -
  32. Your training experience that has shaped what kind of actions you're
  33. most assured in. As you gain experience, you lose Hesitation in
  34. certain kinds of actions. You gain a Discipline when you reach 1st Level,
  35. and can take a Sub-Discipline at 3rd Level.
  36.  
  37. - STATISTICS -
  38. There are two primary statistics to keep track of: Health and Strength.
  39.  
  40. -> Health Points [HP]
  41. Health Points is straightforwardly a measure of health,
  42. both mental and physical. When you are hit by an attack or
  43. other damaging effect, it is taken out of your health if you
  44. don't have the Strength to avoid it. If you hit 0 HP without
  45. being outright destroyed, you enter Critical Condition and
  46. must be stabilized, or you will die when the Scene ends.
  47.  
  48. -> Strength Points [SP]
  49. All character abilities are reliant on Strength Points, of
  50. which all actors have 20 points. The stronger the being, the
  51. more efficiently they use the Strength they have. The Strength
  52. you have to spend per action is usually listed with equipment,
  53. but if you have any Hesitation, you have to add your rank to
  54. the SP you spend per action. On your turn, you can spend a
  55. full-action to Bide your turn and restore your Strength
  56. by 10 SP, or use a half-action to restore it by 5 SP.
  57.  
  58. When hit by an attack, you can sacrifice an amount of Strength
  59. equivalent to the damage being dealt to reduce it, taking only 1
  60. damage from the attack. If you don't have enough to cover it,
  61. the difference remains as damage taken.
  62.  
  63. Lastly, if you have 0 Strength, you are considered Exposed
  64. and attacks will hit you without you being able to defend yourself.
  65.  
  66. - BONUSES + PENALTIES -
  67. When dealing with multiple penalties or bonuses to your result, you
  68. take the largest of either instead of calculating all of them. Add the
  69. largest penalty to the largest bonus together to get your total modifier.
  70. For example: If you have +4 from one source, +2 from another and finally
  71. -3 from a last source, you only add -3 to +4 to get a total of +1.
  72.  
  73. - TIMEKEEPING -
  74. Time is kept via Scenes. Scenes are usually 10-30 minutes in length, but
  75. their real time is decided as ending or starting when the GM moves location
  76. or otherwise advances time in some way. During combat, Turns happen in
  77. semi-simultaneous instants, and a Round of them is 6 seconds long.
  78.  
  79. -----
  80. COMBAT
  81. -----
  82. - TURN ORDER & CAUTION -
  83. When there's no getting out of a fight, the GM determines which side
  84. goes first based on their behavior before the fight, if one side is
  85. relaxed or both are vigilantly on the lookout for threats. If one
  86. side has ambushed the other successfully, they should get the first
  87. turn, and in cases of "ties", the players should go first.
  88.  
  89. When the more "ready" side is determined, an actor [player or NPC] from
  90. that side takes a turn. If the action they take is successful or
  91. unhindered, the next turn goes to an ally. If their action is a failure
  92. in some way, the next turn switches to the other side. If no allies or
  93. enemies can go according to this rule, whoever is left takes their turn.
  94. This goes on until all turns are taken, at which point the Round resets.
  95.  
  96. - MOVEMENT -
  97. Movement is set on standard grids, with each square representing
  98. approximately 5 feet of space in fiction. You can move in any direction
  99. with your movement, but you can't move through squares occupied by
  100. enemies, or end your turn in an occupied square. One square of movement
  101. takes 1 SP to perform, and you can move up to four squares with a full
  102. action, or two on a half-action.
  103.  
  104. You cannot move when engaged in melee, however, except within the melee
  105. ranges. Moving in melee range takes a half-action regardless of which range
  106. you move into, at 1 or 2 SP depending on how much you move to get there
  107. (Dagger to Spear would cost 2 SP).
  108.  
  109.  
  110. - ACTION TYPES & TURNS -
  111. There are three kinds of actions you can take during a round of combat.
  112. They are: Full-Actions [FA], Half-Actions [HA] and Reactions [RA].
  113.  
  114. Full-actions use up your entire turn when taken and both hit the hardest
  115. in damage and use up the most strength. All defined abilities are written
  116. in their full-action usage, with half-actions simply halving both.
  117.  
  118. Half-actions, as the name suggests, are one half of a full-action. When
  119. you take a half-action, you have another one to use if you so choose.
  120. Some weapons, techniques or spells facilitate being used with half-actions,
  121. and have the [Quick] tag in their descriptions. If you take only one
  122. half-action on your turn, you can use the other half as an additional
  123. reaction during the round. You can only gain one more reaction in this way,
  124. even if you have more than one half-action remaining (as gained via
  125. leveling up in your Discipline).
  126.  
  127. Reactions are special actions taken when certain criteria are met, such
  128. as being targeted with an attack. You have one reaction that you can
  129. use during a round. Reactions, unlike other kinds of actions, don't
  130. require Strength to use, and often have minor tactical gain.
  131.  
  132. - MELEE ENGAGEMENT -
  133. An Engagement is a state that occurs when two actors are locked in melee
  134. combat with each other. While Engaged:
  135. - They cannot move except in Melee Ranges.
  136. - They take their turns directly next to each other (Aggressor
  137. going first, then Defender).
  138. - They cannot make attacks against other enemies.
  139. These rules persist until either one side of the engagement is dead, or the
  140. engagement is broken by the Aggressor using the full-action, Disengage.
  141.  
  142. There are benefits and drawbacks to being on either side of an Engagement:
  143. - The Aggressor (the initiator of the engagement) goes first, can
  144. disengage on their turn, and gains +x (x = half the aggressor's
  145. level) to attacks and damage. However, they cannot use Reactions.
  146. - The Defender (the opposite) can use reactions against their
  147. opponent, and on a successful attack, can use a reaction to press
  148. the advantage and change who is the aggressor/defender.
  149.  
  150. Movement during an enegagement is largely restricted, but there are three
  151. Melee Ranges that are available to those in it: Dagger, Sword and Spear.
  152. - Dagger Range is the tightest; it most often occurs when one
  153. side has a Hold on another. In it, only half-action attacks are
  154. able to be made, and spear-length weapons can't be used.
  155. - Sword Range is the medium range, and is thus the default range
  156. melee engagements start at. Full-actions are available, and
  157. dagger-length weapons can't reach the target unless used only
  158. as a full-action.
  159. - Spear Range is the longest range, and in it, you can only
  160. take full-actions when attacking the enemy. Only spear-length
  161. weapons can reach each other here.
  162.  
  163. Grappling or getting a Hold on an enemy brings them into Dagger range. You
  164. can attempt a grapple as a full-action, which counts as an attack. When a
  165. grapple is completed, the enemy can contest at the start of their turn
  166. to escape (no action required). On escape, they'll be at Dagger or Sword
  167. range at their decision.
  168.  
  169. Lastly, if one actor joins another by Flanking a shared target, the flanker
  170. can move in and out of the engagement, or replace an ally's role in it with
  171. a half-action, allowing the ally to escape. Flankers can be targeted with
  172. attacks by the opposite side.
  173.  
  174. - MELEE ATTACKS -
  175. When making a melee attack in an engagement, you must decide the kind of
  176. attack you make based on your weapon's Damage Types. Each weapon has kinds
  177. of attacks they're suited for, giving them a Spread of numbers they can
  178. land on. Rolling a result below your Spread means the attack will miss.
  179. For example:
  180.  
  181. Rapier: 1d6+2 cut or pierce - STR Cost: 5
  182. [Cut: 15+, Pierce: 12+]
  183. [Quick] Can be used with half-actions to deal half damage.
  184.  
  185. The Rapier is good at cutting, but especially good at piercing.
  186. The better a weapon is at an attack type, the more room you have to roll
  187. over the target number. A 20 always hits with any attack type.
  188. However, sometimes even this is not enough to deal damage. While a blow
  189. may be sufficient to strike, the toughest armor will reduce the damage
  190. depending on the type. For example:
  191.  
  192. Chainmail: Gap 17+ [Cutting: -4, Piercing: -2, Striking: -0]
  193.  
  194. Armor "Gap" refers to the gaps in armor where attacks will have the
  195. most effect. Rolling a result that matches or exceeds that number negates
  196. the armor's damage reduction entirely.
  197.  
  198. -> Improvised/Unarmed Attacks
  199. You are always able to make unarmed/improvised attacks, even
  200. when wielding two-handed weapons through the use of kicks,
  201. shoulder tackles or with the stock of your musket.
  202.  
  203. Improvised Strike: 1d6 strike - STR Cost: 3
  204. [Strike: 14+]
  205.  
  206. - RANGED ATTACKS -
  207. Ranged attacks behave differently than melee attacks in a few ways:
  208. - Ranged attacks are separated into two actions: [Aim] and [Shoot].
  209. - Targets can't react to being attacked with a ranged weapon.
  210. - Ranged attackers can't be engaged with unless in melee range.
  211. - When in melee range, ranged attacks suffer a -5 penalty to hit.
  212.  
  213. When making a ranged attack, you must take a half-action to aim before
  214. shooting. You cannot shoot without aiming, but you can aim on one turn
  215. and then shoot your target on another, provided you aren't interrupted.
  216. Ranged attacks have a range listed in a radius around your character. If
  217. you fire outside of that radius, you use the second to-hit number.
  218. For Example:
  219.  
  220. Musket: 2d6 pierce - STR Cost: 4
  221. [Range: 50 ft, 13+/17+]
  222. [Reload: You must take a full-action to reload this weapon
  223. after shooting it once before using it again.]
  224.  
  225. If you fire upon targets from outside your 50 foot range, you would need to
  226. meet/exceed 17 to hit them.
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