sheriffdance

kurofan 0.2

Oct 9th, 2024 (edited)
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  1. Kuro Fantasy [wt]
  2. ___________________________________________________________________________
  3. ====================
  4. GAMEPLAY BASICS
  5. ====================
  6.  
  7. - ACTIONS -
  8. When taking an action that is risky or dangerous in some way, you roll
  9. an [Action Test] with a d20 to reach a certain goal. The Goal varies based
  10. on difficulty at the GM's discretion. In combat, you roll vs. your own
  11. weapon's capabilities. But in all rolls, you add your [Hesitation] to
  12. the mix, as well.
  13.  
  14. Additionally, some actions may call for a contest, this is simply rolling
  15. vs. an opponent who also rolls to gain a higher number; on ties, the
  16. contest goes to the initiator.
  17.  
  18. - HESITATION -
  19. Hesitation is subtracted from your results when you make Action Tests.
  20. How much Hesitation you have is decided by your [Ordeals] and [Discipline].
  21. Rookies at Level 0 start at Hes-1 to all actions until they gain their
  22. first level and become a proper adventurer.
  23.  
  24. Hes-0: Calm ------ [00]
  25. Hes-1: Tense ----- [-1]
  26. Hes-2: Uneasy ---- [-2]
  27. Hes-3: Reckless -- [-3]
  28. Hes-4: Agitated -- [-4]
  29. Hes-5: Desperate - [-5]
  30.  
  31. Hesitation represents a breaking down of your defenses, as well. Every
  32. attack that hits you increases your Hesitation rank by 1. When you reach
  33. maximum Hesitation (Hes-5: Desperate) you are unable to properly defend
  34. against attacks, and take double damage on the next attack that hits you.
  35.  
  36. When using Recover as a full-action, you can choose to bring your current
  37. Hesitation down to its minimum. Additionally, every time you hit with an
  38. attack of your own, your Hesitation moves down one rank.
  39.  
  40. - DISCIPLINE -
  41. Your training experience that has shaped what kind of actions you're
  42. most assured in, and abilities that grants. As you gain experience, you lose
  43. Hesitation in certain kinds of actions. You gain a Discipline when you reach
  44. 1st Level, and can take a Sub-Discipline at 3rd Level.
  45.  
  46. - HEALTH POINTS -
  47. Health Points are straightforwardly a measure of health, both mental and
  48. physical. When you are hit by an attack or other damaging effect, it is taken
  49. out of your health. If you hit 0 HP without being outright destroyed,
  50. you enter Critical Condition and must be stabilized, or you will die
  51. when the Scene ends.
  52.  
  53. When creating your character at Level 0, you start at 5 HP.
  54.  
  55. - BONUSES & PENALTIES -
  56. When dealing with multiple penalties or bonuses to your result, you
  57. take the largest of either instead of calculating all of them. Add the
  58. largest penalty to the largest bonus together to get your total modifier.
  59. For example: If you have +4 from one source, +2 from another and finally
  60. -3 from a last source, you only add -3 to +4 to get a total of +1.
  61.  
  62. - TIMEKEEPING -
  63. Time is kept via Scenes. Scenes are usually 10-30 minutes in length, but
  64. their real time is decided as ending or starting when the GM moves location
  65. or otherwise advances time in some way. During combat, Turns happen in
  66. semi-simultaneous instants, and a Round of them is 6 seconds long.
  67.  
  68. ====================
  69. COMBAT (GENERAL)
  70. ====================
  71.  
  72. - TURN ORDER -
  73. When there's no getting out of a fight, the GM determines which side
  74. goes first based on the present Hesitation of the players and nearby enemies.
  75. Whichever side has the least Hesitation [usually determined as a group]
  76. is the side that goes first.
  77.  
  78. The actor with the least amount of Hesitation takes their turn, followed by
  79. the next-lowest on their side. This continues on until an actor on that side
  80. takes damage or fails a Test, after which the other side starts taking turns.
  81. However, a Defender can never take a turn before their Aggressor does.
  82. If a pair are in an Engagement, and the Defender's side has nobody else to
  83. pass a turn to, it'll go to the Aggressor, instead. When all actors have taken
  84. a turn, the round resets.
  85.  
  86. - ACTION TYPES & TURNS -
  87. There are three kinds of actions you can take during a round of combat.
  88. They are: Full-Actions, Half-Actions and Responses.
  89.  
  90. Full-actions use up your entire turn when taken and hit the hardest in damage
  91. when used to make attacks. All actions require a full-action to take unless
  92. stated otherwise, such as by having the [Quick] tag.
  93.  
  94. [Quick] This action can be used as a half-action,
  95. halving its efficacy such as in damage or healing.
  96.  
  97. Half-actions, as the name suggests, are one half of a full-action. When
  98. you take a half-action, you have another one to use if you so choose. If you
  99. take only one half-action on your turn, you can use the other half as an
  100. additional response during the round.
  101.  
  102. Examples of things you can do with a Half-Action:
  103. - Use a [Quick] weapon, spell or item
  104. - Switch to wielding another weapon
  105. - Move between ranges
  106. - Take the place of an Aggressor/Defender ally in an Engagement
  107.  
  108. Responses are special actions taken when certain criteria are met, such
  109. as being targeted with an attack. You have one response that you can use
  110. during a round; you can find common uses of your response listed within
  111. [MELEE ENGAGEMENTS].
  112.  
  113. - ARMOR -
  114. When wearing armor, you are granted an amount of protection against most
  115. weapon damage. Your armor has both a [Rating] and [Gaps].
  116. Rating tells you how much damage you ignore per attack, and Gaps tell you
  117. what number enemy attacks must breach to ignore your Rating entirely:
  118.  
  119. [Chainmail] Rating: 3 / Gaps: 16+
  120.  
  121. On a rolled result of 16 or higher, enemies will deal full damage to you
  122. in chainmail, while anything below that will be reduced by 3.
  123.  
  124. ====================
  125. MELEE ENGAGEMENTS
  126. ====================
  127.  
  128. - BASICS -
  129. An Engagement is a state that occurs when two actors are locked in melee
  130. combat with each other. While Engaged:
  131. - They cannot move except within Melee Range.
  132. - They take their turns directly next to each other
  133. (Aggressor going first, then Defender).
  134.  
  135. These rules persist until either one side of the engagement is dead, or the
  136. engagement is broken by the Aggressor using the full-action, Disengage.
  137. There are benefits and drawbacks to being on either side of an Engagement:
  138. - The Aggressor (the initiator of the engagement) goes first, can
  139. Disengage on their turn, and gains 1+x (x = half the aggressor's
  140. level, minimum 1) to attacks and damage. However, they cannot
  141. use Responses.
  142. - The Defender (the opposite) can use responses against
  143. the Aggressor, but cannot Disengage or attack other enemies.
  144.  
  145. A few of the reactions a Defender can use in an Engagement are:
  146. [Backstep] - When you are missed with an attack, you can choose
  147. to move into Sword or Lance range, inflicting a -1 penalty against
  148. your Aggressor to hit you for their next turn.
  149. [Press] - When you hit your Aggressor with an attack, you can
  150. roll a contest with them to become the Aggressor yourself.
  151. [Intercept] - When you are targeted by an enemy in melee range
  152. that is not your Aggressor, you can change the roll into a contest
  153. with the attacker being the initiator. On a success, their attack
  154. fails and you knock them into Outer Range.
  155.  
  156. -> Flanking
  157. Actors within Melee range of the engagement that aren't a part of the
  158. engagement itself are designated as 'Flanking' the opposite side. Flankers
  159. can move in and out of Melee range at any time, and attack their target
  160. without becoming engaged. However, they can use a half-action to switch
  161. out with their ally, becoming the Aggressor or Defender, instead.
  162. A flanker does not receive the bonuses or penalties of their ally.
  163.  
  164. - RANGES-
  165. There are two ranges in Melee combat: Melee Range (comprised of its own
  166. sub-ranges) and Outer Range. The ranges are drawn between individual actors
  167. to determine if they're participating in the fight, and against whom.
  168.  
  169. When in Melee, you have three sub-ranges that you use to determine what
  170. weapons can hit, and what kind of attacks you can make. These ranges match
  171. with the attack lengths of weapons as well.
  172. - Dagger Range is the tightest; it most often occurs when one
  173. side has a Hold on another. In it, only half-action attacks are
  174. able to be made, and spear-length attacks can't be used.
  175. - Sword Range is the medium range, and is thus the default range
  176. melee engagements start at. Full-actions are available to be
  177. used, and Daggers can't reach unless you move before attacking.
  178. - Lance Range is the longest range, and in it, you can only
  179. take full-actions when attacking the enemy. Only Lance-length
  180. weapons can reach each other here.
  181.  
  182. In Outer Range, you are not able to make melee attacks that will reach anyone
  183. unless you move into Melee range, first. You can, however, perform ranged
  184. weapon attacks, but be warned: If you shoot into a melee engagement, you must
  185. make a "Tumult" Roll instead of making an ordinary attack.
  186.  
  187. [Tumult] Roll a d20 with Hesitation. On a 1-8, your attack misses.
  188. On a 9-12, you hit your ally with the attack. On a 13-20, you hit
  189. your intended target. On a hit, you roll for damage.
  190.  
  191. - MELEE ATTACKS -
  192. When making a melee attack in an engagement, you must decide the kind of
  193. attack you make based on your weapon's capabilities. Each weapon has kinds
  194. of attacks they're capable of making, giving them a Target Number to
  195. meet/exceed on particular attacks. For example:
  196.  
  197. [D] DAGGER: 1d6 damage
  198. Thrust - [Dagger] 14
  199. Slash -- [Dagger] 14
  200. [Quick] Usable with half-action, dealing half damage on hit.
  201.  
  202. [S] LONGSWORD: 1d6+1 damage
  203. Thrust - [Lance] 16
  204. Swing -- [Sword] 12
  205. [Variable] Usable in one or two hands. In two hands, damage
  206. becomes a d8.
  207.  
  208. [L] SPEAR: 1d6+1 damage
  209. Thrust - [Lance] 12
  210. Swing -- [Lance] 16
  211. [Reactive] When an enemy in Lance range attempts to move closer
  212. to you, you can make an attack against them as a response.
  213. On a success, they take half damage and stay at Lance range.
  214. [Projectile] Can be thrown to attack an enemy in Outer range.
  215.  
  216. Each weapon has its strength and weaknesses in what kinds of attacks it
  217. can do. The lower their Target Numbers, the easier they are to hit with.
  218. The dagger is equally good at thrusting and slashing, while the longsword
  219. suffers at thrusting. And while a longsword and a spear can both attack
  220. at Lance range, the sance has an easier time with it, and makes a far better
  221. defensive weapon. Know your weapon's capabilities in conjunction with Ranges.
  222.  
  223. Additionally when rolling a result of 20 on the attack roll, you can score a
  224. critical hit and can deal twice as much damage. This effect only happens if
  225. your Hesitation doesn't bring you below your attack's Target Number.
  226.  
  227. -> Grappling
  228. Grappling or getting a Hold on an enemy is a special attack you can use as
  229. a full-action only. You make a contest in which either the loser is grappled
  230. or the winner merely escapes the hold (winner's choice). When an enemy
  231. successfully has you in a Hold, you are in Dagger length and are unable to
  232. hit with anything except Dagger-length attacks. At the start of each of your
  233. turns, you are able to contest the grapple again (no action required).
  234.  
  235. -> Improvised/Unarmed Attacks
  236. You are always able to make unarmed/improvised attacks, even when wielding
  237. two-handed weapons through the use of kicks, shoulder tackles or with an
  238. improvised use of your weapon.
  239.  
  240. Unarmed Strike: 1d6-1 damage
  241. Strike - [Dagger] 16-x [x = half of player level]
  242. [Stunning] On a critical hit, you don't deal more damage, but
  243. you can stun your enemy for the rest of their next turn.
  244.  
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