Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Kuro Fantasy [wt]
- ___________________________________________________________________________
- ====================
- 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.
- Additionally, some actions may call for a contest, this is simply rolling
- vs. an opponent who also rolls to gain a higher number; on ties, the
- contest goes to the initiator.
- - 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 Hes-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]
- Hesitation represents a breaking down of your defenses, as well. Every
- attack that hits you increases your Hesitation rank by 1. When you reach
- maximum Hesitation (Hes-5: Desperate) you are unable to properly defend
- against attacks, and take double damage on the next attack that hits you.
- When using Recover as a full-action, you can choose to bring your current
- Hesitation down to its minimum. Additionally, every time you hit with an
- attack of your own, your Hesitation moves down one rank.
- - DISCIPLINE -
- Your training experience that has shaped what kind of actions you're
- most assured in, and abilities that grants. 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.
- - HEALTH POINTS -
- Health Points are 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 hit 0 HP without being outright destroyed,
- you enter Critical Condition and must be stabilized, or you will die
- when the Scene ends.
- When creating your character at Level 0, you start at 5 HP.
- - 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 (GENERAL)
- ====================
- - TURN ORDER -
- When there's no getting out of a fight, the GM determines which side
- goes first based on the present Hesitation of the players and nearby enemies.
- Whichever side has the least Hesitation [usually determined as a group]
- is the side that goes first.
- The actor with the least amount of Hesitation takes their turn, followed by
- the next-lowest on their side. This continues on until an actor on that side
- takes damage or fails a Test, after which the other side starts taking turns.
- However, a Defender can never take a turn before their Aggressor does.
- If a pair are in an Engagement, and the Defender's side has nobody else to
- pass a turn to, it'll go to the Aggressor, instead. When all actors have taken
- a turn, the round resets.
- - ACTION TYPES & TURNS -
- There are three kinds of actions you can take during a round of combat.
- They are: Full-Actions, Half-Actions and Responses.
- Full-actions use up your entire turn when taken and hit the hardest in damage
- when used to make attacks. All actions require a full-action to take unless
- stated otherwise, such as by having the [Quick] tag.
- [Quick] This action can be used as a half-action,
- halving its efficacy such as in damage or healing.
- 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. If you
- take only one half-action on your turn, you can use the other half as an
- additional response during the round.
- Examples of things you can do with a Half-Action:
- - Use a [Quick] weapon, spell or item
- - Switch to wielding another weapon
- - Move between ranges
- - Take the place of an Aggressor/Defender ally in an Engagement
- Responses are special actions taken when certain criteria are met, such
- as being targeted with an attack. You have one response that you can use
- during a round; you can find common uses of your response listed within
- [MELEE ENGAGEMENTS].
- - ARMOR -
- When wearing armor, you are granted an amount of protection against most
- weapon damage. Your armor has both a [Rating] and [Gaps].
- Rating tells you how much damage you ignore per attack, and Gaps tell you
- what number enemy attacks must breach to ignore your Rating entirely:
- [Chainmail] Rating: 3 / Gaps: 16+
- On a rolled result of 16 or higher, enemies will deal full damage to you
- in chainmail, while anything below that will be reduced by 3.
- ====================
- MELEE ENGAGEMENTS
- ====================
- - BASICS -
- An Engagement is a state that occurs when two actors are locked in melee
- combat with each other. While Engaged:
- - They cannot move except within Melee Range.
- - They take their turns directly next to each other
- (Aggressor going first, then Defender).
- 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 1+x (x = half the aggressor's
- level, minimum 1) to attacks and damage. However, they cannot
- use Responses.
- - The Defender (the opposite) can use responses against
- the Aggressor, but cannot Disengage or attack other enemies.
- A few of the reactions a Defender can use in an Engagement are:
- [Backstep] - When you are missed with an attack, you can choose
- to move into Sword or Lance range, inflicting a -1 penalty against
- your Aggressor to hit you for their next turn.
- [Press] - When you hit your Aggressor with an attack, you can
- roll a contest with them to become the Aggressor yourself.
- [Intercept] - When you are targeted by an enemy in melee range
- that is not your Aggressor, you can change the roll into a contest
- with the attacker being the initiator. On a success, their attack
- fails and you knock them into Outer Range.
- -> Flanking
- Actors within Melee range of the engagement that aren't a part of the
- engagement itself are designated as 'Flanking' the opposite side. Flankers
- can move in and out of Melee range at any time, and attack their target
- without becoming engaged. However, they can use a half-action to switch
- out with their ally, becoming the Aggressor or Defender, instead.
- A flanker does not receive the bonuses or penalties of their ally.
- - RANGES-
- There are two ranges in Melee combat: Melee Range (comprised of its own
- sub-ranges) and Outer Range. The ranges are drawn between individual actors
- to determine if they're participating in the fight, and against whom.
- When in Melee, you have three sub-ranges that you use to determine what
- weapons can hit, and what kind of attacks you can make. These ranges match
- with the attack lengths of weapons as well.
- - 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 attacks can't be used.
- - Sword Range is the medium range, and is thus the default range
- melee engagements start at. Full-actions are available to be
- used, and Daggers can't reach unless you move before attacking.
- - Lance Range is the longest range, and in it, you can only
- take full-actions when attacking the enemy. Only Lance-length
- weapons can reach each other here.
- In Outer Range, you are not able to make melee attacks that will reach anyone
- unless you move into Melee range, first. You can, however, perform ranged
- weapon attacks, but be warned: If you shoot into a melee engagement, you must
- make a "Tumult" Roll instead of making an ordinary attack.
- [Tumult] Roll a d20 with Hesitation. On a 1-8, your attack misses.
- On a 9-12, you hit your ally with the attack. On a 13-20, you hit
- your intended target. On a hit, you roll for damage.
- - MELEE ATTACKS -
- When making a melee attack in an engagement, you must decide the kind of
- attack you make based on your weapon's capabilities. Each weapon has kinds
- of attacks they're capable of making, giving them a Target Number to
- meet/exceed on particular attacks. For example:
- [D] DAGGER: 1d6 damage
- Thrust - [Dagger] 14
- Slash -- [Dagger] 14
- [Quick] Usable with half-action, dealing half damage on hit.
- [S] LONGSWORD: 1d6+1 damage
- Thrust - [Lance] 16
- Swing -- [Sword] 12
- [Variable] Usable in one or two hands. In two hands, damage
- becomes a d8.
- [L] SPEAR: 1d6+1 damage
- Thrust - [Lance] 12
- Swing -- [Lance] 16
- [Reactive] When an enemy in Lance range attempts to move closer
- to you, you can make an attack against them as a response.
- On a success, they take half damage and stay at Lance range.
- [Projectile] Can be thrown to attack an enemy in Outer range.
- Each weapon has its strength and weaknesses in what kinds of attacks it
- can do. The lower their Target Numbers, the easier they are to hit with.
- The dagger is equally good at thrusting and slashing, while the longsword
- suffers at thrusting. And while a longsword and a spear can both attack
- at Lance range, the sance has an easier time with it, and makes a far better
- defensive weapon. Know your weapon's capabilities in conjunction with Ranges.
- Additionally when rolling a result of 20 on the attack roll, you can score a
- critical hit and can deal twice as much damage. This effect only happens if
- your Hesitation doesn't bring you below your attack's Target Number.
- -> Grappling
- Grappling or getting a Hold on an enemy is a special attack you can use as
- a full-action only. You make a contest in which either the loser is grappled
- or the winner merely escapes the hold (winner's choice). When an enemy
- successfully has you in a Hold, you are in Dagger length and are unable to
- hit with anything except Dagger-length attacks. At the start of each of your
- turns, you are able to contest the grapple again (no action required).
- -> 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 an
- improvised use of your weapon.
- Unarmed Strike: 1d6-1 damage
- Strike - [Dagger] 16-x [x = half of player level]
- [Stunning] On a critical hit, you don't deal more damage, but
- you can stun your enemy for the rest of their next turn.
Advertisement
Add Comment
Please, Sign In to add comment