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- BADLANDS MISADVENTURE X
- Grid-based game with very basic characters. Characters have
- pre-determined weapons, equipment and abilities, gaining more
- tiny adjustments every level.
- ---
- BASICS
- ---
- 3d6 to get paired results/loners above the target roll (TR)
- and choose the highest of the two to represent their effort.
- Only a roll with a paired result is valid. You can gain +Edge
- or -Edge to set loner before rolling to 6 or 1, three matches
- (treys) auto-succeed on roll as critical results unless -Edge
- gives a 1-1-1 result.
- Skills give +Edge to all actions associated with the skill;
- when the player takes an action, the GM can decide if one of
- their skills should apply to the roll and gives them the
- benefit. The player defines the skills when they choose their
- character as long as they aren't explicitly combat-related.
- Characters universally have Hit Points (HP) for measuring
- health and damge taken, and Focus Points (FP) for casting
- spells or using special abilities. HP have to be healed by
- eating food or by a healing effect while FP restores after
- every battle.
- ---
- COMBAT
- ---
- Turn order of players and enemies is determined by each side
- rolling for initiative at the start of combat. Whichever side's
- result is more successful gets to go first, with players and GM
- deciding amongst themselves who goes next. Initiative can be
- pre-determined by one side ambushing another successfully, or
- by taking a hostile action before combat is declared.
- Combat is based on a grid, with each square representing 5 feet.
- Characters can move an amount of times stated on their sheet in
- any of 8 directions on their turn, and make one action such as
- an attack or to ready for defense. Characters can't enter spaces
- occupied by an enemy, but can be grappled and brought into
- their space.
- An attack is like any other roll but to match or exceed the
- target's Defense. Attack rolls that make a pair but do not exceed
- the Defense deal 1 damage (this is called a Glance), while
- attacks that beat the target's Defense deal their full amount
- (this is called a Hit). On a trey result, you deal twice your
- weapon's damage.
- Melee attacks must be made in a square adjacent to the target
- unless stated otherwise. A ranged attack can be made up to 30
- feet away from a target, but gains -Edge when attacking
- from more than 15 feet.
- Readying defense on your turn uses your action but halves all
- damage dealt to you, with Glances being reduced to 0 damage.
- Actors that reach 0 HP are KO'd (Knocked Out). Actors that are
- KO'd or stunned are automatically hit by attacks, and if a player
- loses twice their HP from being damaged, they die. NPCs die if
- they're simply attacked again after being KO'd. A KO'd character
- revives after combat is over with half their health.
- ---
- EQUIPMENT
- ---
- Equipment can only effectively be used by the character it was made
- for; using another character's weapon, such as a knight using a
- submachine gun, will halve the damage dealt as if the enemy used
- their action to defend themself, and armor will only
- be half as effective.
- ---
- CHARACTERS
- ---
- - KI FIGHTER -
- HP/FP: 5HP / 5FP
- ARMOR: Ki Defense (DEF 3)
- SPEED: 20 feet
- WEAPONS:
- - Ki Strike (Melee, 2 Damage, empty hands)
- - Staff (Melee, 3 damage, two hands)
- PASSIVE ABILITY: Lightning Fast
- You can attack up to character level + 1 in one turn
- when using Ki Strike to attack.
- SPECIAL ACTION: Ki Blast [1+ FP]
- You unleash a beam of pure ki energy that attacks all
- enemies in a 15-foot line without making an attack roll.
- You deal 1 damage for every FP you put into the attack,
- with a maximum of up to 5 FP.
- ---
- - PANTOMIME -
- HP/FP: 6HP / 4FP
- ARMOR: Basic Armor (DEF 2)
- SPEED: 15 feet
- WEAPONS:
- - Shortsword (Melee, 2 Damage, one hand)
- PASSIVE ABILITY: Prescience
- Can ask the GM once per turn about what an enemy's next
- attack is going to be, and who will be hit.
- SPECIAL ACTION: STUDY [1 FP]
- You brace yourself to be hit by an attack or hostile
- action from a Monster or Beast. When hit, you learn the
- action and can remember it for later use. You can
- only learn one action per character level, and can only
- learn an action if you stay conscious after being hit
- by it. A learned action costs 1 FP to use.
- ---
- - GUNNER -
- HP/FP: 8HP / 2FP
- ARMOR: Combat Armor (DEF 3)
- SPEED: 15 feet
- WEAPONS:
- - Knife (Melee, 2 Damage, one hand)
- - Submachine Gun (Ranged, 6 damage per burst, two hands.
- Three bursts, must be reloaded with action when empty.)
- PASSIVE ABILITY: Hard-hitting
- Deals 2 damage on a Glance with submachine gun.
- SPECIAL ACTION: SUPPRESSIVE FIRE
- Player can move an enemy up to 15 feet in one direction
- by spending one burst of submachine gun with attack.
- Attack has -1 penalty on roll to hit.
- ---
- - WIZARD -
- HP/FP: 4HP / 6FP
- ARMOR: Magic Field (DEF 2)
- SPEED: 10 feet
- WEAPONS:
- - Magic Staff (Melee/Ranged, 3 Damage, one hand.
- Can hit one enemy for 3 damage or three for 1 damage.
- Costs 1 FP to use ranged attack. Uses only one roll.)
- PASSIVE ABILITY: Magic Defense
- Takes half damage from all magic sources and spells.
- Enemies have -Edge to succeed on spells against you.
- SPECIAL ACTION: First Spell
- Choose one of the following three spells to keep:
- - Thunderclap [2FP]: Make a magic attack against
- a target. On a success, you deal 3 damage and stun them
- until the end of their next turn.
- - Abracadabra [Non-combat]: You wave your hands and chant
- random words in a plea to avert some sudden danger (like
- someone falling off a cliff). Make a TR3 roll with
- -Edge to succeed in this and describe how it works.
- - Toad [4 FP]: Choose a target you can see and make a
- roll to cast the spell. The TR of the spell's success is
- 2 + the size bonus of your enemy. On a success, you turn
- them into a talking toad until you choose to end it.
- ---
- - NINJA -
- HP/FP: 5HP / 5FP
- ARMOR: Basic Armor (DEF 2)
- SPEED: 25 feet
- WEAPONS:
- - Katana (Melee, 4 Damage, two hands)
- - Shuriken (Ranged, 2 damage, one hand)
- PASSIVE ABILITY: Ninjutsu
- Can run across water, scale sheer walls and leap
- distances up to moving speed. Gains +2 to Defense after
- moving at least 10 feet on your turn, and keep this
- benefit until the start of next turn.
- SPECIAL ACTION: Sealing Strike [2 FP]
- Make an attack as normal. On a hit, you deal no damage,
- but the target's shadow is pinned to the ground, sealing
- them until the end of their next turn. They can't take
- any actions or move while sealed.
- ---
- - KNIGHT -
- HP/FP: 8 / 2
- ARMOR: Plate Armor (DEF 4)
- SPEED: 15 feet
- WEAPONS:
- - Longsword (Melee, 4 Damage, one hand)
- - Shield (Melee, 2 Damage, one hand. Increases Defense
- by +1 when held up as an action on turn.)
- PASSIVE ABILITY: Fortitude
- Can survive an attack that would reduce you to 0 HP with
- 1 HP instead. You can't survive an attack this way if you
- only have 1 HP left.
- SPECIAL ACTION: Draw Aggression [2 FP]
- Make a TR3 roll. On a success, you exude an aura of
- killing intent that causes all enemies to target you with
- attacks until your death or the end of the enemies' turn.
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