DICE RULES
Defining a Skill and how it reflects your character:
How you persuade someone, navigate yourself in a social interaction, and scare people into doing what you want.
Charm
Throwing a knife at a dart board, steadying your gun and shooting it, and generally being accurate.
Sharp
Kicking down a door and lifting heavy objects, but also how skilled you are in something like melee combat. A dominant brute on the field and a master fencer would both have high brutal.
Brutal
Your ability to resist damage. Both physical and mental. Sometimes the stress piles up, and you snap, but other times you simply lock in and take the blows with little regard for self-preservation.
Resolve
Your ability to keep your balance, jump over a gap between buildings, and dodge an explosive coming at you.
DEFT
Your ability to perform surgery on someone, perform maintenance on big rigs or technology, your raw intellect reflected by higher education, and even street smarts. Your ability to spot something and recognize what it is.
Wit
Sometimes, things just go your way. Anything in life can be reduced to pure luck for you, and you don't need fancy skills to get through life. Reflects the odds of a key falling out of a corpse's pocket when you're looking for an entrance to a building, or perhaps the odds of you getting infected from that bite you just sustained. Are the odds in your favor?
LUCK
SKILLS & ACTIONS
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[INTIMIDATE] - Intimidate one enemy target, giving them disadvantage on the next attack roll
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[TAUNT]- Taunt one target, that target cannot take any hostile actions against anyone other than the player that taunted them on their next turn.
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[INSPIRE] - Inspire a target, giving them advantage on the next attack roll.
Charm
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[RANGED ATTACK] - Using a gun, select one target and fire at them. On a successful hit, deal 1 damage to the target's HP. This action is rolled at disadvantage if you're ever within [ENGAGEMENT] of an enemy.
Throwing knives or bombs count as a [RANGED ATTACK]. Range for throwing objects will be held to realistic standards by the Event Directors; however, in PvP assume the range to be 6 tiles.
Sharp
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[MELEE ATTACK] - Using a melee weapon or fists, select one target and swing at them. On a successful hit, deal 1 damage to the target's HP.
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[GRAPPLE] - Attempt to grapple a target. On a successful grapple, the target's movement becomes 0 on their next turn.
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[ATTACK OF OPPORTUNITY] (AOO) - If an enemy moves away from your [ENGAGEMENT] range, you may take an AOO to deal -1 dmg to that enemy.
Brutal
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[DEFENSIVE ROLL] - This is what you roll against [RANGED ATTACKS] and [MELEE ATTACKS].
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[RETALIATION] - Reaction. Whenever you succeed a [DEFENSIVE ROLL] and your RESOLVE roll exceeds your attacker's dice roll by OVER 10, you may choose to take a [RETALIATION] attack against that target. They automatically lose -1 HP from this reaction.
Resolve
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[MOVEMENT] - Your deft helps determine how far you may move each turn. Everyone has 5 movement starting out, with every additional 2 points in deft giving them another 1 tile of movement.
ex: 4 in deft gives +2 tiles of movement, letting you move 7 tiles per turn. The dice panel automatically calculates and shows you this! -
[INITIATIVE] - At the beginning of combat, to determine the turn order, you are asked to roll [INITIATIVE]. This determines when everyone in that combat may act.
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[DEFENSIVE ROLL] - Sometimes, you may be asked to roll DEFT instead of RESOLVE. Additionally, DEFT is used to defend against/escape [GRAPPLES].
Deft
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You can exchange ANY dice roll for two rolls from [LUCK], with the player always taking the lower of the two rolls (Disadvantage).
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Sometimes... Getting bitten leaves your fate up to chance.
Luck
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[HEAL] - When next to a [WOUNDED] (defined as someone with 2/5 HP) target, take the [HEAL] action on them to restore +1 HP. If the target has 3/5 HP then you cannot heal them. Only a MEDIC profession can heal players from unconscious 0/5 HP.
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[PERCEPTION] - An Event Director may ask you to roll perception to spot something. You would roll WIT for this roll.
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[INSTRUCT] - Instruct a target, add +1 damage to their next successful attack roll. Instruct is no longer applied at the end of the target's turn.
Wit
The "Crit"
Many of the actions we have in this system have what we call "Critical Success." Below is the comprehensive list of how and what happens when rolls "Crit." "Crits" serve to enhance an action and reward high rolls with additional effects.
Critical Success
A "Critical Success!" is defined by the type of dice roll for the action. [Ranged/Melee Attack] have two types of crits whereas [Heal] and [Support] have one:
[Ranged/Melee Attack]
(1) Natural 20!
(2) 10 over your opponent's roll.
[Support] and [Heal]
10 over the Difficulty Class (DC)
Critical Interactions
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[Intimidate] - The level of effect of the enemy’s roll is reduced by one step (ex: A success becomes a failure, and a critical success becomes a regular success)
Ex: You take the [RANGED ATTACK] action against an enemy and roll a 16. Your target rolls [RESOLVE] and gets a 19. Effectively, their [RESOLVE] succeeded against your [RANGED ATTACK], and so by the critical rules of [INTIMIDATE] this counts as them failing their role and you still deal 1 damage to them. (move to "clarifications" section at bottom)
Ranges
Assume every action requires Line of Sight.
Actions
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16 tiles - [Ranged Attack] [Ranged Retaliation]
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12 tiles - [Inspire] [Instruct] [Intimidate] [Taunt]
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6 tiles - [Throwing Objects in PvP]
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1 tile - [Heal] [Melee Attack] [Grapple] [Melee Retaliation]
Engagement Range
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Defined as "melee distance," this is normally 1 tile. However, some special enemies may have larger engagement ranges.
STATUS EFFECTS
Assume every action requires Line of Sight.
[Wounded]
[Wounded] - Wounded is a status effect that applies to players who fall down to 2/5 HP. While wounded, players roll attacks at disadvantage.
Professions
Gunman
+2 [SHARP] +1 [CHARM]
[SUPPRESSING FIRE]: Once per combat, after you make a ranged attack on a target, regardless if you hit or miss, you may choose to reduce that target's movement to zero tiles on their next turn. If the target wishes to move, they must use a [DASH] action to regain their lost movement. This [DASH] does not double your movement.
BRAWLER
+2 [BRUTAL] +1 [DEFT]
[RIPOSTE]: Whenever an attack lands on you, you may take a free [BRUTAL] melee attack as a REACTION to a target within 1 tile. This attack occurs at the end of your attacker's turn. If you didn't use this reaction last turn, then you may use it again. (Effectively every other turn cooldown).
MEDIC
+2 [WIT] +1 [RESOLVE]
[ENHANCED HEAL]:You may [HEAL] an unconscious player to 2/5 HP once per player per combat. NO OTHER CLASS MAY HEAL AN UNCONSCIOUS PLAYER FROM 0/5.
NEGOTIATOR
+2 [CHARM] +1 [SHARP]
[BRING 'EM DOWN!]: Once per combat, when you take the [INTIMIDATE] action and it succeeds, choose to apply the [HOPELESS] condition to a target.
[HOPELESS] - You cannot attack. Your [RESOLVE] rolls are made at DISADVANTAGE. This condition expires at the end of the Negotiator's next turn.
[RALLYING CRY]: Once per combat, you may use your ACTION and take two separate [SUPPORT] actions in one turn. (Support actions include: [INTIMIDATE] [INSTRUCT] [INSPIRE] [TAUNT])
HUNK
+2 [RESOLVE] +1 [DEFT]
[SECOND WIND]: Once per combat, when brought to 0/5 HP, your ability is triggered at the end of whoever's turn it is (including yours), you will regain +1 HP and take gain the ability to take a free action (no movement) as if it were your turn again. (After the action is concluded, the initiative order continues normally).
GAMBIT
+3 [LUCK]
[STACK THE DECK]: Once per combat, as a REACTION, you may add or subtract your [LUCK] modifier to any roll made in the same initiative you're involved in. This includes rolls that are other players/targets in that same initiative.
ATTACK DOGS
[MAUL]
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To tell an Attack Dog to MAUL, assign a target within 6 tiles of the handler and roll WIT. The target rolls Deft. WIT V. Deft. If multiple Attack Dogs are present, they attack as one unit.
"COMMAND"
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Defined as "melee distance," this is normally 1 tile. However, some special enemies may have larger engagement ranges.
HP & INITIATIVE
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Attack Dogs share Hit Points (HP) and Initiative with the player. An attack on an Attack Dog is an attack on the player. Using "Maul" is another action that a player can take if their Attack Dog is present in combat. Since Attack Dogs share HP and Initiative with the player, they cannot be knocked to 0/5 HP themselves. The player reaching 0/5 HP, in terms of the Attack Dog, is a representation of the Attack Dog no longer having their owner present to guide them. If owner and dog both go to 0/5 they can be left Down and Out. To destroy an Attack Dog, you may enact the consequence END COMPANIONSHIP. This Consequence kills the Attack Dog. Dogs have 0 RESOLVE when targeted for an attack.
"COMMAND"
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Once per combat as a free action on your turn or reaction to being hit the dog can be DISMISSED from combat without incurring an attack of opportunity. Once this happens the dog cannot return to the combat.