Basic Rules
§ Movement
Movement, interactions, and beyond are based on move tokens. Move tokens represent actions such as running, sneaking, opening doors, interacting with objects, and similar. Moving through threatened areas (generally adjacent to an enemy) provoke attacks of opportunity equal to half of that enemy’s attack tokens, with a minimum of 1. Spending twice the amount of move tokens per tile allows one to ignore all attacks of opportunity.
| Movement Action | Cost | Rule |
|---|---|---|
| Step | 1 | When moving one tile non-diagonally, each movement costs 1. Diagonal movements cost 1.5, which is accounted for by counting every even diagonal movement as 1 and every odd as 2. |
| Sprint | 4 | If there are at least 2 tiles of starting unoccupied space, a sprint may be taken. Sprinting allows you to move 8 tiles in a straight direction, with single tile turning adjustments allowed per movement of the sprint. |
| Bypass | 2 | By spending 2 move tokens, threatened areas may be moved through without provoking attacks of opportunity. |
| Sneak | 1 | When in areas of low light, or possessing the Invisible intrinsic, and not adjacent to an enemy, you can enter sneak, providing a chance that enemies will be unable to see you. Multiple sneak actions can be taken at once to increase the amount of tokens used to determine your stealth value. Flip all the sneak tokens and every heads is a successful sneak value. A single attack can gain bonuses from Sneak per turn, granting 1 additional damage per successful sneak value and revealing the character unless using a Silent weapon. Sneak cannot be used in the same turn as being revealed or within vision of any enemy. If adjacent to an enemy, there is a 50% chance they will automatically spot you, regardless of stealth value. |
| Observe | 1 | Observe can be used to inspect the nearby vicinity for searching for items or spotting hiding characters. Additional observe actions can be taken to increase how much time is spent observing. The successfulness of the observation is determined by the amount of successful flips of spent move tokens. If a character using Sneak is within vision and the amount of Observe successes is equal to or greater than the amount of Sneak successes, then the sneaking character is revealed. Most enemies have a passive Observe. |
| Hand off | 2 | Trading items between players either costs 2 tokens from one of the player or 1 token from each. |
| Apply | 2 | Applying a heal or similar to another target costs 2 tokens. If the target is not willing, it costs 1 attack tokens instead of 2 move tokens. |
| Reload | 4 | Reload is used to fully reload a held weapon. |
| Draw | 2 | Draw is used to draw an item from inventory. |
| Awaiting | 4 | You can prepare for future attacks by spending up to half of next turn’s attack tokens against enemies when you are out of turn. |
§ Health
Health is based on health tokens. Health tokens for player characters represent (1 + token flip) per token. Non-player characters’ health tokens correspond to 1 + (token flip per token). Health is regained through the use of items, abilities, or rest.
When a player’s health hits 0, they may only use half their tokens. When a player’s health is under 0, they automatically begin to lose 1 health per turn until they reach negative their health tokens, at which point they die.
§ Attacks
Attacks are made with attack tokens. Attacks can consume different quantities of attack tokens and deal damage upon completion. Generally the attack amount and damage is determined by the weapon used. Attack tokens can be spent between moves freely.
§ Damage
Damage is determined by the weapon used. There is a damage amount and damage type associated with each attack. These damage types are used for calculating defense.
§ Damage Types Table
| Type | Description |
|---|---|
| Universal | General damage when not otherwise specified. Receives defense reduction from any type. |
| Untyped | Damage type that does not have any defense. |
| Flame | Fire damage type, often applied as a DoT. |
| Ice | Ice damage type, often applied as a DoT. |
| Physical | Physical damage, woo. |
| Electric | Electrifying damage, often applies Disabling. |
| Acid | Acid damage, often applied as an AoE DoT. |
§ Defense
Attack damage may be reduced or entirely mitigated through defense. Defense is determined by a quality, a type, and a number.
§ Rules
Flat defense uses the above-defined damage type categories for providing damage reduction. There are two broad types of damage resistance: plus or normal. Plus, as indicated by a “+” symbol, provides flat bonus with no minimum damage ever taken. Normal defense has a constant minimum of 1 damage taken.
Examples:
- Fire(2) = -2 fire damage, with a minimum of 1
- Ice+(2) = -2 ice damage, with a minimum of 0
This system is convenient in that it does not require any additional calculations to be made on how much damage should be reduced by. However, it increases the necessary scaling of equipment items and enemies to match the growth of damage reduction, especially with the use of plus defense.
§ Shields
Shields are equippable gear that provide shield tokens. These tokens are of a fixed amount determined by the shield that recharge over time. The recharge time is determined by the shield, however most common shields recharge at a rate of 1 shield token per turn.
Shields may be overcharged to provide a temporary doubling of the current amount of charges. These overcharge values are removed after a set duration of time.
§ Wealth
Wealth is represented by wealth tokens. These can be spent on gear.
§ Gear
There are limits to the amount of gear that can be carried. These come as Primary Gear or Secondary Gear.
You have 4 Primary Gear slots. Primary Gear are generally limited to weapons, carried armor, or special items. Some Primary Gear are considered Bulky, in which case they take up 2 Primary Gear slots.
You have 6 Secondary Gear slots. Secondary Gear are generally limited to healing items, special ammo, bonus equipment, and grenades. Secondary Gear slots may also be Bulky, in which case they take up 2 Secondary Gear slots.
Armor has its own dedicated slot.
Some classes may adjust the slot rule limits.
§ Attack Properties
An attack/weapon can have one or more properties. When an attack has multiple properties that can be used at the same time, it is referred to as a combo. Combos are denoted by properties joined with a + plus symbol. Properties that are not usable at the same time are separated by a , comma symbol.
§ Penetrate
The weapon has a 50% chance to penetrate the target and do equal damage to the target behind it.
§ Deep Penetrate
Requires : Penetrate
The weapon has an additional 50% chance to continually penetrate targets. Additionally, the first penetration is always guaranteed.
§ Cleave
The weapon can be used to attack adjacent targets from a chosen target.
§ Greater Cleave
Requires : Cleave
The weapon can attack adjacent targets to the targets from Cleave.
§ Greatest Cleave
Requires : Greater Cleave
The weapon can attack adjacent targets to the targets from Greater Cleave.
§ Clustershot
Requires : Cleave
The weapon can do twice its damage but cannot use any cleaving ability.
§ Tripleshot
The weapon can attack targets adjacent to a straight line drawn from the attacker to the target.
§ Stumbling
The weapon can remove enemy move tokens equal to the weapon’s damage.
§ Disabling
The weapon can remove enemy attack tokens equal to the weapon’s damage.
§ Blinding
The weapon can blind an enemy, causing them to have a 50% miss chance. The duration is 1 round unless otherwise noted.
§ Gibbing
If an enemy dies as a result of this weapon, each character adjacent to the target takes half of the target’s health in damage, with a minimum of 1.
§ DoT
The weapon has a damage over time effect that causes the target to take iterative damage per round until the DoT effect stops. The damage begins applying on the turn after the DoT effect is placed. This damage and duration is generally dictated by the fuel type used when using a fuel-based weapon.
§ Silent
The weapon does not reveal the wielder on attack. This does not break Sneak, however subsequent attacks against the same target grants 50% chance to reveal the attacker to the target.