RULES: CRUSHING COMBAT

Step One: Roll Initiative

To simplify Initiative and get to the action, simply roll a d6.  

 

1-3: Baddies go first 

4-6: Players go first 

 

Step Two: Spend Actions 

On your turn, you gain one Full Action. A Full Action can be broken down into two Half Actions

 

With a Full Action you can... 

-Attack twice (if you have the Double Trouble Edge)  

-Use a Power that takes a Full Action (if you have the Mysterious Blood Edge) 

-Reload a Weapon 

-Draw or Stow a Weapon 

-Stand from a Prone position 

-Recover from a Botch in combat 

-Take a Second Wind 

 

With a Half Action you can... 

-Make an attack roll (You can only do this ONCE per turn) 

-Use a Power that takes a Half Action (if you have the Mysterious Blood Edge) 

-Use an item (if you have one hand free) 

-Move your Speed in Feet 

 

The Attack Roll 

-Close combat attacks are made using a Vigor (Melee) roll.  

 

-Ranged attacks are made using an Agility (Aim) roll.  

 

Botching an attack roll: A Botched attack roll causes you to lose balance, stumble, or flat out fall down and look silly in battle. You must spend your next Full Action recovering. In short, your turn is skipped as you regain your footing, gather your senses and recover.

 

Damage 

Every type of attack has a damage value between 1 and 5. The higher a weapon’s Damage Value, the more lethal the weapon. For each Star that an attack has earned, deal one increment of the attack’s damage to the target. Damage dealt lowers the target’s Energy pool by that amount.  


Weapon Special Abilities: Most weapons have a Special Ability that makes them unique or adds some kind of extra option when using that weapon. In order to make use of a weapon’s Special Ability, you must have the relevant combat skill (Melee or Aim) at Novice rank or higher.


Advanced Weapons: Damage Value 4 and 5 weapons are considered Advanced, and you must have an Aim (for ranged weapons) or Melee (for close combat weapons) Skill at Adept rank or higher to use an Advanced weapon for that particular skill.

 

Damage Value 1 

Melee: Unarmed attacks 

Ranged: Thrown rocks 

 

Damage Value 2 

Melee: Daggers, Clubs, Whips, Brass Knuckles 

Ranged: Slings, Throwing Knives, Wrist Crossbows

 

Damage Value 3 

Melee: Short Swords/Gladius, Hand Axes, Rapier, War Hammer

Ranged: Javelin, Short Bows 

 

Damage Value 4 

Melee: Long Swords, Spears/Tridents 

Ranged: Long Bows

 

Damage Value 5 

Melee: Great Hammer, War Clubs, Great Axe 

Ranged: Crossbows

  

ENERGY 

The amount of damage you can take is represented by your Energy Pool.  

As long as you have 1 point of Energy or more, you are still in the fight and may take actions on your turn. When you are reduced to 0 Energy or less, then you are knocked out and in danger of dying. 

 

A Knocked-Out character may be permanently killed by anyone who takes a Full Action to finish them off.  

 

Someone who is Knocked Out must roll a Vigor (Athletics) test at the start of their turn. The number of Stars rolled determines how long the character is knocked out until they naturally recover. After the time listed has passed, a Knocked-Out character awakes with 1 Energy. 

 

-No Stars: 8 hours 

-1 Star: 4 hours 

-2 Stars: 1 hour 

-3 Stars: 30 Minutes 

-4 Stars: 15 Minutes  

-5+ Stars: 5 turns 

 

Maximum Energy Cap: You can improve your maximum Energy total with Experience Points up to a maximum of 150. You can improve this limit by investing in the Tough as Nails Edge. 

 

Medical Treatment 

Someone with the Healing Skill can make a Smarts (Heal) roll to revive a Knocked-Out character immediately. Each Star earned on this roll revives the patient with 1 Energy (if the healer in question has the skill at Novice), 3 Energy (for Adepts), or 5 Energy (for Professionals). This takes a Full Action. 

 

Failing this roll means that the Healer does not rouse the patient and may not try again until the Patient revives naturally. Botching this roll increases the recovery time to 24 hours. Oops! 

 

Second Wind 

Player Characters are special people who have abilities beyond those of normal folks. Once per Long Rest, you can spend a point of Luck and take a Full Action to immediately regain d6 x 5 Energy. Those wanting to boost the effects of their Second Wind should invest in the Third Wind Edge.

 

Natural Healing 

-Short Rest: Resting for one full hour in a peaceful place restores half your maximum Energy Pool (round down). You can take up to two Short Rests per day.

 

-Long Rest: Resting for a full 8 hours fully restores your Energy Pool. You can take one Long rest per day. 

 

Armor 

Every character has an Armor Rating that ranges from 0 to 3. Whenever you take damage from an attack, reduce the number of damage by your Armor Rating. You gain Armor rating from wearing armor (duh) or by taking the Tough as Nails Edge. You can only equip one protective item that grants you an Armor rating, so choose wisely! 

 

-Armor Rating 0: No Armor 


-Armor Rating 1: Light Armor 


-Armor Rating 2: Medium Armor (Requires Vigor 2+ to use) 


-Armor Rating 3: Heavy Armor (Requires Vigor 3+ to use and Disadvantage on Agility [Stealth] checks)  

 

Stacking Armor: Remember, you only gain an Armor Rating from one piece of protective equipment. Stacking Armor does not increase your Armor Rating! 

  

Damaging Armor: At the end of every adventure that your Armor took damage, roll a d6. On a result of 1, your Armor requires repair. Armor can be repaired at any General Store and costs half the cost of the Armor in question. A character with the Artisan (Blacksmith, Tailor, or Leatherworker) Edge at Basic can repair their own (or their buddies’) damaged armor for this price. An Advanced rating in Artisan allows you to repair armor at a quarter of its maximum cost! Armor in need of repair offers no protection from damage until it is fixed. 


Attacking from Horseback

All attacks while mounted suffer Disadvantage unless you have the Primal skill at Adept or higher. Someone with an Adept command of animals or higher can attack while mounted at no penalty.


Cover

When projectiles start flying, it is best to hide behind something sturdy! To keep things simple and streamlined, cover comes in two grades: Basic Cover and Advanced Cover. Basic Cover provides a +1 bonus to your Armor Rating (against ranged attacks only), and Advanced Cover provides a +2 bonus to your Armor Rating AND grants Disadvantage to all ranged attacks made against you. Basic cover would be something like a wooden fence or some other less sturdy material. Advanced cover would be something like ducking behind a stone wall or some other form of sturdy protection.


Normally, an Armor Rating cannot exceed 3, but cover is the exception to this rule. Someone with an Armor Rating of 3 who takes shelter behind Advanced Cover would have an Armor Rating of 5, for example. Remember that cover only grants protection against ranged attacks.