This uses my optional initiative system
Step One:
Announce Primary Action Note any modifiers for this actionNumber of actions2 actions: -4 modifier to all 3 actions: -6 modifier to allSet STARTING INITIATIVE.Actions are performed from highest to lowest initiative order.Actions may be delayed. Initiative countdown stops at ZERO.Second actions must occur at least 4 initiative points after first action.Third actions must occur at least 2 initiative points after the second. |
Step Two: Determine GoalAdd characteristic + skill level = natural goalAdd or subtract modifiers = modified goalAccent the goal UP or DOWN, if allowed.1 = automatic success.19 = fail if modified goal less than 19.20 = fumble, reroll for fumble level, deducting any goal value over 20. |
Step Three: Damage RollFIGHT & MELEE: base + success dice vs 13.SHOOT: base + 2 fixed, success dice vs 13.Armour RollReduce damage by FIXED armour value.Roll variable armour value vs 13. |
Action |
Lvl |
Roll |
Init |
Goal |
Dmg |
Notes |
|
|---|---|---|---|---|---|---|---|
Fist |
0 |
DX+Fight |
0 |
0 |
2 |
||
Kick |
0 |
Dx+Fight |
-1 |
0 |
3 |
||
Grapple |
0 |
Dx+Fight |
-2 |
0 |
2 |
If successful roll STR+Vigor
vs TSR+Vigor. If successful target is grappled, attacker can choose to apply dmg per turn |
|
Charge |
0 |
Dx+Fight |
-3 |
0 |
3+ |
If successful both knocked
down. Add 1d/3m |
|
Dodge |
0 |
Dx+Dodge |
0 |
0 |
0 |
Subtract successes from
opponents successes. |
|
Martial Fist |
1 |
Dx+Fight |
0 |
0 |
3 |
||
Breakfall |
1/3 |
Dx+Fight |
0 |
0 |
0 |
Reduces thrown damage by
1d/VP. At 3rd level you are able to get up the same action. |
|
Martial Kick |
2 |
Dx+Fight |
-1 |
0 |
4 |
||
Snap Kick |
2 |
Dx+Fight |
+2 |
0 |
3 |
||
Martial Hold |
3 |
Dx+Fight |
-1 |
0 |
3 |
If successful roll
Dx+Fight+VPs vs STR+Vigor. If successful target is grappled. Attacker can choose to apply
dmg per turn |
|
Head Butt |
3 |
Dx+Fight |
-2 |
+1 |
4 |
Attacker takes any dmg
exceeding his END |
|
Confuse Foe |
4 |
Wits+Knave |
-1 per VP to opponents block,
dodge or parry |
||||
Disengage |
4 |
Dx+Fight |
-1 |
+1 |
0 |
+3 to resist grapples |
|
Rooting |
4 |
Dx+Fight |
+3 to resist being knocked
over |
||||
Block |
4 |
Dx+Dodge |
As Dodge, if successful add +3
successes to resist attacks |
||||
Martial Throw |
4 |
Dx+Fight |
-2 |
3 |
If successful roll
Dx+Fight+VPs vs STR+Vigor. If successful throw target 1m/success upto STR. Add 1d/3m
thrown |
||
Drop & Kick |
5 |
Dx+Fight |
+2 |
4 |
-2 Init to next action |
||
Disarm |
5 |
Dx+Fight |
-2 |
-1 |
3 |
Compare VPs of strike to
targets STR+Melee. If >0 disarmed and distance |
|
Kippup |
5 |
Dx+Fight |
0 |
0 |
0 |
User can stand with single
action |
|
Combo |
5 |
Dx+Fight |
0 |
-3 |
3+3 |
Launches two attacks with no
penalty |
|
Claw Fist |
5 |
Dx+Fight |
4 |
||||
Tornado Kick |
5 |
Dx+Fight |
-1 |
5 |
|||
Sure Fist |
6 |
Dx+Fight |
-2 |
+2 |
3 |
||
Leaping Kick |
6 |
Dx+Fight |
-2 |
-1 |
6 |
||
Choke Hold |
6 |
Dx+Fight |
-3 |
-1 |
4 |
After 3 turns of grappling
roll STR+Vigor bs End+Vigor. If success target UNC |
|
Bear Hug |
7 |
Dx+Fight |
-2 |
-1 |
4 |
Can roll dmg each turn till escape |
|
Palm Shove |
7 |
Dx+Fight |
0 |
0 |
0 |
Compare VPs vs targets STR+VIG
or knocked back 1m per. |
|
Iron Body |
7 |
By Block |
Attacker takes 1 dmg per VP on blocking roll |
||||
Speed Fist |
7 |
Dx+Fight |
+2 |
3 |
+3 successes against Dodge or Blocks |
||
Trip Kick |
7 |
Dx+Fight |
-2 |
-1 |
4 |
Roll vs targets Dx+Vigor, if success target
is knocked down. |
|
Throw Group |
7 |
Dx+Fight |
-2 |
3 |
Roll vs targets attack roll, if success throw
target 1m/success upto STR. Add 1d/3m. Can throw one/Fight rating. |
||
Slide Kick |
8 |
Dx+Fight |
-2 |
-1 |
5 |
Compare attacker successes+3 vs targets
Dx+Vigor roll, if successful target knocked down. |
|
Atheletic Strike |
8 |
Dx+Fight |
-3 |
-2 |
- |
User may perform atheletic
movement (leap, roll etc) and strike without penalty |
|
Block & Control |
8 |
Dx+Fight |
0 |
+2/0 |
- |
If successfully block targets
attack may make a free attack without penalty |
|
Block & Strike |
8 |
Dx+Fight |
+2/0 |
-/3 |
Block attack, if success roll Martial Fist or
Kick attack with no MA penalty. |
||
Power Fist |
9 |
Dx+Fight |
-1 |
5 |
Option: 1 Wyrd to add 1d |
||
Hold Group |
9 |
Dx+Fight |
-1 |
0 |
3 |
As per Throw Group, but
targets are held, max of 1 per arm +1 more. |
|
Vital Strike |
10 |
Dx+Fight |
-3 |
-2 |
3 |
Roll complimentary Per+Phys, add VPs to dmg
dice. |
|
Blind Fighting |
10 |
Dx+Fight |
-1 |
-2 |
- |
Modifiers all other actions |
|
Redirect Power |
10 |
Dx+Fight |
0 |
-3 |
- |
User may convert attackers
damage into additions to his goal for any Throw or Hold, which can be made with no penalty |
|
Banga |
3 |
Dx+Fight |
-3 |
3+ |
If successful both knocked down. 2dmg/3m |
||
Drox |
5 |
Dx+Fight |
-2 |
2 actions without MA penalty |
|||
Throx |
9 |
Dx+Fight |
-3 |
3 actions without MA penalty |
|||
Parry |
1 |
Dx+Melee |
+2 |
Roll VP+Weapon dmg as armour |
|||
Thrust |
2 |
Dx+Melee |
+2 |
||||
Counter Parry |
3 |
Wits+Melee |
Eliminate +2 parry bonus |
||||
Slash |
3 |
Dx+Melee |
-2 |
+1 |
|||
Fancy Footwork |
4 |
Dx+Vigor |
Target goal 1/VP |
||||
Flat of Blade |
4 |
Dx+Melee |
-3d |
No VP added |
|||
Bypass Shield |
4 |
Dx+Melee |
-1 |
-2 |
Ignore any shield
(physical) defences the target may use |
||
Draw & Strike |
4 |
Dx+Melee |
-2 |
Draw sword and strike |
|||
Compound Attack |
5 |
Dx+Melee |
-1 |
Next turns goal is at +2 |
|||
Stop Thrust |
5 |
Dx+Melee |
+3 |
-2 |
Reduce targets goal be 2 |
||
Disarm |
5 |
Dx+Melee |
-2 |
-1 |
Roll Dx+Melee+VP vs Str+Melee, target drops
weapon 1m/VP |
||
Feint |
5 |
Dx+Melee |
-2 |
-1 |
+3 successes vs Dodges only |
||
Wall of Steel |
6 |
Dx+Melee |
Can make three parries |
||||
Off Hand |
6 |
Dx+Melee |
No penalty |
||||
Parry/Riposte |
6 |
Dx+Melee |
+2/-1 |
If parry successful make attack |
|||
Florentine |
7 |
Dx+Melee |
One attack & one parry, no MA penalty |
||||
Cloak |
7 |
Dx+Melee |
0/-1 |
Parry opponents attack with cloak in off hand
(armour=VPs+3). Able to Disarm with no MA penalty |
|||
Athletic Strike |
8 |
Dx+Melee |
-3 |
-2 |
Perform atheltic feat with no MA penalty |
||
Pierce |
9 |
Dx+Melee |
-2 |
-3 |
Ignore physical armour |
||
Double Strike |
10 |
Dx+Melee |
-1 |
-1 |
Attack with two weapons at same time |
||
Aim |
0 |
Dx+Shoot |
-3 |
+1/t |
Max +3 |
||
3 round burst |
0 |
Dx+Shoot |
-1 |
-1.3.5 |
|||
6 round burst |
0 |
Dx+Shoot |
-2 |
-1.3.5.. |
|||
Empty clip |
0 |
Dx+Shoot |
-2 |
-1.3.5.. |
+3 successes vs Dodges only |
||
Spread |
0 |
Dx+Shoot |
-2 |
-1m*-1.3.5.. |
Spread upto 5m. Empty clip. |
||
Hipshot |
0 |
Dx+Shoot |
+2 |
-1 |
Only for first shot of combat with handgun |
||
Quick reload |
1 |
None |
Reload and fire with no MA penalty |
||||
Cavalry shot |
2 |
Dx+Shoot |
No penalites while riding |
||||
Snapshoot |
3 |
Dx+Shoot |
+1 |
-2 |
Can be performed with Dodge for no penalty
no other actions allowed |
||
Off hand shot |
5 |
Dx+Shoot |
No penalties |
||||
Quick draw |
5 |
Dx+Shoot |
-2 |
-1 |
Draw and fire in same action |
||
Leap & Shoot |
6 |
Dx+Shoot |
-1 |
-1 |
Leap action and shoot with no penalties |
||
Roll & Shoot |
7 |
Dx+Shoot |
-2 |
-1 |
Roll upto 3 meters and shoot |
||
Two Gun |
7 |
Dx+Shoot |
0/-1 |
One shot from each gun with no penalties |
|||
Recock |
7 |
Dx+Shoot |
-2 |
-1 |
Recock and shoot in same action |
||
Instinct Shoot |
9 |
Dx+Shoot |
+1 |
-1 |
Fire at unseen target |
||
Block |
0 |
Dx+Melee |
Standard shield use, successful roll allows
all shield armour to be rolled as variable dice (eg small shield - 6d). May be used
against all melee attacks, but missiles use different goals, see table. |
||||
Parry |
1 |
Dx+Melee |
Active use of the shield against a Melee or
Fight attack, armour value applied as normal |
||||
Bash |
2 |
Dx+Melee |
0 |
0.-2.-4 |
2 |
The shield is used to attack the opponent,
base damage is 3d. A 'boss' may be added to increase damage to 4. Init modifiers are
applied to Bucklers/Medium/Larger shields. |
|
Deflect |
3 |
Dx+Melee |
-2.4.6 |
0 |
Active use of the shield against Fired
attacks. Goal modifiers are appled to Hand Hurled/Hand Fired/Slug and energy weapons. No
leakage if successful. |
||
Weave |
4 |
Dx+Melee |
0 |
-2 |
0 |
The user moves their shield in such as way as
to attract and Confuse their opponent, deducting VPs scored from their initiative. |
|
Step&Close |
5 |
Dx+Melee |
-3 |
-2 |
The shield user blocks the opponents weapon
and steps in close to deliver an immediate weapon attack (resolved separately). VPs scored
may be used to compliment the attack. Target may only perform a Dodge action against this
attack. |
||