Resolving Conflict

The Basic System

When dice are employed, it is either as a test of ability or in combat. In either case, the primary roll is always 3d6 + the value your relative attribute.

For example, Duke Skyjumper wants to leap a 10 foot gap. He rolls 3d6 and adds his Agility (2). He gets a 15, beating the 14 he needed and making it across without complications.

Special Die Rolls

Most rolls will either simply be rolling an ability score (3d6+Score), or damage dice (1dx). However, some rolls may arise that use a strange die size, such as 1d5. In such cases, simply roll the next highest die size (for 1d5 that would be 1d6). If you achieve a result higher than the die size called for, ignore the initial roll and roll again. Repeat until you arrive at an valid result.

Extended Rolls and Successes

Many rolls that represent involved processes have a target Difficulty, and a number of required Successes. This is most often true when trying to unravel the mysteries of Artifacts. Each successful action spent rolling and exceeding the Difficulty generates a Success—two, on a critical. These are called Extended Rolls.

Combat

Combat proceeds in rounds, each round broken into the respective turns of each “party”, the turns of each “party,” broken into the turns of each member of that party. Each party’s turn may proceed in any order as decided each turn amongst the players. Each character’s turn consists of either a single full action or two half actions. Characters may generally move the length of an average room in a half-action, though this may be waived as needed.

Generally, one party will have an obvious advantage over the other in determining the order of combat. If one party obviously started the combat, or readily approached a passive party unprepared for combat, they will act first. If one party is unaware of the other, or has more unaware members than the other, they lose initiative. If no determinant of order is apparent, the party will roll Agility checks and their highest result will be compared to the highest difficulty amongst their opponents.

Attack Rolls

You are the player, you are the active participant in the game. You roll to strike your foes and you roll to dodge their blows. They do not. You get lucky, they do not.

A simple attack is a single half action. An attack roll is a Strength roll (3d6+Str) in melee, an Agility roll for ranged attacks, and a Will roll for some special attacks.

If your 3d6 roll results in more than one 6, you achieve a “critical hit.” Depending on the result of the third rolled die, this attack will have differing effects on your foe. Specialists with hacking weapons can deal more damage and harsher effect with critical hits.

Third Die

  1. Body – 2x Rolled damage
  2. Body – 2x Rolled damage
  3. Body – 2x Rolled damage
  4. Leg – 2x Rolled damage, target falls prone, half speed
  5. Arm – 2x Rolled damage, target drops weapon, -2 penalty to all attacks
  6. Neck – 3x Rolled Damage

Defense Rolls

Your GM will tell you which ability score to roll in defense, but this will generally by an Agility roll. Some melee assaults will be defended against with Strength, and some special attacks will be defended against with Will.

Damage Rolls

After successfully succeeding an Attack roll, you are granted a damage roll to determine how hard you hit your target. This is dependent on the weapon you’re wielding.

Actions in Combat

No Action

Drop anything held

Half Actions

Stand from prone

Attack

Move up to your speed

Draw/Sheathe/Trade arms (empty hands and fill hands)

Resolving Conflict

The Plague of Shapes Gryffon