Difference between revisions of "Fleaux Combat"

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m (Recovery)
 
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==Recovery==
 
==Recovery==
A short rest takes 1 hour and recover half their Strength in HP (round down). These can be taken once per day.
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A short rest takes 1 hour and a character recovers half their Strength in HP (round down). These can be taken once per day.
  
 
A long rest takes 6 hours and all HP is recovered, and Willpower resets to its full amount, as with some Talents. You must be in a safe, civilised place to take a long rest, otherwise it's treated as a short rest.
 
A long rest takes 6 hours and all HP is recovered, and Willpower resets to its full amount, as with some Talents. You must be in a safe, civilised place to take a long rest, otherwise it's treated as a short rest.

Latest revision as of 03:35, 7 June 2022

Town of the Damned (a Fleaux Adventure) - main page

Turns[edit]

Each turn, or round, you get two actions, which normally must be different: move and attack, draw a weapon and attack, etc. To take the same action twice - move twice, attack twice, etc. - you risk Willpower. The exception is casting a spell, you can only ever cast one spell per turn.

Initiative[edit]

Make a Guts roll: succeed, and you go before the enemy; fail and you act after. A critical success gives you an additional action in the first turn, a critical failure means you only get one action in the first turn.

Attacking[edit]

Use an action and roll Melee for a close-combat attack or Shooting for a ranged attack. A critical success inflicts your maximum damage you could roll, plus the result of a damage roll, e.g. 6+d6 for most armed attacks.

You can add an effect to your attack as well by testing Willpower and as long as it doesn't degrade (i.e. you roll a 1 or 2), the effect happens in addition to causing damage. Effects are listed in Using Willpower

Defending[edit]

Defending is NOT an action. You get two options, parrying or dodging.

To parry, you must have a ready weapon or shield. You cannot parry ranged attacks. You roll Melee to parry.

To dodge you roll Dexterity. Dodging is the only defence against ranged attacks.

If you get a critical success and you're in close combat, you immediately inflict your damage die on your opponent. Failing a defence roll means you take your opponent's damage, which is always a static number reduced by your armour, if any. A critical failure means armour is ignored and you have to test Willpower.

A shield means you get advantage on Parry rolls.

Moving[edit]

There are four ranges: Close (1.5m), Nearby (10m), Faraway (20m) and Distant (>20m). Moving one range 'band' takes one move action.

Threat Level[edit]

NPC opponents have a level, and if their level is greater than yours, your take a penalty equal to the difference in levels to all attribute rolls interacting with them - intimidation, attacks, defence, etc.

Damage[edit]

Two-handed weapons have advantage on the damage roll.

Sometimes you take continuous damage, like being set on fire. This means you take ud4 damage each round ignoring armour. As a usage die, on a 1-2 the damage ceases.

If you character is reduced to 0 hit points, you're rendered helpless and roll 1d6 to see what happens - results range from cosmetic scarring through enduring disadvantage to death. Assuming you don't die, you then immediately recover 1d4 hit points.

Recovery[edit]

A short rest takes 1 hour and a character recovers half their Strength in HP (round down). These can be taken once per day.

A long rest takes 6 hours and all HP is recovered, and Willpower resets to its full amount, as with some Talents. You must be in a safe, civilised place to take a long rest, otherwise it's treated as a short rest.