encounters

Stories are built on conflict and some times it's necessary to kick some ass. So here is how encounters are to be played out.

a die is rolled for each participating character and enemy, to determine order of play. To the roll, add the speed of each participant then take this number, the order of play goes from highest to lowest. Encounters can be talked out but it is better to make a board and markers where a visual representation of the encounter can be setup.

turn consists of 1 move 1 actions and 1 minor action. They can be taken in any order and the action can be traded for an extra move.

move: the number of spaces is the same as the characters speed.

action: anything from an attack, to reloading, or any other thing that requires physical exertion.

minor action: draw a weapon, cocking a gun, getting out an item, change stance, and any small movement that wouldn't take 3 seconds to do.

When a gun runs out of ammo at the beginning of the next turn the character must start by taking an action to reload, when this happens player rolls 1d3 if 3 the the gun jammed and this takes the rest of their turn.

ATTACK

-R [rang, number of spaces possible to attack enemy]
-A [ammo, how many shots of a gun before reloading]
-% [the number and type of die rolled, depends on weapon]

hand: speed + strength + clarity + skill [hand] + %1d6= attack
R 1

blade: speed + strength +clarity + skill [hand] + %= attack

blunt: speed + agility + strength + skill [blunt] + %= attack

gun: sense [sight] + clarity + aim + skill [gun] + %= attack

DEFENSE
hand: speed + agility + sense [sight] + skill [hand] + %1d6= Defense

blade or blunt: speed + agility + strength + skill [blade or blunt] + %= Defense

When defending against a gun use the same as hand because you can doge a bullet but can't stop it.


subtract the defense from the attack, the remaining number is how many HP lost [If defense is higher than attack the attack missed and no HP is lost]. When a character is out of HP it goes unconscious, it falls prostrate and each turn player rolls 1d3 if it lands on 1 the character wakes up if not the turn is void. When an unconscious character is hit next it is considered a finishing move and the character is dead.


Once a turn is over move to the next player.

An encounter is over when all enemies are dead.

At the end of the encounter add up the HP of all enemies that are dead that is the experience [#] gained from the encounter. Divide up the # among the remaining conscious characters.

At 50# a character goes to level 2 and receives +1 HP and +1 skill. The # required to move to the next level doubles with each level. Each time a character gains a level it receives +1 HP and on odd levels also gains +1 skill. At level 10 a player uses a d10 for all attacks and defense, then upgrade to a d20 at level 20.