Combat and Damage



Combat 

Combat is rather simple; all characters (Including GM) will roll one D for Initiative, or for movement order. The character with the highest initiative moves first, if the GM rolls the highest then the enemy acts first. PC’s pick an action and roll their guiding attribute for this move. If a PC wants to attack they will roll strength or dexterity and so on. A low roll may result in a miss or a mishap, while an extremely high roll may have unexpected consequences. If an attack Hits, Characters will roll the damage that their weapon deals, usually 1D6 for starting weapons. It is very rare that a PC will be KILLED in combat against a common level enemy, or mook; they will only be incapacitated until the battle is over, or they are revived by a priest. It is possible that a PC may be killed by an uncommon enemy (boss), and that character will remain dead.

Damage


If a player is lightly wounded they will suffer a -2 to all rolls until healed or uses one turn to rest. A wounded character loses -4 to all rolls until healed or rests for three turns. A Severely wounded character falls down and receives -8 to all rolls until healed. An almost dead character has been knocked out and can only be saved by immediate aid. When healed the character must still rest for one turn to make a full recovery A Dead character is… Dead. Start making a new character.

Multiple Actions


If you choose to make more than one action in a turn, like running and stabbing, the second action will suffer a -1d penalty for that second action. Same goes if you have two pistols and fire or reload both in the same round. Reloading is a turn in its own.



Ship Combat
Ship based combat is divided into various jobs. The pilot steers the ship and is responsible for aligning the ship for firing barrages. There must always be a pilot at the helm of the ship, or it will lose control. The Gunner mans the weapons on a sky ship and is responsible for firing, maintain and aiming the ships weaponry. The Engineer is responsible for maintaining the ships altitude, damage control, and power levels. Theoretically the engineer could take power from the pilot, making their job harder, and give power to the gunner, making their job easier. Each job has power over the other jobs.



Backgrounds and Quirks
Combat and Damage

Items and Gear

Magic Stones
<h2 class="MsoNormal">Beastiary

<h2 class="MsoNormal">Blank Character Sheet

<h2 class="MsoNormal">Example Character Sheet