Combat
Creature behaviour
Reaction (2d6)
- 2-3: Attack on sight
- 4-6: Hate your guts
- 7-8: Don't care
- 9-10: Chilling
- 11-12: Want to hang out
Morale (2d6)
If you roll over the creature's Morale, d6
- 1-3: Flees
- 4-6: Surrenders
Roll Morale if
- The leader gets whooped
- Half the group gets whooped
- Lone enemy has 1/3 HP left
Initiative d6
- 1-3 Enemies begin
- 4-6 Player characters begin
Fighting
Attacking
Pick a target, roll to hit, and if successful, roll weapon damage
Melee: CH12 Muscles
Power through: nearby enemies may attack the PC
Ranged: CH12 Smarts
Improvised weapons deal d4 damage
Bare fists deal d2
Crit (natural 20)
Double damage, reduce armour/protection by one tier
Fumble (natural 1)
Melee: Enemy gains a free attack
Ranged: Weapon breaks, it can be repaired in a moment of calm
Defending
Roll CH12 Moves, if failure, the enemy rolls weapon damage
Shields reduce damage by 1, or can block all damage and break
Armour reduces damage depending on tier:
- Tier 1: -d2
- Tier 2: -d4
- Tier 3: -d6
Crit (natural 20)
Gain a free attack
Fumble (natural 1)
Douple damage, armour is reduced by one tier
Whooped (0HP)
Gain a whooped point, and roll as many d6 as you have whooped points, take the lowest:
- 6-4: Shook: Come back next turn with d4 HP
- 2-3 Bashed: Out for d4 rounds, come back with d4 HP
- 1: Schooled: Roll on the sick scars table, out for d4 rounds, come back with d4 HP
- Multiple 1s: Absolutely Dunked On: Totally humiliated, you're no longer cool enough to be an adventurer, go home...