Taking Actions and Rolling Dice in Heirs of the Crossroads: Jujiro City | World Anvil

Taking Actions and Rolling Dice

1. How to do things:
In any circumstance where failure is possible, dice are rolled to determine the outcome. This is called a Check. You will roll 2, 10-sided dice and add the two together. If the action is something the character is trained in, they may also add their Skill Rating as noted on their Character Sheet. This total is then compared to a static Difficulty Rating or DC. If you meet or exceed the DC, you succeed.   In circumstances where two characters are directly opposing one another you resolve the action with a Contested Roll. Both roll 2d10 and add their respective modifiers with whoever gets the higher result succeeding.   2. The Challenges:
Circumstances will dictate what DC a challenge will have. These may be modified by particulars, especially if supernatural factors play a role. In most situations though the Standard Ratings will be applicable.

Unique Circumstances may grant an Advantage or Disadvantage to the Check. An Advantage allows you to re-roll the lowest of the 2d10's and take the higher value between the old and new result for that die for calculating your result. A Disadvantage forces you to re-roll the higher of the 2d10's and take the lower roll. Having both Advantages and Disadvantages cancel each other out, but multiple Advantages or Disadvantages do stack allowing multiple re-rolls for better or worse.

Sometimes it's possible to attempt a check again after failing it. To do so a player must spend a willpower as their character pushes themselves to continue despite hitting a sometimes literal brick wall. Additional attempts increase the willpower cost by 1 each time.

Using Willpower: Willpower may be used to bolster rolls: granting a flat +2 bonus to static values or granting an Advantage. Using willpower may be done after the dice are thrown, but must happen before the results of a roll are declared.    
Standard Difficulty Ratings:
Easy: 8 Medium: 14 Hard: 20 Very Hard: 26

3 Hurting People: Hurt people
Combat consists of performing Attacks, which are Checks using the Martial Arts or Ranged skills. These Checks are rolled against the Defense of the opponent, which acts as the Difficulty Rating. This is done in Turns, alternating between groups of combatants, with whoever declares their attack first being the first to go.   To attack: Roll 2d10 + Martial Arts or Ranged.
If the total is higher than the opponent's defense then the attack lands.
If the attack lands, then calculate damage.

Damage is calculated by taking the difference between the attack roll and the target's Defense. However, the maximum damage that can be dealt is determined by the Weapon Rating of the item wielded. See below for a chart of common weapons. When using Martial Arts you may substitute your Unarmed Rating if it is higher than your weapon rating.

If the dices' total amounts to 3 or less or 19 or more, then the result is considered critical and has added consequences. A critical miss on a martial arts attack grants the target an attack of opportunity. On a Ranged attack it causes guns to jam or knives to be dropped. A critical hit with either Martial arts or Ranged guarantees a hit, ignores the damage cap, and deals a zzminimum 1 damage.   4. Defensive Maneuvers:
  • You may forgo attacking on your Turn to instead Dodge. A Dodge grants disadvantage to an opponent's roll if they are using Martial Arts.
  • If the environment allows, you may utilize Cover against a Ranged opponent which again grants disadvantage. If Cover is readily available then this does not consume your action. If no Cover is available a combatant may choose to fall Prone which grants a Disadvantage to Ranged opponents and an Advantage to opponents using Martial Arts.
  • A character may also be wearing armor or shields of some kind. If they do, they may add the Armor Rating of the equipment to their Defense. Armor does not stack with the exception of shields.
5. Offensive Maneuvers:
 
  • Reckless Attack : When you Attack on your turn, you may choose to Attack Recklessly. This grants an Advantage to your Check, but also grants an Advantage to anyone attacking you.
  • Dual Wielding: Using a weapon in the off hand allows the wielder to take a Second Attack on their turn. Doing so his however grants a Disadvantage to each attack.
  • Grapple: When making a Martial Arts Check you may forgo damage to instead initiate a Grapple. While in a grapple combatants act on the same turn and move together. Ranged attacks are impossible while in a grapple. A gun for example may still be wielded, but to use it would require a Martial Arts check. The combined turn acts as a Contested Check. Whoever last succeeded in the Grapple Check may determine their movement for the turn and or may chose to drag the Grapple to the ground, making both combatants Prone.
    • A combatant may choose to make an Athletics or Martial Arts check to gain the upper hand in a Grapple. Success grants an Advantage to the combatant who won the turn and a Disadvantage to the one who lost. This action may be taken repeatedly. If a third Advantage and Disadvantage is stacked, the loser is no longer able to take actions until the victor releases the grapple.
    • A combatant may attempt to escape a Grapple, which may by done with an Athletics, Acrobatics, or Martial Arts check. If they succeed they may choose to move this turn or choose to knock their opponent prone.
    • A combatant may attempt to damage their opponent they may roll a Martial Arts check. Damage dealt is equal to the difference in their results with damage capped by Weapon or Unarmed Rating as normal.
 
Typical Weapons
Weapon Rating Stat Required Special
Knives 1-3 Martial Arts 2 Can be Ranged, Expanded Crit range: 18+
One Handed Weapon 4-5 Martial Arts 3
Two Handed Weapon 6-8 Martial Arts 5
Whips 2-4 Martial Arts 4 10ft Reach
Pistols 2-4 Firearms 3
Rifles 5-7 Firearms 5 Disadvantage at point blank
Typical Armor
Armor Rating Required Stats Special
Shield 1
  • Martial Arts 3
  • If large can offer Cover
  • Can stack with other Armors
Kevlar Vest 1
  • Strength 3
  • Constitution 2
Flack Jacket 2
  • Strength 4
  • Constitution 3
Riot Gear 3
  • Strength 6
  • Constitution 5

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