Character Creation
1. Basic info
Name, birthplace (Outside, Suburbs, Blocks or Corporation), Age2. Attributes
Each character has 5 attributes that describe their physical abilities and limitations.Name | Main function |
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Strength | The weight of gear a character can carry. If it drops to 0, the character can't take actions. |
Dexterity | Defense modifier. If it drops to 0, the character can't move. |
Constitution | Health points, every time the character's HP drops to 0 but the character is healed, their constitution drops by 1. If Constitution drops to 0, the character dies. |
Perception | Initiative modifier. If it drops to 0, the character is blind. |
Mind | Influences effectiveness of some gear such as how many charges of medkits character can use during their turn. If it drops to 0, the character is confused and can't use or benefit from their abilities. |
Whichever method is chosen, all players receive 3 additional points which they can add however they choose.
3. Role
There are six roles the players can choose from at the start. The players aren't locked into their roles and later will be able to choose the abilities of other roles as they see fit.Fighter
Specialists of melee. They have abilities that mostly let them deal more damage when fighting in the same or neighboring line to the enemy.Fighter
Name | Description |
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Wide Slash | Once per combat, you can attack everyone in a single line. The attack won't hit you if you attack the same line you are in. |
Two are better than one | You can use two one-handed weapons at the same time without any penalties. |
Power attack | Before you roll for the attack, you can hinder your own attack by up to 3. If it hits, you can add the same number to your damage. |
Crushing attack | Upon rolling 6 on your damage roll, you can disable one of the parts of your enemy, preventing them from using them in any way. Upon rolling another 6 against the same enemy, you can pick another part, however, the old one will go back to its usable state. |
Pile on | Whenever someone else attacks the same enemy as you, you gain a +1 bonus to your attack and damage roll. |
Scout
Specialists of movement. Scouts have the abilities that let them move more during the combat.Scout
Name | Description |
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Charge! | If you attack after finishing your movement, you add a +2 bonus to your attack roll. |
Pure luck | At the start of the combat, you gain 1 charge of pure luck. You can use it to reroll 1 roll you make, both during and outside the combat. You can have only 1 charge of pure luck at the same time. |
Hit and run | If you've used up your movement before attacking, you regain it and can move again in the same turn. |
Combat roll | Once per combat, you can take on a defensive stance (adding d6 to your defense) without using up your action. |
One more time | Once per turn, if your attack kills one of the enemies, you gain back your action. |
Tank
Specialists of defense. Their abilities focus on focusing the attention of the enemies on them and mitigating the damage dealt to them.Tank
Name | Description |
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Meat shield | Once per turn, you can receive the damage instead of one of your allies that are in the same or neighboring lines to yours. |
Provocation | You pick a line, all enemies currently in that line change the target of their next attack to you. |
Sturdy | You receive 1 less damage from all sources. This bonus stacks with armor and other gear which reduces damage received. |
Tenacity | Once per combat, you can ignore all of the negative statuses on yourself for one turn. After that, they come back (though their durations are reduced by 1 as if you suffered from them). |
Stripping strike | Once per combat, you can strip the enemy's attack off of all of its special traits (such as poison, paralysis, AoE). |
Sniper
Specialists of ranged combat. Their abilities let them attack from a safe range.Sniper
Name | Description |
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Keen eye | All of your ranged weapons have their effective range increased by 1. |
Quick aim | Once per combat, you can aim (add d6 to your attack roll) and attack during the same turn. |
Guns akimbo | You can wield two light ranged weapons at the same time without penalties. |
Steady shot | Before you roll for the attack, you can add a bonus of up to 3 to your attack roll. If it hits, you can damage is lowered by the same amount. |
Quick escape | Once per turn, if an attack against you fails, you can move by one line. |
Medic
Specialists in using healing gear. They can squeeze more out of medkits, and their knowledge of anatomy lets them hit their enemies where it hurts.Medic
Name | Description |
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Placebo | Whenever you use healing equipment, you can use one less charge than you normally would (up to a minimum of 1). |
Combat medic | Whenever you heal someone during the combat, you can still attack during the same turn. |
Hippocratic oath | Whenever the health of one of your allies drops to the level where another enemy attack would kill them (but not when their maximum is at that level), you can move once more per turn and your defense rises by 2. |
Vital points | Whenever you roll a 6 on your attack roll, you deal 2 more damage to the enemy. |
Hit the joints | Once per combat, when your attack hits, it can reduce the movement speed of your enemy to 0. |
Support
Specialists in using gear and dealing status damage. They can aid or hinder others.Support
Name | Description |
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A helping hand | At the start of the combat and after it, you gain 1 charge of helping hand, which can be used to add +2 bonus to a roll (yours or your ally's). You can only have 1 charge at the same time. |
An annoyance | At the start of the combat, you gain 1 charge of annoyance, which can be used to hinder the enemy's roll by 2. You can only have 1 charge at the same time. |
Twitchy fingers | If you spend your turn without dealing (or trying to deal) damage to one of the enemies, the next time you hit, the damage you deal is increased by 2. |
110% | You can squeeze more out of the gear you use. All gear that holds charges holds 1 more charge when you use it, the gear that deals damage deals 2 more damage, and the other gear has its properties increased by 1. |
Master of ailments | Any time you deal some kind of status to one of the enemies, its duration is increased by 1 turn. |
4. Starting Gear
Everyone starts with the knife as their starting weapon. They can pick the rest of the gear from the list below as long as the total weight doesn't exceed their Strength. If the gear card has a body part mentioned, only 1 piece of equipment related to that body part can be worn. If the hands are mentioned, while using the gear, the character can only use 1-handed weapons.Knife |
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1-handed, Melee Weight: 0 Attack: 3+1d6 Damage: 2 |
Weapons
1H Sword |
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1-handed, Melee Weight: 1 Attack: 2+1d6 Damage: 1d6 |
2H Sword |
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2-handed, Melee Weight: 3 Attack: 1+1d6 Damage: 2d6 |
Spear |
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2-handed, Melee Weight: 2 Attack: 2+1d6 Damage: 2+1d6 Special ability: Reach - One can use the spear to attack the enemy up to 2 lines away, however doing so comes at -2 penalty to attack |
Handgun |
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1-handed, Range 2 Weight: 1 Attack: 2+1d6 Damage: 3 |
Rifle |
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2-handed, Range 3 Weight: 2 Attack: 1+1d6 Damage: 2+1d6 |
Sub Machine Gun |
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2-handed, Range 2 Weight: 1 Attack: 1d6 Damage: 1d6 Special ability: Bullet storm - When attacking, if you manage to hit the target, you can make a second attack roll to hit it once again. |
Protective gear
Light Armor |
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Torso Weight: 2 Damage Reduction: 1 |
Shield |
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Hand Weight: 1 Defense Bonus: +1 |
Healing gear
First Aid Kit |
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Consumable Weight: 1 Charges: 5 A character can use up an action to heal themselves or someone else for no more than their Mind worth of charges. To resuscitate someone, one can use up 3 charges of a first aid kit, even if the value of their Mind wouldn't let them. |
Support gear
Grenade |
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Consumable Weight: 1 Attack: 1d6+Mind Damage: 1d6+3 Special ability: AoE - Grenade deals damage to all the entities in the line |
Flashbang |
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Consumable Weight: 1 Attack: 1d6+Mind Special ability: Flash - Lowers the defense and attack of all entities hit in the line by 2 for 2 rounds. |
Reflex enhancer |
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Consumable Weight: 1 Special ability: Raised defense - The user can inject a willing entity from the same or neighbouring line (including themselves). For the next 2 rounds, their defense is raised by 3. |
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