59 lines
1.6 KiB
Markdown
59 lines
1.6 KiB
Markdown
## Core Mechanics
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### Dice
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- **d6**: All rolls use d6.
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- **Odds**: 1d6, 4+ favourable, 3- trouble.
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- **Traits**: 3d6, roll UNDER trait score.
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### Character
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- **Traits (STR/DEX/WIL)**: Roll 3d6 each. Lower is better.
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- **Max HP**: 2d6 + Thing modifier (min 2).
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- **Starting Cash**: 3d6 × 5 silver.
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- **Damage**: 1d6 ± weapon mod ± armour reduction.
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### Combat (per round ≈10s)
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1. State intentions
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2. Grit (creatures): 2d6 — higher = more determined
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3. Initiative: both 1d6, winner acts first
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4. Turn: 1d6 ± mods, 4+ success, 3- take a hit
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5. Damage: 1d6 ± mods
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#### Encounter Start
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- Distance: 2d6 × 10
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- Surprise: 1d6 — 1-2 PC, 3-4 creature, 5 both, 6 neither
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- Grit: 2d6
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#### Alternatives to Fighting
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- Run off, Dodge & Parry (+1, 4+ move without hit), Parley, Innovate
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### Exploration
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- 6 × 10-min watches per hour
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- Each action → roll (odds/traits) → outcome → mark watch
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- After 6 watches: scene shifts
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### Wounds (0 HP)
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- 1d6: 1-2 die, 3-4 -1 max HP, 5-6 -1 all rolls until healed
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### Grit (Creatures/NPCs)
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- 2d6, higher = more determined
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- > grit score → seek exit; ≤ grit score → press attack
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### Modifiers
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| Situation | Mod |
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|---|---|
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| Favourable / Well-prepared | +1 |
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| Risky / Rushed / Poor visibility | -1 |
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| Desperate | -2 |
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### Darkness
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- Most creatures see fine in dark
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- PCs without light: -1 actions, increased surprise, slower exploration
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### Complications ("yes, but...")
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- Success costs (gear/time/HP), noise, secondary problem, escalation
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### Rest & Healing
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- Short rest (few hours): 1d6 HP
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- Long rest (safe haven): full HP
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- Healing salve: +1 HP | Antitoxin: cures poison
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