Tuesday, April 5, 2011

Card Game D&D Style

Going along the same vein as the last post, I did a system a while back that would blend a table top game like D&D with a card game like Magic The Gathering. (Mostly to see how it would look/act... and to see how it would be done...) I need to work/polish the enemy system before I could do anything with it. (I was talking with a fellow designer friend about just using a "general" enemy deck and "real" decks for BBEGs and other iconic baddies)


General

Players have a deck of 50 cards.

A player may never have more than 3 copies of a card in a deck. (Unless otherwise noted)

Cards represent actions

They require you to have certain prerequisites (Class, race, equipment)

Everyone has “basic actions” they can take on their turn. (Move, make a weapon attack)

A player may only move once (4 squares normally) on their turn.

At the start of combat, players shuffle their decks and draw 5 cards. (This is their hand)

At the start of a players turn, they draw one card.

At the end of their turn they may not have more than 5 cards in their hand. If they have more than 5 cards in their hand, they must discard it to their discard pile.

The GM has a deck called the “environment” deck.

On a player's turn they can generally play several cards.

Players may have less than 50 cards in their deck.

A player may never have less than 25 cards in their deck

If a player has no deck, they shuffle their graveyard into their deck.

Turn order is determined by the number of cards in your deck. The lowest numbers go first. Then it is a roll-off. (It is also a roll-off in the case of ties)



Descriptors

-Cards that have the “Attack” descriptor may only be used on your turn. You may only play one attack card on your turn.

-Cards that have the “Reaction” descriptor may be played at any point that the card allows.

-Cards that have the “Prepared” descriptor may be played on your turn. You can play as many prepared cards as you want. Play them face-down on the ground in front of you. (They are generally reaction cards)

-Cards that have the “Common” descriptor may have up to 10 copies.

-Cards that have the “Heroic” descriptor may only have one copy in the deck. A heroic card is not placed into the discard pile- it is removed from play.

-Cards that have the “Magic” descriptor may only be cast by characters who's class or race allows them to cast magic.

-Cards that have the “Divine” descriptor may only be cast by characters who's class or race allows them to cast divine magics.

-Cards with the “stealth” descriptor must be played face down. You tell the opponent what the card is. You may lie. They card you “claim” it to be MUST be another stealth card. An opponent may accuse you of bluffing. If they are correct- the stealth card is automatically negated. If they are incorrect (and it really is the card you say it it), the card you played may not be reacted to by that player. If they do not call you out on it- the card counts as the card you say it is. You must have physical copy of the card with you for rule verification. This card may not be a proxy.


Classes

Fighter

Spells: No

Divine: No

HP: 8 x Level

Armor: Heavy

Equipment: Martial

Special:

-At 1st level, ignore equipment requirements for weapons so long as you have a weapon in your hands.

-At 10th level, opponents may not use melee reaction cards against cards you play with the martial descriptor unless they are higher than your level.

-At 20th level, treat all cards that have both the the melee and attack descriptors as being “common” unless they are heroic. If they are heroic, they loose that descriptor.



Skirmisher

Spells: No

Divine: No

HP: 6 x Level

Armor: Medium

Equipment: Martial

Special:

-At 1st level, treat all cards that have both the the melee and reaction descriptor as being “common” cards unless they are heroic. If they are heroic, they loose that descriptor.

-At 10th level, treat all cards that have the stealth descriptor as being “common” cards unless they are heroic. If they are heroic, they loose that descriptor.

-At 20th level, you may always play the top card on your discard pile as if it where in your hand if it is a card with the melee descriptor. If you play a card in this fashion, it is removed from play.


Blade Dancer

Spells: No

Divine: No

HP: 6 x Level

Armor: None

Equipment: Martial

Special:

-At 1st level, you may double the number of movement squares you may make on a turn.

-At 10th level, you double the number of attack cards you can play on a turn. The extra attack card played must have the melee descriptor.

-At 20th level, you may equip medium armor.


Mage Hunter

Spells: Yes

Divine: No

HP: 6 x Level

Armor: Medium

Equipment: Martial

Special:

-At 1st level, treat all cards that have both the the magic and reaction descriptor as being “common” cards unless they are heroic. If they are heroic, they loose that descriptor.

-At 10th level, any card with the magic descriptor that you successfully play a reaction card on that would normally go to the graveyard is instead removed from play.

-At 20th level, you may equip heavy armor.


Council Mage

Spells: Yes

Divine: No

HP: 4 x Level

Armor: None

Equipment: Simple

Special:

-At 1st level, treat all cards with the magic descriptor as being “common” cards unless they are heroic. If they are heroic, they loose that descriptor.

-At 10th level, you may always play the top card on your discard pile as if it where in your hand if it is a card with the magic descriptor. If you play a card in this fashion, it is removed from play.

-At 20th level, discard a card with the magic descriptor from you hand. You may search your deck for any card with the magic descriptor and place it in you hand. Shuffle the deck afterward. You can only do this once per turn.


Necromancer

Spells: Yes

Divine: No

HP: 4 x Level

Armor: None

Equipment: Simple

Special:

-At 1st level, any time a card would go to the discard pile you may instead elect to shuffle it back into your deck at the end of your turn. (They go to your discard pile in the meantime)

-At 10th level, you may increase the number of cards you draw per turn by one for every player or creature that is currently dead. Dead targets must be within 10 squares of you. The creature must have been killed as a result of combat within the last 10 min.

-At 20th level, you are healed 5 hp every time a card is removed from play.


Exorcist

Spells: No

Divine: Yes

HP: 4 x Level

Armor: None

Equipment: Simple

Special:

-At 1st level, enemies with the demonic or evil descriptors can not use reaction cards against cards you play with the divine descriptor if they are not higher level than you.

-At 10th level, treat all cards that have the divine descriptor as being “common” cards unless they are heroic. If they are heroic, they loose that descriptor.

-20th


Paladin

Spells: No

Divine: No

HP: 6 x Level

Armor: Heavy

Equipment: Martial

Special:

-At 1st level, enemies with the demonic or evil descriptors can not use reaction cards against cards you play with the martial descriptor.

-At 10th level, you may use cards with the divine descriptor.

-At 20th level, treat all cards that have both the the melee and attack descriptors as being “common” unless they are heroic. If they are heroic, they loose that descriptor.


Oracle

Spells: No

Divine: Yes

HP: 4 x Level

Armor: None

Equipment: Simple

Special:

-At 1st level, you must order the cards in your hand at the start of combat. That is the order they MUST be played in. When you receive new cards, you may only place them in the order. You may not edit the order of any other cards. You may always elect to discard cards on top of your order to the graveyard. (To get to the card you need)

-At 10th level, you may ask your opponent to show you their hand at any point. On your turn you may elect to draw a card from another player's hand instead of your deck.

-At 20th level, you may discard your hand to cause a target to discard their hand. You then both draw five new cards. You may only do this once per turn.


Shaman

Spells: No

Divine: No

HP: 4 x Level

Armor: None

Equipment: Simple

Special:

-At 1st level, select magic or divine. You may play cards with that descriptor.

-At 10th level, select magic or divine. You may play cards with that descriptor.

-At 20th level, you may chose to play attack cards with the divine descriptor as if they had the descriptor “magic” instead. (Or vice versa)


Races

Elf

Special: If an elf picks a class that can not use cards with the magic descriptor, they may. If they already have that capacity or gain that capacity as the result of leveling up , then magic cards do not count against their hand size.


Orc

Special: If an orc picks a class that can not is not able to use martial weapons and does not gain that capacity as the result of leveling up, they may. If they already have that capacity, then melee cards do not count against their hand size.


Human

Special: Humans have no hand size limit. (They still only draw 5 cards to start) In addition, a human draws 2 cards on their turn instead of one.


Angel

Special: If an angel picks a class that can not is not able to use cards with the divine descriptor, they may. If they already have that capacity or gain that capacity as the result of leveling up, then divine cards do not count against their hand size.


Equipment


Simple Weapons

Light Bladed 1d2

Light Blunt 1d2

Medium Blades 1d4

Medium Blunt 1d4

Great Bladed 1d8

Great Blunt 1d8

Ranged 1d4 (rage of 6 squares)


Martial Weapons

Light Bladed 1d4

Light Blunt 1d4

Medium Blades 1d6

Medium Blunt 1d6

Great Bladed 1d8

Great Blunt 1d8

Ranged 1d6 (rage of 8 squares)


*Great & ranged weapons require 2 hands to use.


No Armor

N/A (-0 squares of movement)

Light Armor

Padded Armor (-0 squares of movement)

Buckler

Medium Armor

Chain mail (-1 squares of movement)

Shield

Heavy Armor

Full Plate (-2 squares of movement)

Tower Shield


Base Cards


Spell Surge

Descriptors: Magic, Attack

Designate a target within 8 squares. You deal 1d6 x your level in damage to that target.


Push

Descriptors: Magic, Attack

Designate a target within 8 squares. You may move them 1d6 + 3 squares in a strait line.


Pacifism

Descriptors: Magic, Attack

Designate a target within 8 squares. That target may not play attack cards on their next 1d6 turns.


Bind

Descriptors: Magic, Attack

Designate a target within 8 squares. That target may move from the square they are in for the next 1d6 turns.


Death Drinker

Descriptors: Magic, Reaction, Prepared

Whenever a target gets reduced to zero hp within 8 squares of you, you may active this card. You are restored 1d6 hp for every level they had.


Enchant

Descriptors: Magic, Attack

Designate a target within 8 squares. That target deals an additional 1d6 damage with attack cards with the melee descriptor for rounds equal to your level.


Hex

Descriptors: Magic, Attack

Designate a target within 8 squares. That target receives a penalty to their damage. The penalty is 1d6 (rolled after the attack) and it can reduce damage to a minimum of zero. This effect lasts for rounds equal to your level.


Counter-Spell

Descriptors: Magic, Reaction, Prepared

When any target within 4 squares attempts to use a card with the descriptor “Magic” on it, you may re-designate the target of the spell.


Dispel

Descriptors: Magic, Reaction, Attack

Select one ongoing effect created by a card with the magic descriptor, it is negated.


Ward

Descriptors: Magic, Reaction, Prepared

When any target within 4 squares attempts to use a card with the descriptor “Magic” on it, you may negate the card. The target of the spell must be you or include you. If a card is negated in this fashion, it is not sent to the discard pile but rather it is removed from play.


Spell Echo

Descriptors: Magic, Attack

If you successfully played a reaction card to negate or otherwise redirect a card with the magic descriptor- you may search your opponent's graveyard and use it for your attack.


Reduce

Descriptors: Magic, Reaction

When any target within 4 squares attempts to use a card with the descriptor “Magic” on it, you may reduce any damage or duration the spell designates by half. (You may chose not to reduce certain aspects)


Enlarge Spell

Descriptors: Magic, Reaction

Whenever you use a card with the descriptor “Magic” on it, you may increase any damage or duration the spell designates by half. (You may chose not to increase certain aspects)


Overhead Strike

Requirements: Any Great Bladed Weapon

Descriptors: Melee, Attack

Select an adjacent target and deal twice your normal weapon's damage to them!


Serpent Strike

Requirements: Any Martial Light Weapon

Descriptors: Melee, Attack

A quick strike renders the opponent unable to react to this card.


Warding Blow

Requirements: Any Martial Great Weapon

Descriptors: Melee, Reaction, Prepared

When an opponent moved adjacent to you, even as part of a movement, you may deal you weapon's damage to them.


Charge

Requirements: Any Martial Weapon

Descriptors: Melee, Attack

You may move at twice your normal movement speed in a strait line so long as you end your movement adjacent to your target. If you end your turn adjacent to them, they take your weapon's damage.


Knockdown

Requirements: Martial Blunt Weapon

Descriptors: Melee, Attack

An adjacent target takes your weapon's damage and, if they do not negate this card, can not use reaction cards until the start of their next turn. On their next turn- they may not move.


Disarm

Requirements: Martial Bladed Weapon

Descriptors: Melee, Attack

An adjacent target takes your weapon's damage and, if they do not negate this card, has their weapon unequipped until the start of their next turn. They can not use reaction cards until the start of their next turn. On their next turn- they may not use attack cards.


Parry

Requirements: Any Martial Weapon

Descriptors: Melee, Reaction

When any adjacent target attempts to attack you with a card with the descriptor “Melee” on it, you may negate it as a reaction.

Block

Requirements: Buckler, Shield, or Tower Shield

Descriptors: Melee, Reaction

When any adjacent target attempts to attack you with a a card with the descriptor “Melee” on it, you may negate it as a reaction.


Dodge

Descriptors: Melee, Reaction, Common

When any adjacent target attempts to attack you with a card with the descriptor “Melee” on it, you may negate it as a reaction.


Shield Bash

Requirements: Shield or Tower Shield

Descriptors: Melee, Reaction

If you just played the card “Block”, you may immediately move the opponent who attacked you away from you one square.


Shield Wall

Requirements: Tower Shield

Descriptors: Melee, Reaction

When an opponent makes a standard weapon attack against you, flip a coin. If it comes up heads, the attack is negated. If it comes up tails, continue as normal.


Riposte

Requirements: Any Bladed Martial Weapon

Descriptors: Melee, Reaction

If you just played the card “Parry”, you may immediately deal your weapon damage to the target who attempted to attack you.


Close Call

Requirements: Light Armor or heavier

Descriptors: Melee, Reaction

Play this card as a reaction when you take damage as the result of a melee attack. That damage is cut by a 1/4th.


Glancing Blow

Requirements: Medium Armor or heavier

Descriptors: Melee, Reaction

Play this card as a reaction when you take damage as the result of a melee attack. That damage is cut in half.


Soak the Blow

Requirements: Heavy Armor

Descriptors: Melee, Reaction

Play this card as a reaction when you take damage as the result of a melee attack. That damage is cut in by 3/4th.


Fight Though the Pain

Requirements: Heavy Armor

Descriptors: Melee, Reaction, Heroic

Play this card as a reaction when you take damage as the result of a melee attack. That damage is completely negated.


Hubris

Descriptors: Attack

Pick a target who is adjacent to you. Both players discard cards, the player who discards less cards takes the difference in damage. The damage they suffer is 2d6 x the difference in cards discarded.


Call to Action

Descriptors: Reaction, Heroic

This card can be played at the end of your turn. You may immediately take another turn.


Pilfer

Descriptors: Stealth, Attack

Pick an adjacent target and declare an attack with this card face down. If you target does not react to this, has their weapon unequipped until the start of their next turn. They can not use reaction cards until the start of their next turn. On their next turn- they may not use attack cards.


Sneak Attack

Descriptors: Stealth, Attack

Pick an adjacent target and declare an attack with this card face down. If you target does not react to this, they take 1d6 damage times your level.


Set-Up

Descriptors: Stealth, Attack

Pick an adjacent target and declare an attack with this card face down. Lie about what this card is. If the target accuses you of lying, they may take no reactions until the start of their next turn.


Switch

Descriptors: Stealth, Attack

Pick an adjacent target and declare an attack with this card face down. Lie about what this card is. If the target accuses you of lying, you and them switch places. (This does not count as your movement)


Assassinate

Descriptors: Stealth, Attack, Heroic

Pick an adjacent target and declare an attack with this card face down. If you target does not react to this, they are reduced to zero hit points.


Holy Light

Descriptors: Divine, Attack, Common

All targets adjacent to you take 1d6 x your level in holy damage. You may omit characters if you wish.


Heal

Descriptors: Divine, Common

One target adjacent to you heals 1d6 x your level in hp.


Veil of Light

Descriptors: Divine, Reaction, Prepared

When you take damage, roll 1d6 and multiple the result by your level. If the amount is greater than the damage dealt to you, it is negated. If it is not greater, nothing happens and this card is discarded.


Humility

Descriptors: Divine, Reaction, Prepared

When you discard cards from you hand as the result of another card with the divine descriptor, this card restores you 1d6 hp to you for each card discarded. After this card is activated, it is discarded.


Penance

Descriptors: Divine, Reaction

When an ally takes damage, discard any number of cards from you hand. You negate 1d6 damage for every card you discard in this fashion.


Resurrect

Descriptors: Divine, Heroic

Revive a dead target at hp equal to 1d6 x your level.


Orcish Rage

Requirements: Orc

Descriptors: Reaction, Common

You may play this in response to you taking damage. You add +2 to all damage you deal and -2 to all damage you take (to a minimum of 1) until the end of your next turn. This comes into effect AFTER you take damage.


Orcish Rage

Requirements: Orc

Descriptors: Reaction, Common

You may play this in response to you taking damage. You add +2 to all damage you deal and -2 to all damage you take (to a minimum of 1) until the end of your next turn. This comes into effect AFTER you take damage.


Keen Ears

Requirements: Elf

Descriptors: Reaction

You may play this in response to a stealth card being played on you. It is immediately negated. If the “Night Fighting” environment card is in play, double your visual range.


Elven Lithe

Requirements: Elf

Descriptors: Reaction

You may play this card any time the “Uneven Terrain” environment card is in play. Negate the effects of that card.


Base Environment Cards


Night Fighting

The area you fight in is shrouded in darkness. Movement speed is reduced by half. Players are limited to 1d6 +2 squares of vision. Check this after every attack is made to see if they can see the target. If they can not see their target, the attack is wasted.


Uneven Terrain

The area you fight in has terrain no mortal man could traverse without some difficulty. Cut your movement speed in half.


Mana Surge Field

The area you fight in has a highly potent field of magical energy. Cards played with the


terrain no mortal man could traverse without some difficulty. Cut your movement speed in half.



Base Enemy Cards


Imp

Descriptors: Demonic

Class: Mage Hunter

Level: 5

Monomyth Card Game

The only thing I love more than historical combat is narrative structure! After working on a rather extensive system that related to Joseph Campbell "Hero with a Thousand Faces" I couldn't resist giving it a shot as a card game :D

(This is not free for your own personal use. This is copyright Scott Gladstein 2011)


Monomyth Card Game


Set up starts with each player drawing randomly to see what role they are. They can chose to reveal this or not.

After that each player selects a archetype.

Every player is dealt 5 cards.

At the end of your turn you draw until you have 5 cards in you hand.

The hero goes first.

Continue in a clockwise fashion.

On your turn you may play one card.

Continue until the game ends.


Every time you cause a shift in pacing (in either direction), you get an equal number of victory points. The character with the most victory points at the end of the story wins.

Every card has a “Pacing” value. This adjusts the current scene's pacing. When you reach the required amount (indicated below) you move onto the next phase.

Phases

1. Call to Arms

(Take turns playing cards until the pacing gets to 10. Each time a phase ends it resets to zero.)


2. The Road of Trials

(Characters play trials that result in a gain/loss of trial points. Trials tend to be little games. Passing earns the hero trial points. Loosing looses them. Need 10 trial points to get to the “Grand Trial”)


3. Death & Rebirth

(A final trial card is played by the player next in order. The hero automatically passes this and gets the reward.)

(The hero gain second archetype ability after.)


4. Atonement

(Take turns playing cards until the pacing gets to 10. Each time a phase ends it resets to zero.)


5. The Return

(Take turns playing cards until the pacing gets to 10. Each time a phase ends it resets to zero.)


6. The Final Showdown

(A final trial card is played by the player next in order. The hero automatically passes this and gets the reward.)


Card Types

Trial Cards (Meta events the hero has to follow. Can be played only during the challenges phases. The hero is rewarded with a number of “Challenge” points.)


Event Cards (Raises/lowers pacing & has general effects. Can be played at any time.)

- “Refusal of the Call” (Hero refuses the call to arms. -1 pacing)

- “Supernatural Aid” (If you are a mentor, you may provide a talisman of your choice to the hero. May only play during the “Call to Arms” phase. +2 pacing. If you are not a mentor, pacing +3. )

- “Coming Into Your Own” (The mentor is killed. The mentor may give the hero 1 talisman or 1 character trait from his own archetype. +5 pacing. If this is not played by the mentor, the mentor gets killed and additional +5 victory points. Regardless, they may draw a new role and select a new archetype. They keep their current victory points.)

- “Self Sacrifice” (A companion gives his life for the hero. Negate any card played or negate one card that is IN play. +5 pacing. If this is not played by a companion on themselves, a selected companion is killed but gets additional +5 victory points. Regardless, they may draw a new role and select a new archetype. They keep their current victory points.)

- “Betrayal” (An event card just played gives its benefit to a different player. This is at the discretion of the player who played this card. If it can not be given to the new target, the event card played is negated.)

- “Leaving the Nest” (The hero leaves his comfort zone. This may be physical, mental, or geographical even. Pacing -3. This may only be played during the “Call to Arms” or “Return” phases.)

- “Atonement With the Father” (The hero is confronted and initiated by whoever holds the ultimate power in his life. Pacing +3.)

- “Refusal to Return” (The hero is reluctant to return to his normal, old, ordinary life. Pacing -5. This may only be played in the “Return” phase.)

- “Twist!” (This card does one of several things. You may A) Exchange roles with any one character. (Excluding the hero). B) Pick a new archetype. C) Force someone else to pick a new archetype. D) Search the deck and discard pile for any one card and play it immediately. )

- “The Unexpected Challenge” (You may play a challenge card regardless of the phase.)


Talisman Cards (Aids in trials. Gives additional class features.)

-Loved One (The mentor who gifts the hero with this can select one companion. That companion may take the place of the hero in any one trail. If played multiple times, it applies to a different companion.)

-The Sword of Fire (The hero automatically overcomes one trail but no trial points are awarded.)

-The Mystic Force (A hero may chose to reveres the turn order at the end of his turn once.)



Character Traits

Role: (Hero, Mentor, Antagonist, Companion)

Archetype: (Like a class.)



Roles

Hero

(Your the center of attention. There can only be one)


Antagonist

(Gets victory points any time they institute a change in challenge points)


Companion

(Coming in a full release)


Mentor

(Can play talisman cards)



Archetypes

(Coming in a full release. Would include things like "The Tragic Hero", "The Fem Fatal", "The Greek Hero", "The Wise Old Man", "The Trickster" ect)

Realistic Combat Mechanics System

I've been a historical combat enthusiast for a good long time. I've done 3 1/2 years collegiate fencing and about a year or two of rapier informally. I did LARPing for 3-4+ years (that's what got me into it) and I'll be starting heavy fighting in the SCA in a few weeks when my helmet comes in. With all that bumping around in my noggin- I couldn't resist working with a stat system for it. (Based on my own experiences) It's still a bit rough but...

Stats

Stat Creation

100 points to divide amongst all 5 stats. Required to have at least 10 points in each (50 points to play with) Nothing car start with above 50.


Keen

How keen and attentive to detail you are.
Cunning

How crafty and creative you are with your style.

Power

How physically strong you are.

Agility

How light on your feet you are.

Stamina

How much physical exertion you can take before becoming tired.


Derived Stats

Reaction Speed

How fast on the reaction you are. It is crucial for attacks and defense.

Formula: Keen + Agility/4 as a %


Fortitude

How many hits you can take.

Formula: Power + Stamina/10 (Round down)

Note: This is the number of wounds a player can take before they are out of commission.


Movement Speed

How quick on your feet you are. (This is how many hexes you can move per turn)

Formula: Agility + Stamina/10 (Round down)

Note: This is effected by equipment.



Mechanics

Player A attacks Player B. Player No dice rolls required to “attack” a target. You must simply declare who you are attacking and in what fashion. (Some weapons have alternate methods of attack) The defender then decides how they want to defend against the attack. Regardless of what is equipped, a defending player may choose to “Dodge” (move out of the way of the attack) or “Soak” (prepare to take the hit) an incoming attack. Some weapons/styles have unique defensive options. A defensive action normally involves an opposed roll where both players roll a percentile dice and add a relevant stat. If the attacker has a higher value than the defender, rolls an armor save. (See below) If the armor does not save them- they take a wound. This progresses until one player either gives up or dies.


On your turn you may select 3 types of actions. The first is an “attack action” and the second is a “prepared reaction”. The third is a move action (which allows you to move up to your maximum movement speed). After you make a move action you must choose one edge of the hex to face. (You may not attack targets behind you or defend against attacks behind you except with armor.) Normally you take an attack action and prepare one “minor reaction” (see list below. May be dependent on your weapon). You may elect to not make an attack action and instead make a “major reaction” action. You may take these actions in any order you wish.


You may attack anyone within your weapon’s listed range (it may be modified by your style and stance). “In-Fighting” is a when your opponent is to close for comfort (generally in an adjacent square).


General Defense Actions

These are defensive actions that anyone, regardless of what they have equipped, can use.

Dodge

You and the attacker both make a reaction speed roll. (A d% + your reaction speed) If you are faster the attack misses you. Regardless of if the attack hits or not, you are forced to move to an adjacent square away from your attacker. (To your right, left, or rear)

Soak

You intentionally take the attack against your armor. You generally put a less vulnerable (or more heavily armored) part of your body in the way of the attack. This raises your armor save by 10%.


Weapon Specific Defensive Actions

Block

You and the attacker roll an opposed power check. If you are successful the attack does not hit you.

Counter-Attack

You and the attacker roll an opposed power check. If you are successful, you both must make armor saves or take a wound.

Feint

Make an opposed check. You add your cunning and your opponent adds their keen. If you are successful the attack doesn’t hit you. (You psyched them out!)


Weapon Specific Reactions

Warding Blow (Minor)

If at any time during your turn, an opponent attempts to move into a square that would put him in in-fighting with you, you may make an attack against them. When making this attack you get +10 to your reaction speed and strength.

Parry (Minor)

If you attempt to block an attack any time before your next turn, you get +10 to your reaction speed. If you successfully block and attack while parry is action your opponent gets -10 to their reaction speed until the start of their next turn.

Riposte (Major)

As with parry, except when you successfully block an attack you may make an immediate attack against them.

-Volte (Major)

As with parry, except when you successfully block an attack you may immediately move one square towards the attacker.

-Disarm (Major)

Using a weapon that can entrap an opponent’s weapon from them, you can disarm an opponent’s weapon from their hand. (It takes an attack action to pick a weapon back up. An opponent ) Pick one target. If that target attacks you, you may make an immediate disarm attempt on them. This is done by making an opposed agility check. If you are successful- they are disarmed. Select an adjacent square and their sword ends up there.

Set Up (Minor)

You give you opponent a target to hit. You WANT them to hit that target. Pick one target. If that target attacks you, you may make an immediate attack on them.


Unique Attack Actions

Attack

This is the default method of attack. It does not gain any bonus or penalty.

Lunge

You gain an extra square of reach but you lose 10 to your reaction time.

Wind Up

You gain +10 to your power but get a -10 to your reaction time.




Weapon Types

Each weapon type has several styles. Some have several “stances” you can be in. Stances present a unique number of options for players. Other are more straitfoward and utilitarian.


Longsword

Reach: 2 Squares

In-Fighting: 1 Square

In-Fighting Penalty: -10 power and -10 reaction time


-Hand & A Half

Note: Total defense to total offense

-Einhander Grip

You may use the parry reaction.

- Zweihander Grip

You may use the counter-attack defensive action.

-Half-Swording

You ignore all penalties for In-Fighting but you reach is reduced to a square of 1. While in this stance you get a +10 bonus to your power when blocking.


-Highland Longsword Style

In the Highland Longsword Style, blows are powerful and direct. Like a chess-master, you must think three moves ahead. Each time you take an attack action you MUST transition to a different stance. On your turn you can switch your stance before you attack action. Using this style gives you a passive +5 to Power.

-High Guard

While in the high guard stance you may not use the Block reaction. You gain access to the Warding Blow reaction.

-Middle Guard

Ignore the penalty for In-Fighting while in this stance.

-Low Guard

While in the low guard stance you get +10 to reaction speed and power when not engaged in In- Fighting.


Great Sword

Reach: 3 Squares

In-Fighting: 1 Square

In-Fighting Penalty: -20 power and -20 reaction time



-Highland Greatsword Style

The Highland Style demands power and timing far more than any other. This is doubly true when going to battle with a hulking greatsword. With reach, it can decimate any enemy who gets in its way- but it’s a game of all or nothing. Miss and you can count on being defeated! Each time you take an attack action you MUST transition to a different stance. On your turn you can switch your stance before you attack action. Using this style gives you a passive +10 bonus to Power but a -5 bonus to your reaction time.

-High Guard

While in the high guard stance you may not use the Block reaction. You gain access to the Warding Blow reaction.

-Middle Guard

When in this stance you gain the ability to use the Wind Up attack action. However, this stance restricts your movement a bit. You need to coil your attacks, leaving you with a -10 to your reaction time on defensive actions.

-Low Guard

The low guard provides no bonus or advantages. It’s a good solid stance.


Rapier

Reach: 2 Squares

In-Fighting: 1 Square

In-Fighting Penalty: -10 power

All Rapiers have the Parry and Riposte reactions available to them unless otherwise noted as well as the .


Single Rapier Style

The perfect marriage of agility and precision, a rapier is a versatile weapon employed for dueling. When using a single rapier you have access to the Volte attack action. (Single Rapier has no stances)


Rapier & Main Gauche

For the more reserves fencer there is the main gauche (or parrying dagger) style. When employed with a weapon like a rapier, it can be a deadly combination. A fencer equipped with a main gauche can set up a riposte reaction as a minor reaction rather than a major one. (Rapier & Main Gauche has no stances) If you are disarmed while wielding this combination you may choose to treat you main gauche as a dagger.


Cloak & Dagger

Something of a misnomer, the style employs a rapier and a heavy cloth cloak (such as a jacket, traveling cloak, large thick scarf, blanket ect). The fighter aims to mislead or disarm the opponent via entrapment with said cloak. A player may elect to change their stance on their turn.

-Open

When in the uncovered stance, a cloak can be used to entrap an attacking weapon. You can use the disarm defensive action.

-Covered

While it is limiting, obscuring your sword with your cloak can give you a distinct advantage. You may use the feint defensive action.


Dagger

Reach: 1 Square

In-Fighting: 1 Square

In-Fighting Penalty: -- (No penalty for in-fighting)


The art of fighting with a dagger is a tradition that has been with man since the beginning of time. Our first tools where sharp rocks and it is perhaps the weapon we are most familiar with. We treat a knife as a general weapon and as such it simply has two grips.


-Forward Grip

Also called “Hammer Grip”, it grants the user +5 to their reaction time.

-Reverse Grip

Primarily used as a sharp lever to wrench things out of their opponent’s hand or lock joints, it grants the user +5 to their power.


Polearm

Reach: 4

In-Fighting: 2

In-Fighting Penalty: -- (Does not change)

All shields have the ability to use the block defensive action.



Florentine


Shield

Reach: -- (Not applicable)

In-Fighting: -- (Not applicable)

In-Fighting Penalty: -- (Does not change)

All shields have the ability to use the block defensive action.


When used in conjunction with a shield, a player can expect to outperform a great many other opponents. The sheer defensive capacity of that guardian angel that sits on your arm makes you a threat alone. Coupled with a weapon- you become a true force to be reckoned with. You may use a shield with any other kind of one-handed weapon. You speed is reduced by 2 when using a shield. You may choose to switch your shield’s stance once during your turn.

-Center Guard

Using your shield to block the center of your mass, you make it a great deal harder to hit and be hit. You may not take attack actions in this stance, but you get a +10 bonus on all defensive actions that do not require an agility roll.

-Outer Guard

Holding your shield on your outside, you are able to effectively ward off blows while giving yourself an opening to attack your opponent. You get a +10 bonus to your reaction rolls when attempting to use the block defensive action.

-Line Guard

Used to defend against opponents trying to get up close for in-fighting you hold your shield at an angle so that you can put your shoulder into it. You may use the shield bash attack action while in this stance. Shield bashes are not effected by any sort of in-fighting penalty.


Armor Types

None

Armor Save: -- (Does not get an armor save)

Reaction Speed Penalty: -- (No penalty)

Movement Speed Penalty: -- (No penalty)


Padded Armor (Gambeson)

Armor Save: 5% (Roll below 5% on a d%)

Reaction Speed Penalty: -- (No penalty)

Movement Speed Penalty: -- (No penalty)


Heavy Leather Armor

Armor Save: 10% (Roll below 10% on a d%)

Reaction Speed Penalty: -10

Movement Speed Penalty: --


Chainmail

Armor Save: 20% (Roll below 20% on a d%)

Reaction Speed Penalty: -10

Movement Speed Penalty: 1


Segmented Plate/Half Plate/Breastplate

Armor Save: 30% (Roll below 30% on a d%)

Reaction Speed Penalty: -15

Movement Speed Penalty: 2


Full Plate

Armor Save: 45% (Roll below 45% on a d%)

Reaction Speed Penalty: -20

Movement Speed Penalty: 3