Basic Mechanics

Checks are made against the specific core capability value or lower on a 20d.

Core Capabilities List (Attributes)

  • Might: Checks for Strength, affects weapon and armor use.
  • Agility: Check for Balance, affect weapon use and armor bonus
  • Magic: Check for Arcane Knowledge, affect Magic use.
  • Perception: Check for discovery, affects combat
  • Intellect: Check for understanding, affects Magic
  • Persuasion: Check for social engineering,
  • Vitality: Check for shocks to the system, affects Life Force.
  • Durability: Check for things that cause special damage, affects Life Force.

Derived Capabilities List (May be modified by increase in Level, magical items, or spell effects)

Certain aspects of play require a combination of Core Capabilities to determine how how to judge a result or a value. The value replaces any reliance of dice tables to determine success.

  • Life Force = Vitality + Durability (Damage taken before “hors de combat”)
  • Magic Quanta Pool = Magic + Vitality (Number of magic quanta available to use)
  • Detect Danger = Perception + Intelligence (Chance to foil ambush or surprise)
  • Missile Strike = Perception + Agility/2 (Chance to strike distant target)
  • Melee Strike = Might + Agility/2 (Chance to strike adjacent target)
  • Magic Strike = Magic + Intellect/2 (Chance at successful incantation)

Core Capability Bonuses

As a Core Capability increased over a value of 12 special bonus are received.

  • Missile Damage Bonus
    For every 1 point over 12 of the CC for Agility the ranged damage is increased by +1
  • Melee Damage Bonus
    For every 1 point over 12 of the CC for Might the melee damage is increased by +1
  • Magic Strike Bonus
    For every 2 point over 12 of the CC for Intellect derived Magic Strike is increased by 1.
  • Defense Bonus
    For every 2 points over 12 of the CC for Agility the DAR value is increased by +1.
  • Fast Talk Bonus
    For every 2 point over 12 of the CC for Persuasion get 1-6 moments to stall hostile reaction and continue parley.
  • Sixth Sense Bonus
    For every 2 point over 12 of the CC for Perception Detect Danger increased by +1.
  • Quanta Pool Bonus
    For every 1 point over 12 of the CC for Magic the quanta pool is increased by +2
  • Life Force Bonus
    For every 1 point over 12 of the CC for Durability the Life Force is increased by +2

There is a minimum requirement for any learned capability (those listed here or invented by DN).  The LC value must be at least 12.

Learned Capabilities List

  • Skullduggery = Perception + Agility/2 (jimmy door, pick lock, stealth etc.)
  • Huntsman = Durability + Perception/2 (Track, snare, survival, scout etc.)
  • Weapons Master = Might + Durability /2 (Special Attacks, Strike Bonus, etc.)
  • Scholarship = Intellect + Perception/2 (Decipher, Deduce, Discover etc.)
  • Healer = Intellect + Agility/2 (Field Dressing, Non-magical healing etc.)
  • Craftsmanship = Intellect + Agility/2 (Invent, build, repair, non-magic items)
  • Leadership = Might + Persuasion/2 (Number, morale, and loyalty of hired help)
  • Showmanship = Persuasion + Agility /2 (Duration and value of performance arts)

 

Basic Rule of Thumb:

  • 1 Missile or Melee or Magic strike per stage moment.
  • Attempting a strike (whether successful or not) will mean no management phase actions.
  • It takes one Beat to move one or hex (1 inch or whatever space is taken by a figure).
  • The 6th Phase is when any non-combat action is completed, like drinking a potion, binding a wound, search pack, rally troops.  It might also include performing some task like lowering the drawbridge, pulling an important lever or snatching a golden idol in preparation for running the heck away.

The Phase sequence
The phase format attempts to create a simple sensed of simultaneous action between Party and Enemy.

  1. Meeting / Parley
    Any special dialogue capabilities may be attempted.  Any Role play dialogue, warning or intimidation may be attempted.  If no communication attempted then ambush or surprise may be attempted.  An attempt at parley does not mean there will be parley.  DN decides if there is possibility of parley.
  2. Missile Strikes are resolved for Party then Foe (optional morale checks if appropriate)
    Ranged attacks are made by Party then Foe. Strike damage is resolved after each strike.
  3. Movement is resolved.(each side moves as much or as little as they wish)
    Each player in any order is moved up to Beats limit. Party then Foe.  Movement stops if one moves adjacent to a Foe.
  4. Melee Strikes are resolved for Party then Foe (optional morale checks if appropriate)
    Any player or foe adjacent to a target who has not conducted a Missile strike  in the moment may attempt a Melee strike.  Strike damage is resolved after each strike.
  5. Magic Strikes are resolved for Party then Foe. (optional morale checks if appropriate)
    Any player who has not conducted a missile or melee strike in the current Moment may attempt a Magic Strike.  Casting spell, discharge wand, staff, scroll or magical attribute.
  6. Management Actions are all resolved.
    If one has not made a Strike attempt then any other stage business may be conducted: drinking potion, binding wound, search a pack, rally troops, etc. Character Status is updated.

Stage Beasts and Movement

Listed Beat requirements are to be used as a guide by the DN to both extrapolate costs for actions not listed and to alter as suits their environment.

Beats / General Action

Beat Cost / Action

  • 1 / Move 1 hex
  • 2 / Sneak 1 hex *
  • 4 / Vault Obstacle up to half the height of player 1 hex
  • 6 / Clamber above half height up to arms reach 1 hex
  • 1/2  Total Beats / Drop Prone
  • All total beats / Rise from prone
  • 1 / Up or Down Rope or Ladder (10 feet)

Damage by weapon weight class (Melee & Missile)

Weight Very Light Lite Medium Med Heavy Heavy Very Heavy
Damage 1-6 1-6 +2 2-12 2-12 +3 3 d6 4 d6

Melee Weapons Examples (Damage varies by weight and range is adjacent hex.)

  • Very Lite: (No Might Min)
    Fists, Claws, dagger, cane, wooden club rock
  • Lite: (No Might Min)
    shillelagh, short staff, long knife (seax), hatchet, hunting spear
  • Medium: (Might Min 10)
    Short sword, War spear,  War Axe, Iron Mace, Quarter Staff
  • Medium Heavy: (Might Min 12)
    Long sword, Falchion, Flange Mace, Great Axe, Bill, Halberd
  • Heavy: (Might Min 14)
    Zwei hander, Great Maul, Glave, Military Flail, Pole Axe
  • Very Heavy: (Might Min 18 or more)
    Giant monster sized weapon. Ogre club, Giant’s axe etc.

Missile Weapons Examples (Minimum range is 1 hex) No missile attack on adjacent target.

  • Very Lite: (No Agility Minimum) Range: 4 hexes
    Dagger, dart, rock, Flask/bottle, grenade
  • Lite: (Agility Min 8) Range: 14 hexes
    Sling, Short bow, hunting crossbow
  • Medium: (Agility Min 10) Range: 16 hexes
    Long Bow, Crossbow, staff sling,
  • Medium Heavy: (Agility Min 12 + Might Min 10) Range: 18 hexes
    War Bow, stirrup crossbow
  • Heavy: (Agility Min 14 + Min Might 12) Range: 20 hexes
    Composite Bow, Windless Crossbow (takes a round to load)
  • Very Heavy: (Agility Min 16 + Min Might 14) Range : 24 hexes
    Siege Crossbow (takes 2 rounds to load)

Armor Damage Reduction

Armor use will mitigate damage.  Rather than affect the ability to strike a target, armor will reduce the damage done.  Armor has a Deflection and Absorption Reduction (DAR) value expressed for the Monster or Character.  The target may have normal armor or intrinsic armor like scales.  The Deflection / Absorption Reduction value (DAR value) is deducted from the total damage before damage is deducted from life force.

Basic system armor reduction

Armor Type / DAR / Move in hexes / Weight / Min Might

  1. No Armor no damage reduction / Move 14 / Very Lite / no minimum
  2. Gambeson / DAR 1/ Move 12 / Lite / no minimum
  3. Leather / DAR 2 / Move 12 / Lite /Might min. 10
  4. Mail / DAR 3 / Move 10 / Medium /Might min. 12
  5. Plate & Mail / DAR 4 / Move 8 / Heavy / Might Min 14
  6. Gothic Plate / DAR 5 / Move 6 / Very Heavy / Might Min 16
  7. Shield / DAR  1/ Movement unaffected / lite/ no minimum Might

Advanced Options

Companions Table

Level 1 2 3 4 5 6
Melee Strike 10 11 12 13 14 15
Damage 1-6 1-6 +1 1-6 + 2 2-12 3-18 4-24
DAR Value 1 2 3 4 5 6
Life Force 6 12 18 24 30 36
Move 14 14 14 14 14 14

Advanced Combat Mechanics (Optional)

These special actions are not open to monsters.  A monster might have its own special attack.  These attacks are open to all character levels.

Range Bonus: At half range or less, the strike value is increased by +2.  A 60’ (12 hexes) range weapon targeted at 30’ (6 hexes) or less gets strike value +2 turning a Range Strike Value of 13 to 15.

Exploit Advantage:  If the first Strike (melee attack) is a success a second follow on attack may be attempted at -2 to die roll.

Reckless Strike: +4 to strike roll.   If successful gain additional +2-12 damage.  If target survives they get immediate riposte at -3 to strike die. (May get another attack if have not completed their Melee phase.)

Quick Shot: Missile Phase. If equipped with a  bow (not crossbow) player may be attempted the Quick Shot allows 2 missile strikes but each attack is at +2 to die roll.

Cripple Shot: +4 Strike Die, On a successful strike the target’s movement is halved.

Melee Defend: At the end of a Movement Phase a player may elect to defend rather than strike in Melee phase.  Melee Defend adds +3 to the strike roll for to up to 2 opponent’s.  Melee Defend replaces the Melee Strike option for that Moment.

Shield Rush: Movement Phase.  If equipped with medium or large shield a “shield rush” may be attempted in which the player moves at least 3 hexes to rush a foe. A successful melee strike give 1-6 damage and displaces the target 1 hex back with the vacated hex being occupied by the striker.  This is the only attack that can be made during the movement phase.

Back Attack: Much is made of attack vector in many TTRPG settings.  This neither simulates real-life nor helps game flow.  A player has a front and back (ignore flanks).  Attacks at front are normal.  Attacks from the rear are +4 to strike value, but hard to achieve.

A person or monster will always turn toward their attacker unless surprised/bushwhacked. Thus, no flank or rear attacks can be made unless one of three conditions are met.

Rear Attack

  • Defender has been successfully hit in the combat round already (Pinned).
  • Defender is magically or physically constrained (Held)
  • The attacker uses skullduggery attack from the rear. (Bushwhacked/Back-stabbed)

Force Retreat/ Knock Back (optional):  If a target takes more than 50% LF damage in a single strike, they are forced back one square at attacker choice.  They must also make a morale check.  Attacker may advance into vacated hex.

Advanced Armor Weight Equivalencies

Armor Weight, Might Min., DAR value, Base Beat points, and conversion to OSR Armor Class

General Style Weight Minimum Might DAR Base Beats AC conversion DAR Value
Normal clothing Very Lite none 0 14 10
Reinforced Cloak,
Arming Doublet
Very Lite none 1 14 9
Gambeson Lite none 2 14 8
Reinforced Gambeson Lite none 3 12 7
Boiled Leather Medium 8 4 12 6
Reinforced Leather Medium 9 5 10 5
Chain or Scale, Shirt Medium 10 6 10 4
Chain or Scale, Hauberk Medium 11 7 9 3
Brigandine Medium 12 8 9 2
Partial Plate, Laminar Heavy 14 9 8 1
Full Plate (Gothic) Very Heavy 16 10 6 0
Shields
Buckler, Targe Light none 1 No effect
Round, Heater Medium none 2 -1 beat
Kite, Pavise Heavy 14 3 -2 beats