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Attack roll

1. Choose attack type: Unarmed Melee Ranged


Can enemy counter-attack? Yes Yes No
2. Roll X dice Body Agility Senses
3. Success = X or less Unarmed Melee Marksman
Combat Weapons
4. Count successes, leaving dice in place
5. Ask opponent to roll defense
Defense roll
1. Choose defense: Unarmed Parry Melee Parry Dodge
Against U/M/R Yes (counter-attack Yes (counter-attack Yes
Attack possible) possible)
Against Magic No No Yes
2. Roll X dice Body Agility Agility
3. Success = X or less Unarmed Combat Melee Weapons Evasion
4. Count successes, leaving dice in place
5. Calculate margin of success as (attack successes defense successes). Check result:
Margin > 0 Take damage = (margin + attacker's weapon damage)
Margin = 0 Both sides reroll exactly the same # of dice
Margin < 0, May deal damage = (margin + your weapon Take no damage
against U/M damage) to attacker (as free counter-attack)
Margin < 0, Take no damage
against R/Mag
Damage
Vitality Light Heavy Wound Critical Wound Dead
Wound Wound
Damage 1 point 1 point 1 point 1 point All of it
equivalent (soak)
Damage Stamina Flesh Bleeding, Painful or dangerous Run
description wound broken bone through
Bleeding 1 Vitality at end of
every round;
Stops at 1 Vitality
If all vitality Pass out Pass out Pass out Pass out Dead
lost
Dice added 1 (total) 2 (total) 3 (total)
to all rolls
Healing in Combat
Vitality loss Blacked Out Bleeding L/H/C Wound
First Aid Difficulty: worst Difficulty 3, stops
wound (min 1); Vitality drain.
Patient wakes up (Doesn't remove
with Vitality 1 Critical Wound).
Regenera- After every
tion round (upkeep)
Iyashi Impossible if Impossible if Dead Impossible if Impossible if
spell Dead checked. Dead checked. Dead checked.
(Soul: 5) checked. If margin of success If a Critical Difficulty: worst
If margin of 0, full Vitality wound is wound; remove
success 0, full restored removed, [margin of success]
Vit restored bleeding stops wounds
Rejuvena- 1pt per wound;
tion Self: after round
Worms Other: during
round
Combat
1. Initiative Order characters in descending order by Agility (ties resolved by Body,
Senses, Knowledge in that order).
2. Next Rest: regain 1 Vitality Wait: next character Act now
character chooses instead of you.
chooses:
Move? May not move Move up to Agility x 10
metres
Action? May only defend and Action: Attack, Sneak
counter-attack Attack, or Special Ability
Half-action? Half-action: 5 sec or less,
no damage to enemy
Who goes Choose: go next or
next? wait again
3. Upkeep Update character sheets due to bleeding, vitality regeneration, passing
out, dying, environmental damage. Then proceed to #2 again.
Healing out of Combat
Vitality Bleeding Wounds (L/H/C/D)
Natural 1/minute; only if no
Critical wound
First Aid If a Critical wound is Difficulty: worst
removed, bleeding stops wound;
remove [margin of
success] wounds

Wound difficulty
Light W. Heavy W. Critical W. Dead W.
Difficulty 1 2 3 1
Can heal in combat? Yes Yes Yes No
Aiki uses
What Cost
In scene Convert to 1 Kiai (spend immediately at no Karma cost!) * 1
Bring another's PC to scene (doesn't require their approval) * 1
Influence another's Emotion Matrix roll by 1 field (requires 1
player approval) *
Convert to a lot of Kiai through a Fate roll (once per scene, GM 1
permission required)
Combat Convert to 1 Kiai (spend immediately at no Karma cost!) * 1
Intermission Convert to a lot of Kiai through a Fate roll (no limit on Fate rolls 1
during intermission) *
Create new Fate for self or other (Fate starts at rank 2; creating 1
Fate for another player requires their approval) *

* multiple spends at the same time possible


When influencing a PC or a player roll, give the Aiki chits to the player instead of the GM.
Kiai uses
What Cost
In scene Get 1 more die to a roll * 1
Get 1 more success after a roll * 3
Raise a skill by 1 for a single roll (any General skills, existing 3
Specialist skills, raise up to level 4 possible) *
Enter a scene (in which you're not currently included) 1
Influence own Emotion Matrix roll by 1 field * 1
Interrupt another's action (cannot interrupt an interruption) 2
Combat Extra action (after all other characters acted) * 1
Interrupt another's action (includes extra action cost) 3
Protect another character (ask GM for rules) 1
Intermission Character development (+ pay to keep found equipment) * Ask

* multiple spends at the same time possible

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