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Action Scenes
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Actions scenes are what happens when the characters confront hostile foes. They are broken into rounds whose length is dictated by the scene, a tavern brawl would have rounds measured in seconds while a battle between two ships would have rounds lasting minutes. In a round each character has a turn in which they can take a Standard Action, a Minor Action and any number of DIFFERENT free action. In action scenes the heroes always seize the initiative unless the forces of evil spend doom. Combat in An Age Undreamed of is fast, kinetic, and lethal!
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Standard ActionA standard action requires focus and attention: making an attack, moving from from long range into close, clearing a major hindrance
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Minor ActionsA Minor Action requires some concentration but not as much time or effort: stand from prone, bandage a bleeding wound, move from medium range to close
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Free ActionsA Free Action requires little concentration or effort: Dropping prone, dropping an item, speak
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ReactionsThese occur in response to something, these happen off turn, a character can make as many reactions as they want but it cost 1 doom + 1 per reaction made previous, so that a characters second reaction costs 2 doom, a third costs 3 doom, etc.
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InitiativeAll of the heroes in any order they wish then all of the villains go in any order the GM wishes. The GM may spend 1 Doom to have 1 villain take their turn before a hero, this is repeatable
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SurpriseIf one group of opponents attempts to surprise another than both groups attempt a STRUGGLE, each group nominates a leader for this struggle with the others assisting. If the side who attempted the surprise wins the struggle, they acts first and each gains the benefits of the EXPLOIT Action. If the side defending against the Surprise wins the struggle they may pay 2 DOOM or 1 FORTUNE to gain the benefits of surprise
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Zones and Range
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This system does not track exact distances but instead breaks a scene into distinct zones of variable size befitting the encounter, for example a fight between two ships may have 5 zones each dozens of feet to a side, while a tavern brawl may also have 5 zones each barely ten feet to a side.
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Range is used to determine the distance between two zones and is broken into the following categories: Reach, Close, Medium, Long, Extreme.
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ReachWithin arms length, melee combat distance, moving within reach of something can be done for free as part of any move action but moving out of Reach may provoke Retaliation
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Close A character's current zone, moving within close range is a Free Action
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Medium.A zone adjacent to a character's current zone, moving to a point with in medium range is Minor Action
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Long A zone two away from the character's current zone, moving to point at long range is a Standard Action which increases the difficulty of all subsequent actions by (1D)
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ExtremeA zone which is three or more away from the character's current zone, a point at extreme range cannot be moved to in a Single Action
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(X) (Y) 1234
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(X) and (Y) are within close range of each other and can move to Reach as a Free Action. (1) is within medium range of (X) and can be moved to with a Minor Action while (2) is at Long Range and would require a Standard Action to move to. Zones (3) & (4) are at extreme range and can not be moved to in a Single Action. If (X) were to move to (2) as a Standard Action (X) could then move to (3) as a Minor Action as it is now with in Medium Range
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ObstaclesClimbable walls, ladders, fences, etc. Requires a (D1) skill test to bypass, failure prevents you from bypassing the obstacle
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HindrancesEffects an entire zone: Mud, a swamp, deep snow, etc. Requires a (D1) Skill Test to bypass, failure prevents your character from moving
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HazardsFunction the same as an obstacle or a hindrance but cause physical damage if the test to bypass is failed
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CoverLarge items such as boxes, Stone Pillars, Iron Racks, etc. Provide Physical Damage Soak (2) or (4)
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Combat!
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StressAny damage suffered is removed from the appropriate stress (Vigor for physical & Resolve for Mental). Losing stress has no gameplay effect on your character until you either: A) lose all stress, or B) take 5 or more stress in one attack, if either occurs the character suffers one Harm (Wounds for Physical and Trauma for Mental) or two harm if both occur
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HarmEach point of harm suffered increases the difficulty of tests relating to their corresponding attribute
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WoundsIncreases the difficulty of Agility, Brawn, & Coordination
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TraumaIncreases the difficulty of Awareness, Intelligence, Personality, & Willpower
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StressAll stress is restored at the end of an action scene
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Harm Once per day, a skill test can be made to treat harm (Difficulty is the amount of harm suffered) if successful than 1 Harm + 1 per momentum spent is suppressed, no longer affecting that character's tests. However if they suffer a new harm of the same type, all of their suppressed harm returns. To truly remove harm requires time, rest, and possibly a healer.
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Combat Actions
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Standard Actions
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AttackPerform an attack as described above
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ExploitChoose an opponent (D1) Observation test, on success the first attack before the end of the next turn gains Pierce 2 and the attacker may spend 1M to gain +1D and + 1DD
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Move LongMove to a point at long range, all subsequent actions this turn are at +(1D) difficulty.
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ReadyDeclare a triggering event and a standard action, if the event occurs before your next action, you may interrupt to perform your readied action
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RecoverDeclare a type of stress and attempt a (D1) test, on a success regain 2 points of that stress + 2 per momentum spent. Re-roll any cover dice until your next turn
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Use a SkillAny (D1) Skill test
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WithdrawMove out from Reach without provoking a Retaliate. If you have more allies within reach than the enemy, you may Withdraw as a Free Action
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Minor Actions
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Clear(D#) skill test to clear a condition, the (#) is determined by the strength of the condition
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Move MedMove to a Point within Medium Range
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Stand Stand from Prone
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Free Actions
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Drop an item---
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Drop Prone---
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Move CloseMove to a point w/in close range
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Move ReachMove to within reach of something as part of another move
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SpeakCan not be used to perform a test but can be used to bellow, shout an order, talk to allies, etc.
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Reactions
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DefendTurns an attackers skill test into a struggle
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ProtectDefend an ally within reach, turning an attackers skill test into a (D2) skill test. If the skill test is successful then the protector becomes the new target with any momentum generated determining if the attack hits or not
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RetaliateAttack a character making a non-combat skill test or moving from Reach without taking the Withdraw action.
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Combat Momentum Spends
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Bonus Damage1M (R)Increase damage of a successful attack by +1
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Confidence1M (R)Gain (1d) morale soak
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Disarm2-3MKnock an opponent's weapon away: 2-momentum for a one-handed weapon, 3-momentum for two-handed
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Penetration1M (R)Ignore soak equal to 2xM spent
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Reroll Damage1MRe-roll any number of DD
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Second Wind1M (R)Recover 1 Vigor or Resolve
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Secondary Target2A second target within reach suffers 1/2 attack damage rounding up
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Swift Action2The Character gains an additional standard action, +(1D) to any skill test during that action
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Withdraw1Leave reach without triggering retaliate
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Combat Conditions
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Dazed(1D) to skill tests Hindered(+1) to the action required for a moveStaggeredA character can only take a standard action by adding 1 DOOM
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Melee Combat
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Reach & GuardAt the start of melee combat all characters within reach are On Guard so long as they are standing, aware, and able to defend. Guard Allows a character to use their weapon's Reach to its full effect. When making an attack the combatants compare the reach of their weapons, If the defenders Reach is longer than the attackers, the Difficulty of the skill test to attack increases by the difference between the two. ex. If the attacker has a dagger (R1) and the defender has a Sword (R2) than the skill test to hit increases from (D1) to (D2). If a character loses Guard than the attacker gains a bonus +1D for every point by which their reach is shorter.
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LosingA character loses guard if they are knocked prone or the attacker spends 2M after a successful attack
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ResettingA character may reset their guard by using a Minor action and Parry test with difficulty equal to the opponents reach
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Ranged Combat
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Weapons have range values listed as Close (C), Medium (M), or Long (L). The attack difficulty increases by (1D) per Range increment outside of the weapons optimal range
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a melee weapon can be thrown with a range of close, these weapons suffer (2D) penalty.
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Weapon Qualities
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Grapplingif an effect is rolled the defender can not take a move action except to attempt an Acrobatics or Athletics test with (D) equal to the number of effects rolledShield (X)May use defend or protect against ranged attack. Grants (X) cover soak. Sacrifice shield to avoid a wound
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Hidden (X)Observation (DX) to discover if concealedStunOn Effect Target Staggered until end of next turn unless they pay 1 DOOM per effect rolled
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ImprovisedNo damage for 5&6 rollsThrownRanged attack tests do not suffer the (2D) penalty for throwing a melee weapon
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Intenseplus (1d) if weapon deals damageUnforgiving (X)If an Attack with this weapon benefits from the Exploit action than it gains Intense & Vicious (X)
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KnockdownIf an effect is rolled, defender knocked prone unless they pay 1 DOOM per effectVicious (X)(Xd) per effect rolled
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ParryingReduces the DOOM cost of Defend or Protect by 1 (min 0)VolleyWeapons with volley use loads rather than ammo. loads are not consumed for ranged attacks but can be spent to add (+1D20) & (1d) to an attack
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Piercing (X)Ignore soak equal to the number of effects rolled
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AttackSkillDamage TypeDefense reactionAttack ChartDamage Dice (DD)RollValue
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MeleeMeleePhysicalParry11
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RangedRanged WeaponsPhysicalAcrobatics22
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ThreatenPersuadeMentalDiscipline 3&40
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5&61 + an effect
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Damage TypeStressSoakHarmRecovery (Self)Recovery (Other)Damage Types
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Physical (creature)Vigor (Brawn + Resistance)Armor (S) + Cover (V)Wound (Ag, B, C)ResistanceHealingAbbreviationsM=momentum R= repeatable 1D= 1 difficulty V= varies/dice S=Static d=Damage DD=Damage Dice
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Physical (Object)StructureArmour (S) + Cover (V)Break----Crafts
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MentalResolve (Willpower + Discipline)Courage (S) + Morale (v)Trauma (A,I,P,W)DisciplineCounsel
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