Shell and Meat The Core Rules. This is modified by your skill in a particular ability, equipment, and/or circumstance.

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1 Shell and Meat The Core Rules The GM always has final say. D6 system. The number on your stat-line indicates the number of dice that are in your dice pool for a particular stat test. This is modified by your skill in a particular ability, equipment, and/or circumstance. Every roll of a 4, 5 or a 6 is considered a success. Carrying out an action is done by rolling a Stat or Skill test. A test is considered successful if the number of successes rolled meets or exceeds the difficulty of the action (see Difficulty later). Hero's Guidance (HG) All player's start the game with a number of Hero's Guidance (HG) dice and have a maximum number (usually 3) determined by the campaign and GM. Any number of HG dice can be added to a test. Once a HG dice is added to a test, it is removed from the players HG pool forever. HG dice may be added to the test after all other dice committed to the test have been rolled. Alternatively HG dice may be spent (removed from the player's HG pool) to add or subtract 1 from any dice rolled for an action (e.g. You roll a 3 so you spend a HG dice to increase it to 4). New HG dice are added to a player's HG pool after a Critical Fail (all dice rolled for a test come up showing a 1). The GM should award players HG dice for attempting something impressive, a player role playing well, or any other reason at the GM's discretion. HG dice should be given out frequently, at an average rate of approx 1 per hour (per player, real time). Premonition (PP) All players start with a number of Premonition points (PP), and have a maximum number (usually 3)determined by the campaign and GM. PP may be spent at any time. When a player spends a PP it immediately becomes their turn, they may rewind time by approximately 5 (in game) seconds (In which case all players are considered to have witnessed what would have happened and so may act accordingly) and dice committed to an action are considered to be successes. [Note: Only dice committed to the action are automatically successes, Bonus dice added as a result of Critical Success, abilities and similar must be rolled]. PP points are given out at specific points in a campaign, or if the GM deems a player to have earned one, for example, by doing something particularly awesome. Stat line: Precision (Pr): How precisely a character performs a task. Manual Dexterity (MD): Character's skill with their hands and delicate activities. Strength (Str): Pure physical force the character can exert.

2 Resilience (Res): How long a character can keep going despite hardship and trauma. Conviction (Con): How much the character believes and commits to activities. Social Intelligence (SI): The ability to understand and manage people in human relations. Awareness (Aw): How observant and perceptive the character is. Logic (L): The ability to reason using strict principles. Speed (Spd): How quick the character is. Agility (Ag): The ability to move freely and effectively. Inspiration (Ins): How mentally stimulated and creative a character is. Initial value for each Stat is 2. Four Stat values may then be increased to 3. Luck: A characters maximum (and starting) luck is determined by D6. Luck is used in the same was as HP might be used in another system. Think of it as a measure of how many near misses a character can have. When a character's Luck runs out (is reduced to 0) they start taking wounds equal to the damage instead. See Out of Luck. Sliced flesh, broken bones, ruptured organs, black out, concussion, death, etc. all reduce a character's ability to fight. when a character's Luck runs out they must take a Conviction (Con) test every time they are wounded. If they score no successes, the character immediately panics. Panic can mean running in fear, cowering, attacking wildly or any other action which makes sense for the character. Fatigue: A character's initial Fatigue is 0. If a character's level of Fatigue is higher than their [Res] then the character must immediately take a [Tough] AbDiff[Fatigue - Resilience]. If failed the character falls unconscious and goes prone. If the character remains conscious then all subsequent tests are modified by [Res - Fatigue]. If unconscious a character may, at the beginning of each round, take a [Tough] AbDiff[Fatigue - Resilience] to see if they become conscious. If they become conscious they generate Action, Attack and Defence dice as normal. Skills and Traits Skills should be logically determined by GM and player together. Some are included for quick play and character building. Skills are given a name (e.g. Lie), assigned to a stat (e.g. SI) and a modifier (e.g. -1) which may alter the number of dice committed to an action or the number of dice available to commit to an action. Skills maybe assigned to a combination of stats. We'll call these the Parent Stats (e.g. Climbing[Str, Ag]). Generally when a character uses a skill, they add one of the parent stats of that skill to the skill modifier and this tells them how many dice they roll for the test. In the case of challenges a specific parent stat may be specified. Generally for a new skill the modifier should be -1, but this can be discussed between the player and GM as the skill is generated. Experience

3 Experience takes two forms: Character experience and Skill experience. Character experience May be spent by the player on anything and is given by the GM when a character acts, observes, discusses or generally takes part in events. Use this to encourage particular behaviors (e.g. Reward players for narrative play, staying in character, character development, adapting play style, etc.). Skill experience is gained and assigned straight to the skill or Stat every time it is used by a player regardless of success or failure. (e.g. Player character attempts to lie to an NPC and so receives 1 experience to their Lie skill). Note: For book keeping and admin reasons the easiest way for the GM to do this is to assign experience to the parent stat the player chooses when taking a skill test rather than the skill its self. But if you've got a cunning method of keeping track of everything, go right a head. {Optional: Roll a check following the activity to attempt to increase the experience (e.g. Character rolls a Climbing check then, after the action is completed, rolls a Aw check to see how much they were paying attention and so learn from the action and how to improve). Suggest this is only done when training} Traits can be positive or negative and are part of the character. They may be purchased using Character Experience, or maybe assigned by the GM when seems appropriate (e.g. Fear of the Dark, -1 to all tests when it is dark). Upgrade Costs are defined at the beginning of a campaign based on how long the campaign should be and how rapidly the characters should improve. Generally speaking: To improve a Skill which has a negative modifier requires 5 experience. improving from 0 to +1 requires 15 from +1 to +2 requires 30 from +2 to +3 requires 60 from +3 to +4 requires 120 Experience cost doubles each time thereafter (so from n to n+1 requires x and from n + 1 to n + 2 requires 2x). Base Stats are increased in the same way but with the following experience costs: From 1 to 2 requires 30 experience. 2 to 3 requires 90 3 to 4 requires to 5 requires 360 The cost of each experience increase doubles each time there after (so from n to n+1 requires x and from n + 1 to n + 2 requires 2x). Difficulty Difficulty of an action is determined by the GM. Campaigns will of course set difficulties for certain actions, but the GM has ultimate say. The difficulty of an action will be shown as Difficulty type, followed by the value to achieve in square brackets [], the skill or stat the player should test with and any modifiers (e.g. [Str], AbDiff [3], +1). In campaigns difficulty will be stated in the following format: Skill and/or [parent stat to use], Difficulty type [number to reach], + or - number of bonus dice.

4 The three types of difficulty: Absolute (AbDiff) difficulty must be achieved with a single Stat test (e.g. Jump[Spd + Str] over a particularly wide gap, and you have Spd =3 and Str =3 so 6 dice in your pool. AbDiff [3] so you must get 3 successes with a single throw of your 6 dice. In opposed AbDiff rolls the Net Success must be equal to or greater than the AbDiff value.). Unless stated otherwise this is the default difficulty method for determining success or failure. Stacked (StkDiff) difficulty can be achieved over several Stat tests. Each throw of your dice pool is 1 action in combat or 5 seconds out of combat. The test is passed when your total number of successes rolled is equal to or greater than the difficulty. Successes are removed from the dice pool after each roll. (Lets look at Pick Lock: e.g. Pick Lock [MD], +1. your MD is 3, +1 so you have 4 dice in your pool and StkDiff [4]. There is 1 success on the first roll, so 1 dice is removed from the pool and you have have 3 dice for the second test. The second test gives no successes so no dice are removed from the pool and 3 dice are available for the third test. The third test gives 2 successes so 2 dice are removed from the pool leaving 1 dice for the fourth test. This continues until the Number of Successes = StkDiff[4] or the players gives up) Pooled (PDiff) difficulty can be achieved over several Stat tests. Each throw of your dice pool is 1 action in combat or 5 seconds out of combat. The test is passed when your total number of successes rolled is equal to or greater than the difficulty (e.g. Pick Lock [MD], +1. your MD is 3 so you have 4 dice in your pool and PDiff [4]. You may roll up to 4 dice each time you test and the task is considered successful when you have rolled total of 4 successes. So you roll 4 dice on your first attempt, gaining 1 success. you roll 4 dice on your second test, gaining 2 successes giving you a total of 3 successes so you decide to test again. This time from your 4 dice you gain 1 success, making a total of 4 successes and so the lock is opened on your 3rd test. Generally speaking it is possible to give up or pause in the middle of difficulty test like this, unless the GM says otherwise.). Combination difficulty: A particularly difficult challenge might have several stages. The challenge will state if these stages have to be overcome in order or not. Dice removed from the pool during StkDiff stages are not returned to the dice pool. If a challenge is based on a particular skill the character's bonus dice for that skill are applied. Challenges will be labeled as such along with any additional modifiers. (e.g. Event, Holding up a falling ceiling and trying to brace it [Str + Ag]: StkDiff [3] > {PDiff [3], AbDiff [1]} This indicates the challenge has 3 Stages. Stages to the left of the '>' must be done first. Stages separated by a comma can be done in any order. In this case StkDiff[3] must be completed first then the PDiff and AbDiff stage can be completed in any order. Successes in the StkDiff stage will have been removed from the dice pool. This means if the pool started at 4. 3 Dice will be removed in stage 1 and the character will have to do the remaining 2 stages using only 1 dice.). Opposed Tests: When a character attempts an action (we'll call them the Actor) whilst someone or something actively tries to stop them (we'll call them the Resistor). The Actor will attempt the action on the appropriate number of dice (dependent on number of dice Committed, Skills, Stats, and Bonus dice) and count their successes. The Resistor then decides on an action that would stop the Actor from being successful and rolls the appropriate number of dice (again dependent on number of dice Committed, Skills, Stats, and Bonus dice). The Resistor's successes are then taken away from the Actors successes. This is called the Net Success.

5 For the Actors action to succeed the Net Success must meet or exceed the difficulty of the action (if difficulty is not stated, a Net Success of 1 is required). Net Success determines the effectiveness of the action (an attack adds 1 damage per success over the required number of successes, an Interrogation gets a certain amount of information, a Lie is more convincing). If the Net Success is negative (e.g. Actor rolls 2 successes, Blocker rolls 4 successes. Net Success = 2-4 = -2) then the Actor's action fails and the Resistor gains Bonus dice equal to the magnitude of the Net Success for whatever action they take next (so if Net Success = -2 the Blocker gains +2 Bonus dice to their next action). Note: If the Resistor's next action does not use bonus dice these bonus dice are lost. Heroic effort and over exertion A player may choose to attempt any skill test on two parent stats added together (where a skill only has one parent Stat the player doubles it instead), however after doing so they gain 1 level of fatigue and must take a Resilience [Res] check with AbDiff [Level of Fatigue]. If the test is passed there are no further consequences. If the [Res] test is failed then all following stat and skill tests will be at -1 until Fatigue is reduced to 0. This effect is cumulative. In combat a character may make a Heroic effort and generate their Action or Atk or Def again immediately. A character may only make 1 Heroic effort per round. Helping out More than one player maybe able to help out in a situation. All bonuses for helping out are given at the GM's discretion. Advising, explaining, etc. Where you have one player doing an action and another player who is helping by giving advice, guidance or similar, the player who is helping may roll as if they were doing the action. The number of successes the helping player achieves is the number of additional dice the player doing the action receives (e.g. One player is trying to explain to another how to complete a Logic puzzle. Both players have L[3]. The helping player rolls 3 dice scoring 1 success, so the player actually doing the puzzle gets 1 extra dice and so may test to complete the puzzle using 4 dice). Fully involved Where all players helping out can be fully involved (lifting an object, searching a room, etc.) all players taking part may donate all their dice to the action (e.g. 4 players are trying to lift a palanquin, AdDiff [2], Str. All players have Str 2, so all players may add 2 dice to the attempt, giving a total of 8 dice to pass the test). Critical Success On any Stat test where all the dice rolled show a success you may roll the pool again and add any successes to your original roll. If all of these dice show success as well, you may keep rolling the entire pool until you get 1 or more dice which are not successes (e.g. Stat test on 2 dice, both show success, so you roll an additional 2 dice which are also both successes, so you roll another 2 which gives only 1 success. Total success = = 5). Critical Failure

6 If all dice committed to an action show 1s then not only has the action failed but something bad has happened. Maybe a player has accidentally insulted another character, or a character has slipped trying to sprint away. This is left to the GM's discretion. In addition to this the, after failing the action the player gains 1 HG dice. Conversations: Generally it is best to carry out conversations in character, in real time, where the GM will ask a player to take a test when they attempt to use a skill (i.e. Lie, Charm, Criticise etc.). For players and GMs uncomfortable with this approach see Rolling Conversations. Time Critical Time Critical is used when the order of events and how characters move is of the up most importance (a skirmish for example). It is best played out on a table top (or electronically) using models to represent all the characters involved. When Time Critical begins all characters roll for Readiness: 2D6 + [Aw]. (Aw maybe replaced with a suitable skill). Whoever gets the highest Readiness goes first each round, followed by the next highest, etc. until every character has had a turn. This is the Readiness Order. A character may end their turn at any point during their turn. A character's turn ends if they have no Action Dice remaining. All characters get a turn during a round. A round ends once all characters have completed their turn. Then the next round begins and operates in the same way, with the same Readiness Order unless otherwise stated or modified by another rule. In the case where two characters have the same Readiness, randomize which of them goes before the other. Each round is considered to be approximately 5 seconds of in game time. At the beginning of each round all characters generate an Action Dice pool. The Action Dice pool is a number of dice equal to the character's [Con + Res]. A character may discard or commit any number of Action Dice from their Action Dice pool during their turn. An easy task with no chance of failure (unless opposed) will simply require the character to remove (discard) a number of dice from their Action Dice pool. A difficult task will require the character to commit Action Dice. The GM will tell a player the difficulty of the task they are attempting before they commit any Action Dice. Action Dice committed to an action are removed from the Action Dice pool. Dice are then added or removed from the number of Action Dice committed based on appropriate modifiers for the character's skill and equipment. These dice are then rolled as for any other Skill or Stat test. A character may attempt any number of actions in a turn, so long as they have enough action dice.

7 Any dice a character has remaining in their Action Dice pool when a round ends are discarded and cannot be used for any action. Basic Actions Standard Movement: The character discards 1 action dice to move up to its [Spd + Ag] in centimeters(cm). Crouching, Going prone and Standing up: Discard 1 action dice. A prone character receives -2 bonus dice when making any defensive action. Anyone attempting to shoot a prone target receives -2 bonus dice. Moving whilst crouching or prone: The character discards 1 action dice to move up to [Ag] cm. Wait: The character must discard one action dice, they then hold onto any remaining action dice. The remaining action dice may then be discarded or committed for an action at any time. Including to interrupt another character's action, if this is done the action from the character which was waiting is completed first. Moving over obstacles and jumping: If a character wants to move over an obstacle or jump over a gap they must discard 1 action dice and take an [Ag] AbDiff [Size] test. Additional action dice may be committed to the test (so the number of dice rolled would be [Ag] + committed Action Dice). AbDiff [Size] is worked out in the following way: Obstacle height and width (just width for gaps) are the same as or less than the character's Ag in cm: [Ag]AbDiff[1] Height and width are up to double the character's Ag in cm: [Ag]AbDiff[2] Larger obstacles cannot be moved over in this way. On success the character is placed on the other side of the obstacle in base to base contact. On failure the character is placed in the middle of the obstacle or gap if possible. Being placed in the middle of a gap will result in the character falling. On critical failure the character immediately goes prone without moving. Climbing: This will be determined by the GM based on the difficulty of the climb. Suggested for ladders and easy climbs: each action dice discarded moves the character [Ag or Str](players choice) in cm. Draw weapon, switch hands and pick up: Discard 1 action dice. Dropping something costs nothing. Close Combat: A character may commit any number of Action Dice to an attack. An attack is considered to have hit if the character scores 1 or more successes. Each success increases the damage of the attack by 1. Handedness: Attacking with an item in the off-hand is at -2 Bonus Dice. Reactions: Any time a character becomes the target of another character's action, or a character is in melee range when another character attempts any action, they may immediately discard or commit dice to attempt a single action. The actions occur in the order they are declared. Other Actions: A character may commit any number of action dice to an action (dance, talk, pick lock, insult, fish etc.). Any skill and equipment modifiers the character has will then add or remove dice for the test. The difficulty and additional modifiers (if any) to complete the action will be given by the GM before

8 the player chooses how many dice they will commit. Standard Combat Equipment Stats: Protection is the amount of damage reduction offered to an area. Dice bonus is the number of dice this item will add when used to complete a specific action. Damage is the amount of damage this item will do when used to attack. In addition each point of Net Success when rolling to attack adds 1 to the damage. Penetration is how much protection the weapon ignores. Damage type determines the types of wounds inflicted. Range is the optimum distance at which this weapon can be used. Attacks made at a target further than the maximum range miss automatically. Ranged attacks made at a target closer than the minimum range receive -2 bonus dice. Close Combat attacks made at a target closer than the minimum range cause Damage equal to the character's Str. Resting and Getting your Luck Back A good night's sleep does wonders. For every 2 hours a character sleeps they -1 to Fatigue (to a minimum of 0, unless items or abilities allow them to do otherwise.). For every 4 hours in game time that passes then -1 to Fatigue (to a minimum of 0, unless items or abilities allow them to do otherwise.). For every 1 hour a character sleeps they regain 1 Luck. Rolling Conversations For those unhappy staying in character to conduct conversations here are a couple of dice-based conversation techniques: Difficulty Challenges The player tells the GM more or less what they are trying to convince the other character of and the GM gives them a difficulty challenge much as the would for any other skill test based on the skill they are trying to use: Bargaining [SI, L, Aw]: AbDiff test (getting the "buyer's" attention) followed by StkDiff (coming to terms), any failed attempt at the StkDiff will end the negotiation. Number of successes on the StkDiff will determine how favourable the terms are for the player. Persuasion [SI, Con, Ins]: PDiff (comparing evidence) followed by opposed StkDiff (discussing ). After the second and each subsequent attempt at the PDiff the player must take a [Res] check AbDiff [Attempts at PDiff -1]. If the [Res] check is failed the player must move on to the StkDiff. A player may not make further attempts at the StkDiff if they get no successes on an attempt. Player total successes - Opponent total Successes determines how persuasive the player has been. Charm [SI, Aw, Ins]: StkDiff [Targets Res] (breaking down the barriers) followed by opposed AbDiff [best roll wins] (Saying or doing the right thing against the targets openness or weakness to charm).

9 Additional successes above the targets Res rolled for the StkDiff become bonus dice for the AbDiff. Note: Successes from the StkDiff remove dice from the pool generated by the initial parent stat available for the next roll, however in this case the player may choose to employ a different parent stat for the AbDiff roll and so generate a new dice pool. Verbal Duel Treat the conversation as Time Critical with a couple of alterations: Each time a character attempts a skill they can add one of their parent stats of that skill as bonus dice to the attempt. When a character has a skill used against them they can attempt to defend the effects of that action but must use the same skill to do so. They may also add one of their parent stats to their defense, but it must be the same parent stat as that used against them. Some skills, such as scrutinize, in defense against certain skills such as charm, lie etc.. This will usually be stated in the skill description but allow any reasonable request in this regard. Before Your Luck Runs Out: Mini Crit Table Even though a character is lucky enough not to get their head split open, they may still get stunned by the strike. With this in mind, each time a character takes damage to a body part but still has Luck remaining consider the following: If the Luck lost in a single action is greater than the character's [Res] then consult the table below All effects last for 1 round. Head: All of the following stats are at -1 [Pr, MD, Aw, L, Ag, Ins, Con]. Body: -1 bonus dice for all skills which have any of the following as a parent stat [Str, Res, Spd, Ag]. Arms: -1 bonus dice to any action using this arm. Legs: All of the following stats are at -1 [Spd, Ag]. Out of Luck When a character's Luck runs out they start taking injuries from the tables below. Note that each time the character takes damage after their luck has run out consult the tables below. Bleeding out: When a characters Luck runs out keep track of how much blood they lose. When blood loss = 10 x [Res] the character dies. Bleeding and Blood loss Bleed happens at the beginning of each round in Time Critical, or every 5 minutes in normal play. Blood loss is the total amount of blood lost through bleed (see table below). Bleed effects are cumulative. That is, if you have a Bleed of +1 and then get a Bleed effect of +2, the two bleed effects add together so your Bleed is now = +3. Blood loss table: 1 to 10 : Character gains +2 Fatigue, all tests are at to 20: Character gains +2 Fatigue, all tests are at to 30: Character gains +2 Fatigue, all tests are at to 50: The Character falls unconscious if they have not already done so. 51+ : The Character is dead.

10 If Penetration of weapon is less than Protection of location then: Piercing damage becomes Cutting. Cutting damage becomes Blunt. Blunt is always Blunt. 'Damage received' is for the damage (minus protection and attributes) received in a single attack. Strikes to the head are at +2 on all tables. What 'Cannot use appendage' means: Head: Character is unconscious. Character immediately goes prone. Arms: Affected arm cannot hold, use any item or take part in any action. Body: Character immediately goes prone. Cannot breath, requires first aid in 3 rounds or will die. Legs: When occurs, character's [Spd] becomes 0 and affected leg cannot take part in any action. Additionally Character must roll [Ag]AbDiff[2], if failed character immediately goes prone. Blunt: Damage Received Effect 1 Take a [Res] check, if failed +1 Fatigue. 2 Take a [Res] AbDiff[2], if failed +1 Fatigue. 3 Take a [Res] AbDiff[2], if failed +2 Fatigue Fatigue Fatigue, take a [Res] check, if failed actions are at -2 until Fatigue = Fatigue, you can no longer use the struck appendage until Fatigue = Fatigue, your bone breaks, appendage cannot be used until this is fixed. 8 Fatal if to head, internal bleeding +2 (surgery to stop) and broken bones. 9 As above, but also fatal to body. 10 Pulverized bone and massive hemorrhage, fatal to any location. Cutting Damage Received Effect 1 Bleed Bleed Bleed Bleed +3 and must pass [Res] check to use appendage. 5 Bleed +4 and cannot use appendage until Fatigue = 0. 6 Bleed + 6 and your bone breaks, appendage cannot be used until this is fixed. 7 Hemorrhage (Bleed + 8) and appendage removed. 8 Hemorrhage (Bleed + 8) and appendage removed, pass out. 9 Dead 10 Dead Piercing Damage Received Effect 1 Bleed Bleed +1, Fatigue Bleed +1, Fatigue +1, needs surgery. 4 Bleed +2, needs surgery, and must pass [Res] check to use appendage. 5 Bleed +3, needs surgery, cannot use appendage until Fatigue = 0. 6 Bleed +4, needs surgery, broken bone.

11 7 Dead 8 Dead 9 Dead 10 Dead Advanced Rules TODO Combat: 1. Unit tactics, command and quick handling their combat. TODO: 1. Make information easier to find. 2.!!Edit + rearrange!! 3. Skill list and their parent stats. Quick Handling NPC vs NPC Combat Nobody really wants to watch NPCs beat each other up (with a couple of possible exceptions). Instead where a close combat is made up entirely of NPCs take all their turns as a single opposed roll using all Action dice remaining for those NPCs. Which ever side gets most successes causes a single attack (damage modified by Net Success and protection as normal) to all opposing parties in the combat. Treat shields as if they are always successful at blocking. However if the unmodified damage of an attack is double the protection of the shield, that shield is broken and cannot be used again without repair. Descriptive Fighting Players are encouraged to describe the attack they are making and the GM encourage to give Bonus dice accordingly. For example a player may ask to make a forehand swing followed by a backhand swing for which the GM may give +1 Bonus dice to the backhand swing. Or A player may choose to hook the top of a shield witch their bearded axe then stab with their off hand sword for which the GM gives the attacking player +2 Bonus dice for the off-hand stab. This works defensively too: Seeing an attacker charging in weapon raised they may prepare a high guard for which the GM gives them +2 Bonus dice. Logical moves that feed into each other should be given positive Bonus dice. Moves which would be ungainly, awkward or difficult should have negative Bonus dice. Shield Breaking If the damage of an attack blocked by a shield is double the protection of the shield, that shield is broken and cannot be used again without repair. Shot Difficulty Short range (minimum to half range): 0 Bonus dice Long range (above half range): - 1 Bonus dice Obscured: Approx 50% target obscured from view: - 1 Bonus dice approx 75% target obscured from view: -2 Bonus dice Moving targets:

12 When shooting at a target which moved during its most recent turn: 0 cm to 5 cm: 0 Bonus dice. 5+ cm to 20 cm : -1 Bonus dice. 20+ cm to 30 cm: -2 Bonus dice. 30+ cm : -3 Bonus dice. Randomized hit location Roll two D6 and add them together: 11 or 12: Head 8, 9 or 10: body 6 or 7: Legs (roll a D6: Odd = right leg, even = left leg) 2 to 5: Arms (roll a D6: Odd = right arm, even = left arm) Targeting body parts Head: -2 Arm or leg: -2 Body: -1 Cover: Cover simply conceals body parts. If the location hit is behind cover then the target gains the protection value of the cover in addition to their normal protection. Protection will have to be on case by case basis, but roughly: Hedges and bushes: 1 to 2 protection. Wood: 5 per 10 mm. Metal: 20 per 10 mm. Rock: 50 per 100 mm. Advanced Close Combat With these rules Close Combat is a special case during Time Critical game play which is entered when two characters are within swinging distance of each other and runs as follows: Close Combat is entered when a character is within close combat attack range of either their own readied weapon or their opponents, which ever is longer. A character cannot use their action dice during close combat. They must instead use Attack and Defense Dice. Relevant equipment will have the following stat: Generated Dice the number of dice this piece of equipment will add to the Atk or Def pool when in close combat. When approaching an opponent, a character may only approach to the maximum range of the opponents readied close combat weapon(s) unless permission is given by the opponent. When characters move into close combat with each other Attack and Defense dice are generated for all characters in the close combat. A character may only generate Attack and Defense dice once per round unless stated otherwise. An unarmed character generates generates Attack and Defense dice based on any martial arts they know. The number of Defense dice a character generates is always [Res or Ag or Aw] (Players choice) plus

13 skills and equipment they have readied. Equipment must be equipped and readied to generate dice to either pool. (i.e. a sheathed sword doesn't generate any dice). Note: Equipment made ready in the middle of a turn does not generate Atk or Def dice that round but can be used to perform actions. The number of dice generated for the Attack dice (Atk) and Defense dice (Def) by each piece of equipment is stated in the following form: Sword: Atk[Str + Pr] Def [+1] Which means having the sword readied generates an Atk pool equal to the character's [Strength + Precision] and Def pool equal to the character's [Res or Ag or Aw] + 1. Equipment in the off hand (the hand you're less good with) generates half the stated number of Attack dice rounded down, but all of the stated number of Defense dice. If characters start the round in close combat generate their Attack and Defense dice immediately as stated above. The Close Combat Cycle is started when it is the turn of the player with the highest Readiness inside the close combat. Attacking and defending: A Close Combat Cycle is when every character in a close combat has been given the option to commit Atk dice to an action, starting with the character with the highest readiness and ending with the lowest readiness. When it is a character's turn they may commit any number of their Attack dice to complete any action. Anyone else involved in the combat may choose to commit any number of defense dice to an action which opposes the attacker's action. Then the next character in the same close combat, with the next highest Readiness, can commit attack dice to an action. Once the character with the lowest readiness in the close combat has been given the opportunity to commit attack dice it again becomes the turn of the character with the highest Readiness to commit Attack dice. [Note: The characters in the close combat only generate Atk and Def dice once per Time Critical Round. They do not generate dice each Close Combat Cycle.] The turn circulates within the same close combat until one of the following conditions is met: -All characters in this close combat have committed all their attack and defense dice. -All Attack and Defense actions taken this Close Combat Cycle have failed. -All characters involved choose not to, or cannot, make an Attack or Defense action in a Close Combat Cycle. [Note: Moving dice between pools is not an action.] Once a dice has been committed it is removed from the character's pool for the rest of this close combat cycle. When in close combat before making a roll to attack or defend the character may move 1 dice from their attack pool to their defense pool or 1 dice from their defense pool to their attack pool. A character may try to close or extend their distance from an opponent whilst in Close Combat by

14 committing dice to an action (Lunge, dive, dodge etc.). After rolling the dice committed to the action, but before the opponent commits any defense dice, the character may -1 from their number of Successes for each 1cm they wish to move. A character making the move as a defensive action may do the same but cannot reduce their Net Success to below 0. This movement is made after a Defense action has been completed. When making this move as an Attack action, unless the opponent specifically takes an action to stop the character from moving (E.g. Tripping or grabbing) the move happens regardless of the Attacking character's Net Success. A character is considered to have left the close combat if they are outside the range of the longest range close combat weapon involved in that fight at the end of a Close Combat Cycle. [Note: you may take your self into negative Successes in this way, but this will give your opponent Bonus dice for their next action] On leaving close combat a character gains Action dice equal to the number of Atk or Def dice (player choice) they have remaining. Committing or discarding any of these dice will also reduce the character's remaining dice from the same pool they were generated from. The character will then get to take their turn in the normal order based on their Readiness. [Note: The character's Atk and Def pool persist until the end of the round in case the character is reengaged in close combat.] Actions/Skills List Actions and skills are linked closely so most actions will have an associated skill. You should make logical exceptions where you see fit. The clearest case for this is when skills are dependent on each other, in which case simply add the dice bonuses for the skills together for example: Making horse shoes (or other working with the forge): Associated skill could be Smithing. So lets say a character has Smithing, +2 Bonus dice, Forge Horseshoe, -1 Bonus dice Giving: = +1 so the character has +1 Bonus dice when forging horseshoes. Reactions: Any time a character becomes the target of another character's action, or a character is in melee range when another character attempts any action, they may immediately discard or commit dice to attempt a single action. The actions occur in the order they are declared. An item must be readied to use any of the associated actions. Armour is considered readied if you are wearing it. Weapons and other items should be considered logically. In most cases this means it must be in a hand to be considered 'Readied'. The number of items allowed to be readied should be considered logically (e.g. Only 1 weapon per hand at a time). Action Standard Movement [Discard 1]: Move Character up to [Spd + Ag] in centimeters(cm). Action Crouching, Going prone and Standing up [Discard 1]: A crouching character receives -1 bonus dice when making any defensive action. Anyone attempting to shoot a crouching target receives -1 bonus dice. A crouching character is 50% shorter than normal. A prone character receives -2 bonus dice when making any defensive action. Anyone attempting to shoot a prone target receives -2 bonus dice. A prone character is 75% shorter than normal. Action Moving whilst crouching or prone[discard 1]: Move up to [Ag] cm.

15 Action Wait[Discard 1]: Hold onto any remaining action dice. The remaining action dice may then be discarded or committed for an action at any time. Including to interrupt another character's action, if this is done the action from the character which was waiting is completed first. Action Moving over obstacles and jumping: If a character wants to move over an obstacle or jump over a gap they must discard 1 action dice and take an [Ag] AbDiff [Size] test. Additional action dice may be committed to the test (so the number of dice rolled would be [Ag] + committed Action Dice). AbDiff [Size] is worked out in the following way: Obstacle height and width (just width for gaps) are the same as or less than the character's Ag in cm: [Ag]AbDiff[1] Height and width are up to double the character's Ag in cm: [Ag]AbDiff[2] Larger obstacles cannot be moved over in this way. On success the character is placed on the other side of the obstacle in base to base contact. On failure the character is placed in the middle of the obstacle or gap if possible. Being placed in the middle of a gap will result in the character falling. On critical failure the character immediately goes prone without moving. Action Climbing: Difficulty will be determined by the GM based on the difficulty of the climb. Suggested for ladders and easy climbs: each action dice discarded moves the character [Ag or Str] (players choice) in cm. Action Ready Item, switch hands and pick up [Discard1]: Dropping something costs nothing. Parent skill Type of Weapon (e.g. One Handed Swords, Spears, Bow): Child skills and associated actions (Optional: Depending on your knowledge of weapons you could use specific derivatives of the parent skill e.g. Parent Skill One Handed Swords. Child Skills: Rapier, Broad Sword, Long Sword. Or even very specific to an individual weapon) Lunge[Commit]: Move [Spd] cm then make an attack using an Attack Profile on the readied weapon. Attack[Commit]: Make an attack using an Attack Profile on the readied weapon. Defensive Attack[Commit]: Make an attack using an Attack Profile on this weapon but with -1 Bonus dice. If the next action which uses this item is Parry then parry receives +1 Bonus dice. Parry[Commit]: Can be used when your character is targeted by an action. If you roll the same number of successes or more than the attacker, you may ignore any damage the action would have caused. However the next attack action made this turn with this item is at - 1 Bonus dice. In addition you gain a number of bonus dice equal to how many more successes you rolled than the attacker for your next action. Parent Skill Shield. Child skills and associated actions Lunge[Commit]: Move [Spd] cm then make an attack using an Attack Profile on the readied weapon. Attack[Commit]: Make an attack using an Attack Profile on the readied weapon. Defensive Attack[Commit]: Make an attack using an Attack Profile on this weapon but with -1 Bonus dice. If the next action which uses this item is Parry then parry receives +1 Bonus dice. Block[Commit]: Can be used when your character is targeted by an action. The action hits the shield and the body part the shield is attached to. Each success rolled for Block adds 1 to the protection of the shield when calculating the damage of the action. Action and Parent Skill Dodge[Commit]: Can be used when your character is targeted by an action.

16 If you roll the same number of successes or more than the attacker, you may move [Ag] cm and ignore any damage the action would have caused. In addition you gain a number of bonus dice equal to how many more successes you rolled than the attacker. Action and Parent Skill Deflect[Commit]: Can be used when your character is targeted by an action. Each success rolled adds 1 to the protection of the location when calculating the damage of the action. Parent Skill Unarmed. Atk[Ag + Unarmed] Def[Res or Ag or Aw] Child skills and associated actions Punch [Commit]: Range: 0.5 to 1 cm Damage: B[Str + Pr] AP: 0 Kick [Commit]: Range: 1 to 2 cm Damage: B[Str + Str] AP: 0 Elbow [Commit]: Range: 0 to 0.5 cm Damage: B[Str + Pr +1] AP: 0 Knee [Commit]: Range: 0 to 0.5 cm Damage: B[Str + Str + 1] AP: 0 Grab [Commit]: Range: 0 to 1 cm Special: Neither you or Grabbed target can move. Grabbed location cannot be used to make actions or generate Atk or Def dice. Target remains grabbed until they escape. You may release your grab at any time for no cost, releasing the grab is not an action. Disarm [Commit]: Range: 0 to 1 cm Special: Force target to drop an item in their hand. Restrain [Commit]: Range: 0 to 1 cm Special: Target must already be grabbed. Target is at -2 when attempting to break grab. Throw [Commit]: Range: 0 to 1 cm Damage: B[Str + Throw Bonus Dice] Special: Target must already be grabbed. Target can be moved up to your [Throw Bonus dice] cm and goes prone. Step In [Commit]: Move [Spd] cm then make another action. Escape [Commit]: Remove Grab. You are no longer considered grabbed. Difficulty of escape: AbDiff[Opponents successes rolled when grabbing]. Crafting Item List

17 Armour Cloth Leathers Mail Scale Coat of Plates Plate Kevlar Weave Plastic Carbon Fiber Kevlar Plate Ceramic Defensive Items Shield Buckler Riot Shield Weapons Ranged Sand Rock (and improvised) Sling Bow Crossbow Handgun Musket Blunderbuss Shotgun Revolver Semiautomatic Sub machine gun Assault rifle Rifle Taser Grenade launcher Close Combat Unarmed Improvised Knife Dagger Short Sword Long Sword Hand and a half Sword ZweiHander Spear Pike Halberd

18 Food Clothes Medical General Mace/Baton Morning Star War Hammer

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