NightSky: Nerves and steel
Attacking and defending
Making an attack
To swing, stab, bludgeon, or punch, test strength vs the defence of the target. If you succeed, you inflict a wound as per the rules for the weapon. If you succeed by five or more, some weapons will inflict a more severe wound.
To throw, shoot, fling, or fire, test dexterity vs the defence of the target. Take a -2 penalty for each full increment of distance between yourself and the target, as listed for the weapon. If you succeed, you inflict a wound as per the rules for the weapon. If you succeed by five or more, some weapons will inflict a more severe wound. A missed shot has a chance of hitting a nearby target, probably as a test vs 5 to see if it hits, and then randomly selecting a target from the candidates.
Making an attack requires you to drop your defences, opening yourself up to counter-attacks. After you make an attack, you take a momentary -2 penalty to your defence.
To attack recklessly, test presence vs 10 to gain a +2 bonus when attacking. After you attack recklessly, you take a further -5 penalty to your defence.
You can intentionally hold back when attacking. Before rolling to attack, choose to reduce your roll by 1, 2, or 5.
To determine an action order, test dexterity for each participant and proceed from highest to lowest. Once everyone has acted, roll again to determine a new action order.
Defending against an attack
The defence score of a character represents how capable they are in fending off an attack, and is equal to their dexterity score.
If a character is not actively defending themselves, they take a -5 penalty to their defence score. If a character is completely unaware of any danger, they take a further -5 penalty to their defence score.
Environmental harm
- TODO: falling off a cliff
- TODO: falling into water
- TODO: running through dense bush
Weapons
Bow
A tapered curve of polished wood, strung taught.
REACH | bruise/batter | 2m |
RANGE | pierce | 10m |
After a successful reach attack, test vs 10 or convert to [broken wood].
Fires arrows.
Broken wood
A length of shattered wood, splintered and sharp at one end.
REACH | scrape/gouge | 1m |
RANGE | scrape | 1m |
Cleaver
A wide blade, stained with old blood.
REACH | hack | 1m |
RANGE | gouge | 1m |
Dagger
A short double-edged blade with a tapered end.
REACH | gouge/stab, cut/slash | 1m |
RANGE | nick/pierce | 2m |
Fist
The old one-two.
REACH | batter/strike | 1m |
RANGE | -- | -- |
After a successful reach attack, test strength vs 10 or become battered.
Hammer
TODO
REACH | strike/smash | 1m |
RANGE | bruise/batter | 1m |
Hatchet
TODO
REACH | slash/tear | 1m |
RANGE | scratch/slash | 2m |
Rock
TODO
REACH | bruise/batter | 1m |
RANGE | bruise/batter | 1m |
Wounds
Slashing
Scratch
The long scratch across your forearm stings to touch.
EFFECT | -1 dexterity |
The wound is [bleeding lightly].
Every 24 hours, test vitality vs 5 or become [infected]. Remove after three consecutive successes.
Cut
The blade cuts into your shoulder, parting flesh.
EFFECT | -1 strength, -2 dexterity |
The wound is [bleeding heavily].
Every 24 hours, test vitality vs 10 or become [infected]. Remove after three consecutive successes.
Slash
The blade cuts deep into your thigh.
EFFECT | -2 strength, -5 dexterity, -1 vitality |
The wound is [bleeding heavily].
Every 24 hours, test vitality vs 15 or become [infected]. Remove after three consecutive successes.
Tear
The muscle of your arm is torn and ragged.
EFFECT | -5 strength, -5 dexterity, -2 vitality |
The wound is [bleeding heavily].
Every 24 hours, test vitality vs 20 or become [infected]. Remove after three consecutive successes.
Hack
Meat dangles limply from your ruined arm.
EFFECT | -5 strength, -5 dexterity, -5 vitality |
The wound is [bleeding heavily].
Every 24 hours, test vitality vs 25 or become [infected]. Remove after three consecutive successes.
Piercing
Gouge
The tip of a knife catches your forearm.
EFFECT | -1 dexterity |
The wound begins [bleeding lightly] once the object is removed.
Every 24 hours, test vitality vs 5 or become [infected]. After three consecutive successes, test vitality vs 5 to remove, or convert to [deep wound].
Puncture
Slavering teeth sink into your flesh.
EFFECT | -1 strength, -2 dexterity |
The wound begins [bleeding lightly] once the object is removed.
Every 24 hours, test vitality vs 10 or become [infected]. After three consecutive successes, test vitality vs 10 to remove, or convert to [deep wound].
Pierce
A long metal splinter juts from your thigh.
EFFECT | -2 strength, -5 dexterity, -1 vitality |
The wound begins [bleeding lightly] once the object is removed.
Every 24 hours, test vitality vs 15 or become [infected]. After three consecutive successes, test vitality vs 15 to remove, or convert to [deep wound].
Stab
A cold blade plunges into your side.
EFFECT | -5 strength, -5 dexterity, -2 vitality |
The wound begins [bleeding heavily] once the object is removed.
Every 24 hours, test vitality vs 20 or become [infected]. After three consecutive successes, test vitality vs 20 to remove, or convert to [deep wound].
Impale
A wooden pole explodes from your chest, smeared with viscera.
EFFECT | -5 strength, -5 dexterity, -5 vitality |
The wound begins [bleeding heavily] once the object is removed.
Every 24 hours, test vitality vs 25 or become [infected]. After three consecutive successes, test vitality vs 25 to remove, or convert to [deep wound].
Bludgeoning
Bruise
Your shoulder is a mottled purple.
EFFECT | -1 dexterity |
If on head, test vitality vs 5 or become [concussed].
Every 24 hours, test vitality vs 5 to remove.
Batter
Your back is stiff and hurts to move.
EFFECT | -1 strength, -2 dexterity |
If on head, test vitality vs 10 or become [concussed].
Every 24 hours, test vitality vs 10 to convert to [bruise].
Strike
The heavy blow rattles your teeth.
EFFECT | -2 strength, -5 dexterity, -1 vitality |
If on head, test vitality vs 15 or become [concussed].
If on limb, test dexterity vs 5 or gain a [broken bone].
If on core, test strength vs 5 or start [bleeding internally].
Every 24 hours, test vitality vs 15, and remove after three consecutive successes.
Smash
You feel a stabbing pain with every gasping inhale.
EFFECT | -5 strength, -5 dexterity, -2 vitality |
If on head, test vitality vs 20 or become [concussed].
If on limb, test dexterity vs 10 or gain a [broken bone].
If on core, test strength vs 10 or start [bleeding internally].
Every 24 hours, test vitality vs 20, and remove after three consecutive successes.
Crush
Shards of white bone jut from your pulverised shin.
EFFECT | -5 strength, -5 dexterity, -5 vitality |
If on head, test vitality vs 5 to become [concussed], or die immediately.
If on limb, test dexterity vs 15 or gain a [broken bone].
If on core, test strength vs 15 or start [bleeding internally].
Every 24 hours, test vitality vs 25, and remove after three consecutive successes.
Conditions
Infected
The skin around your wound is red and tight.
EFFECT | -1 dexterity, -2 vitality |
The wound cannot heal while infected.
Every 24 hours, test vitality vs 10 or convert to [septic]. Remove after three consecutive successes.
Septic
Your limb has become blotchy with a green pallor.
EFFECT | -2 dexterity, -5 vitality |
The wound cannot heal while septic.
Every hour, test vitality vs 15 or be [weakened]. Convert to [infected] after three consecutive successes.
Concussed
TODO
EFFECT | TODO |
TODO: remove INT, PRE, and vitality
Broken bone
TODO
EFFECT | -2 strength, -2 dexterity |
When attempting a strenuous activity with the affected area, test presence vs 15 or become shaken.
Weakened
You feel light-headed.
EFFECT | -1 strength, -1 vitality, -1 INT |
Remove one weakened condition per two hours of rest.
Shaken
You are scared.
EFFECT | -1 dexterity, -2 INT, -5 PRE |
Remove when you no longer believe you are in danger.
Bleeding lightly
Blood dribbles from the ragged cut on your arm.
EFFECT | -1 vitality |
Immediately test PRE vs 5 or become [shaken].
Every 10 minutes, test vitality vs 5 or be [weakened]. Remove after three consecutive successes.
Bleeding heavily
Blood drains from the gaping hole in your side.
EFFECT | -2 vitality |
Immediately test PRE vs 15 or become [shaken].
Every 10 minutes, test vitality vs 15 or be [weakened]. Remove after three consecutive successes.
When attempting a strenuous action, test vitality vs 10 or reset successes and be [weakened].
Bleeding internally
A dark blotch spreads rapidly across your abdomen.
EFFECT | -2 strength, -2 vitality |
Every 10 minutes, test vitality vs 25 or be [weakened]. Remove after three consecutive successes.
Deep wound
Your shoulder aches every time you lift something.
EFFECT | -1 strength, -1 dexterity |
Every 7 days, test vitality vs 10, and remove after three consecutive successes.