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

Weapons

Bow

A tapered curve of polished wood, strung taught.

REACHbruise/batter2m
RANGEpierce10m

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.

REACHscrape/gouge1m
RANGEscrape1m

Cleaver

A wide blade, stained with old blood.

REACHhack1m
RANGEgouge1m

Dagger

A short double-edged blade with a tapered end.

REACHgouge/stab, cut/slash1m
RANGEnick/pierce2m

Fist

The old one-two.

REACHbatter/strike1m
RANGE----

After a successful reach attack, test strength vs 10 or become battered.

Hammer

TODO

REACHstrike/smash1m
RANGEbruise/batter1m

Hatchet

TODO

REACHslash/tear1m
RANGEscratch/slash2m

Rock

TODO

REACHbruise/batter1m
RANGEbruise/batter1m

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

EFFECTTODO

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.