This is a combat example. If you see inaccuracies or have answers to my questions, fire away.
Continuing the earlier scenario , Roadwarden Birgitta Tageslicht has chased a cutpurse into sewer only to be jumped by a Gutter Runner. She defeats the runner but is wounded and cornered by the now-emboldened theif.
"Looks like I'll be keepin' this purse after all..."
The man still held the silken purse he'd taken off the merchant in his hand.
His other hand held a hand axe. "...and I'll be takin' that pistol, too."
Birgitta slew the ratling and leaned on the pommel heavily. Sigmar be good...it was just a fat man's purse...why did I ever come in here?
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Birgitta Tageslicht
(Roadwarden)
Strength 4 Intelligence 3
Toughness 3 Willpower 3
Agility 4 Fellowship 3
Longsword DR
Pistol DR
Leather Armor: Defense 0, Soak 2
Buckler: Defense 1, Soak 0
Fortune Points: 0
Birgitta's Status : 4 normal wounds / Stress: 2 / Fatigue: 1
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Cutpurse Jack
Strength 4 Intelligence 3
Toughness 3 Willpower 3
Agility 5 +1 Fortune Fellowship 3
Throwing Axes (2): DR 5/ CR3
Leather Armor: Defense 0, Soak 2
- Q8: The intent is that Jack is going to pounce on the wounded roadwarden. There’s some chit chat for drama – but does that typically mean rally phase?
Begin Combat
- Q9: Jack’s got the drop on Birgitta, but wants her to back off and leave her sword – what mechanic would you use to resolve this? Is there a mechanic for delaying an action? I will throw the axe if I see them go for a weapon?
Since I got it right in the last example, I’ll just do initiative.
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Initiative Rolls
Birgitta has an Agility of 4 with no other modifiers and is 2 deep in a reckless stance.
She rolls 2 blue dice and 2 red dice for initiative and nets 5 successes and an exertion.
Birgitta is at position 5 on the initiative track and now has 2 Fatigue.
Cutpurse Jack has an Agility of 5 + 1 fortune and is in a Conservative stance 2. The GM rules that Jack gets an additional fortune die because…well, for drama.
Jack rolls 3 blue dice, 2 green dice and 2 fortune dice, netting 6 successes.
Jack’s at 6. He goes first.
Cutpurse Jack’s first action:
Jack’s nervous and excited, so he just throws his axe using his Ranged Shot action. He’s at close range with Birgitta and not engaged.
Jack’s rolling 5 dice + 1 fortune for his agility in a conservative stance of 2. He’s trained in weapons skill.
That’s 3 blue dice, plus 2 green dice, 1 yellow dic and 1 fortune dice
1 purple challenge dice for base difficulty.
Birgitta’s bucker is slung, but she still has 1 recharge token on her Block action. She will declare a dodge reaction, which adds 1 black misfortune dice (Coordination is untrained, downer).
So: 3 blue/ 2 green/ 1 yellow / 1 white/ 1 purple/ 1 black.
Jack nets 4 successes, a delay, and a bane.
The GM puts 2 recharge tokens on Jack’s Assess the Situation action (‘cos y’know, duh). The bane does nothing.
The four successes mean the attack hits and Jack can use the 3 success row to add 2 to the damage. (He could go for the critical, but my cards are upstairs).
The damage ends up as Agility of 5, plus throwing dagger DR of 5, plus 2 for the extra successes = 12. Less Birgitta’s soak value of 2 and has a toughness of 3, so –
7 wounds to Birgitta (for a total of 11. Not looking good.)
Jack is gutless, so he uses a maneuver to back off to medium range. But he puts himself between Birgitta and the entrance of the sewer.
Lastly, he takes 1 recharge token off his Assess the Situation action card, leaving 1.
“Should have just handed over… ‘might have finished you quick.”
Jack's Status: 0 wounds / Stress: 0 / Fatigue: 0
Birgitta’s first action:
She’s barely able to stand, and her pistol’s empty.
The good news, now she’s trapped in the sewers.
- Q10: If the sewers are narrow, and Birgitta wants to bolt past Jack – how does it get resolved? An opposed run check?
She’ll shift her stance to Reckless 1, then use her free maneuver to reload her pistol.
- Q11: Is that right? A single maneuver reloads a pistol? (A shot every turn – seriously?)
She will then perform Assess The Situation. (Worked last time)
Rolling 3 dice for her INT, (2 blue / 1 red) she rolls 2 successes and a boon. By itself, the boon is nothing, but success lets her recover 1 stress and 1 fatigue – as well as giving her a defense bonus until her next turn.
At the end of her turn, she takes a refresh token off her Dodge action (leaving 1) and removes the only recharge token on her Block action.
Birgitta's Status: 11 normal wounds / Stress: 1 / Fatigue: 0
Jack watched her struggle. “C’mon Warden! Jack’s got a schedule to keep…!”
The city above seemed to answer him, as the tower bells began to chime. He spat at her through yellow teeth.
“Ya hear..? City’s waitin’!”
He turned toward the sound of bells—and saw a greyclad figure striding directly towards him. The man’s eyes were ablaze with searing light.
“What the-?”
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Diedrich Scheffler
Strength 3 Intelligence 5
Toughness 3 Willpower 4
Agility 3 Fellowship 2
Grey Order Sword: DR 5 / CR3
Quarterstaff: DR 4/ CR 4
Defensive, Attuned 1
Grey Robes: Defense 1, Soak 0
Spells: Cantrip, Magic Dart, Pool of Shadows
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Diedrich’s Initiative:
He’s in a neutral stance, having followed Birgitta as she ran after the cutpurse. He rolls 3 blue dice for his agility, and gets no successes and one (worthless) boon.
He’s at 0 on the initiative track.
- Q12: I just rolled the init for a new character. Is it just the GM’s call of where they should be?
- Q13: Is this where a rally would take place? (Seems odd, since it’s barely two actions in)
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Diedrich’s first action:
The apprentice wizard is not one for subtlety – he’ll shift 1 step into a reckless stance, cast Magic Dart on Cutpurse Jack, then draw his sword with his free action.
Magic Dart has a difficulty of 1 black die. It costs only 3 power and Diedrich’s Willpower is 4. He’s down to 1 power.
His Intelligence is 5, so he rolls 4 blue dice and 1 red die
4 blue / 1 red / 1 black.
He nets 3 successes and two boons.
Success means the base damage is INT + 3 or 8. The two boons means the damage ignores Jack’s soak of 2, so that’s 8 – Jack’s toughness of 3 for a total of 5 wounds.
Jack’s in pain.
Diedrich suffers 1 fatigue to engage with Jack. Lastly, he recovers 1 power, bringing him up to 2.
He slashed at the air, testing his reach “The city waits for no one – it’s the grave that waits for you.”
Diedrich's Status: 0 wounds / Stress: 0 / Fatigue: 1 / Power: 2
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Cutpurse Jack’s second action:
Jack’s facing a Grey Wizard, and since the sewer tunnel is narrow (the GM would rule) he has to force his way to freedom. Call it Perform a Stunt. Jack is going to scoop a handful of sewer water into Diedrich’s face, then make a break for it.
Jack’s Coordination 5 + 1 fortune vs Diedrich’s Agility of 3 GM rules this to be an easy check, but Diedrich’s agility is more than half of Jack’s Coordination, so the difficulty is 2
3 Blue / 2 Green / 1 White / 2 Purple
He gets 3 success and 3 challenges – he fails.
He uses his free maneuver to disengage with Diedrich, moving deeper into the sewer. He’ll take 1 fatigue to move to medium range – relative to the wizard – and close range relative to Birgitta.
Lastly, he takes the only remaining recharge token off his Assess the Situation action.
Jack's Status: 5 normal wounds / Stress: 0 / Fatigue: 1
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Birgitta’s second action:
Jack’s in range, and her pistol’s loaded – there’s not much to decide.
She shifts into a neutral stance, uses her free maneuver to brace her pistol across her arm, – and uses Ranged Shot.
“Hey, Jack!!”
4 dice for her Agility, all blue. The GM grants a single fortune die for thinking to brace her weapon and for yelling something pithy. Jack will dodge, adding a black die.
- Q14: She’s down to a single wound before passing out – are there any other modifiers for having that many normal wounds?
4 blue / 1 white / 1 purple / 1 black
Birgitta rolls net 3 successes and two banes. Three successes is enough for the +2 damage success on Ranged Shot, so
Agility 4 + DR 6 + 2 bonus damage – Jack’s Toughness 3 – 1 soak (not 2, because Birgitta’s pistol is Pierce 1) = 8 wounds.
Jack’s at 12 wounds. He stops, exhales long and slow – and falls facedown into the water.
The two banes mean she’ll take 1 fatigue.
Birgitta removes the last recharge token off her Dodge action.
Birgitta's Status: 11 normal wounds / Stress: 1 / Fatigue: 1
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Diedrich’s second action:
Diedrich lowered his sword, “I am sorry my lady – I came too late.”
Birgitta rose, awaking fresh agony in her head. “Get me to a healer, I’ll survive-“
“No.” The wizard’s were cold as slate. “I came too late to save you.”
Diedrich quick casts Magic Dart-
Channelling WP 4
3 blue / 1 red / 1 yellow / 1 purple
-Netting 2 successes and 2 boons = 5 additional power. 7 power is more than enough to cast Magic Dart
As before, it’s 4 blue / 1 red / 1 black
- Q15: I’m assuming you can dodge a spell. Can you dodge a spell?
4 blue / 1 red / 2 black / 1 purple
Diedrich nets 1 success and 1 bane.
INT 5 + 3 – Birgitta’s toughness 3 – 2 soak = 3 wounds.
Birgitta’s at 14 wounds – one flips to a critical.
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The bolt slammed into the roadwarden, toppling her backward across the sodden corpse of the Runner.
The Grey Wizard bent over the cutpurse’s body as the city bells echoed the length of the tunnel. He pried the axe out of the dead man’s fingers and strode towards Birgitta.
The tolling drowned out his footfalls.
“Yes, too late… I am so very sorry.”