Tweaks and New Mechanics
You may have seen some mechanics referenced that weren’t mentioned yet. I’ve also tweaked some things as I’ve gotten deeper into how it all works together. New stuff and changes are listed below.
When a Reaction Check is called for, a stat and a difficulty will be listed. Make the roll as usual. Each Reaction Check will result in either a failure, a success, or both. If one is not listed, nothing happens.
Mob Reaction Checks
If a Mob would need to make a Reaction Check that does not cause damage, tally all the dice they would use by adding up their relevant stats and roll them all at once. Divide the amount of successes by the difficulty, rounded down. That is how many figures succeed in the roll.
If the Reaction Check would cause damage, make the roll as above. The difficulty for the roll equals the original difficulty multiplied by the amount of figures making the roll. The Mob suffers the Damage Increment for each point of failure, just as a single figure would.
Example: A Wooly Walker is trampling a mob of five Tribal Warriors. They must roll Primal to avoid it. As there are five figures, the difficulty (which is normally 2) becomes 10. Their primal stat is 1 and there are five warriors, they would roll five dice. The player makes the roll and has 3 successes (dice that rolled 7 or above). That leaves us with 7 points of failure.
Since the Wooly Walkers trample has a DI of 2, that means the mob takes 14 points of damage—which is enough to wipe out the whole mob!
Damage Increment (DI)
A Damage Increment is usually suffered in response to a failed Reaction Check. The figure sustains that much damage, multiplied by the amount the figure failed the check by. For instance, let’s say a Reaction Check had a difficulty of 3 and a DI of 2. The figure rolling the check only rolled one success. That means they failed the result by 2 (1 success vs a difficulty of 3). Since the DI is 2, that means they take 4 damage (DI of 2 multiplied by the amount they failed by, which, in this scenario, is also 2).
Some attacks may cause wounds, which are a source of ongoing damage. All wounds have a difficulty associated with them. When a creature is wounded, it loses health equal to the difficulty of the wound at the end of their turn. They can use a minor action to try and negate the effects of the wound. Roll dice equal to the difficulty of the wound (example: if a figure has a D2 wound, roll 2d10.) For each success, reduce the severity of the wound by one level (a D2 wound would become a D1 wound, a D1 wound would go away completely, etc).
Reach is 1 inch.
- Morale has been changed to Resolve.
- Resolve for PCs is 10-maximum willpower (minimum 2).
- Defense cannot go below 2.