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PHYSICAL
CORE SKILL SUB SKILLS
ATHLETICS Acrobatics, Balance, Endurance, Run, Climb
STEALTH Hide, Sleight of Hand, Sneak, Quiet, Misdirection
SENSES Listen, Sight, Scent, Taste, Touch
MENTAL
CORE SKILL SUB SKILLS
CHEMISTRY Alchemy, Herbal Lore, Medicine, Elemental Lore, Explosives
CRAFTSMANSHIP Artistry, Armoury, Tinkering, Building, Mechanical
ACADEMIC Mathematics, Literacy, Linguistics, History, Antiquities
BIOLOGY Reptile, Mammal, Fish, Bird, Insect
SUPERNATURAL Vigour, Chi, Magic, Spirits, Demons
MARTIAL KNOWLEDGE Stances, Techniques, Physical Analysis, Tactics, Focus
SOCIAL
CORE SKILL SUB SKILLS
TALKING Diplomacy, Negotiation, Bluff, Intimidate, Charm
ETIQUETTE Social, Political, Professional, Hierarchy, Religious
ENERGY
CORE SKILL SUB SKILLS
VIG. MANIPULATION Efficiency (Physical Attribute), Bonus Vigour, Amplify, Dampen, Control, Harden, Durability
CHI MANIPULATION Efficiency, Bonus Chi, Amplify, Dampen, Control, Damage, Shaping, Halt, Burst, Barrier
WEAPONS
WHERE ARE MY ITEMS? Weapons come in one of two categories. Melee and
WBS takes a more freeform approach to item management Ranged.
as well as Weapons and Armour. Melee Weapons have three properties to take note of.
There is no set list of items to pick from. Instead it is up to Reach: When creating a Melee Weapon, you determine it
the GM to determine whether or not specific items exist to be a Short, Medium, or Long weapon. This affects the
where you are, and what they would do. range on the weapon, as well as the damage modifier and
There is also no set currency in the game, as it is not really REF Cost.
about gaining loot. The GM may decide to introduce Money Damage Type: You determine the Damage Type of a
into the setting you are playing in, leave all purchases up to a Weapon from the list of Slash, Pierce, Crush, and Bash. This
barter system, or just decide whether your characters can get affects the Effect die the weapon has, and the value it is at.
something or not at the time. Slash and Pierce both automatically add a Penetrate Die to
It is assumed that PCs always have basic items on them the damage roll.
such as food, rope, and other standard adventuring gear. Bash and Crush instead add Stagger.
However if something would cause them to lose their items, If you are using Slash or Bash, the effect die size is equal to
such as being robbed, it is reasonable to say they no longer the damage die.
have these items on hand. If you are using Pierce or Crush, the effect die size is one
step higher than normal, and the normal damage die is one
SO NO WEAPONS OR ARMOUR? step lower. If you would add bonus Damage Dice, you do not
add bonus Effect Dice.
Weapons and armour exist in WBS, however there is no set ENC: Added to the ENC of Armour. Short Weapons have
list of them to choose from. Instead, there are options for ENC 1. Medium weapons have ENC 2. Long Weapons have
creating your own weapons and armour from chosen from a ENC 3.
list of mechanics to which you then apply the flavour you Ranged Weapons are more complex than Melee Weapons.
would like for the description of the item. You choose a Damage Type as with a Melee Weapon. The
ARMOUR next step is to determine the ENC of the weapon. Like a
Armour has three properties to take note of. Melee Weapon, ENC is added to the ENC of Armour. You
Damage Reduction (DR): This is added on top of any then choose the Weapon Type which determines a number of
other Damage Reduction your character has. This is usually other properties.
due to the Armour covering more of the body.
Soak: This acts as a form of Damage Reduction that only Weapon Type
applies against Penetrate. When an attack with Penetrate Move How many meters the projectile moves every 4
hits an armoured target, the Penetrate Value lowers Soak seconds (1 round)
before lowering Damage Reduction. Once all Soak is Range Total range the projectile can travel before
removed from the attack, any further Penetrate is applied becoming harmless.
against Damage Reduction. This is usually represented by Damage Modifier to the size of Damage Dice
the material of the Armour. RC Modifier to the Reflex Cost of the attack
Encumbrance (ENC): A detrimental property on Armour,
determined by combining DR + (1/2 Soak). Thrown:
Wearing Armour: When wearing Armour, lower the Move = STR X2 +ENC
Encumbrance by the wearers Strength. If the amount Range = MOVE X2
remaining is a positive number, lower the wearers Finesse Damage = +0
and Speed by this amount. This also lowers Total Vigour as RC = +1
well as all other calculations as appropriate. STR is always Assisted:
lowered by half the ENC. Move = 40 +2xENC
Creating Armour: When creating Armour, choose values Range = MOVE X4
for Damage Reduction and Soak. The GM may apply limits Damage = +1
on how high these values can be. After determining the RC = +2
values, add a description of your choosing to the Armour. Is it
metal plate armour? A big cloak? Or maybe just heavy Unassisted:
clothing. Move = 60 +2xENC
Range = Move X4
Damage = +2
RC = +2
RELOAD = 5 RC
NOTE: Assisted and Unassisted Ranged Weapons add
ENC to damage instead of STR.
Implode: Any die that rolls a value of 1 removes itself from
HOW DO I PLAY? the pool. A die that rolls a 1 that gets removed does not
Implode.
SKILL CHECKS
The core resolution mechanic of WBS is done through Skill EXTENDED SKILL CHECKS
Checks. These cover most actions your character performs, Some Skill Checks such as studying, or crafting, may take a
from smithing, to sneaking. Even combat is done through long period of time to complete.
Skill Checks. When doing this, you make an Extended Skill Check.
Whenever a character attempts to achieve something that When making an Extended Skill Check, the GM writes up
has a chance of failure, or has a scale of success, then a Skill Clock.
characters attempt a Skill Check. SKILL CLOCKS: All aspects of a Skill Clock are
A Skill Check uses two Sub Skills and a single attribute. determined by the GM. A Skill Clock is made up of a number
Though in some circumstances a single Sub Skill applies, of segments. Every Skill Check takes up an amount of time
when this happens use two attributes instead. and is made against a spread of Target Numbers. Depending
The Sub Skills and Attributes used are determined by the on how long you want the task to take, and what happens on
GM and player. This should be based off the way a Skill is a failure, the GM determines how many segments are filled
being attempted. on a successful check.
Skill Checks can be one of three types. EXAMPLE:
Reactive Skill Check: A Reactive Skill Check is the most Segments - 6
common type of Skill Check. Time per check - 2 hours
When making a Reactive Skill Check, the GM determines 15+ = 2 Segments
the two Sub Skills appropriate based on how the action is 10-14 = 1 Segment
attempted. The ranks of the two Sub Skills are added 5-10 = 0 Segments
together, including the bonus ranks from the relevant Core 5- = -1 Segment
Skills. This, combined with the Attribute makes a Passive The task will take a minimum of 6 hours to complete.
Score.
If both Sub Skills come from the same Core Skill, the Core
Skill ranks are only added once.
A Reactive Check costs half the normal amount of Vigour. One segment completed after two hours work
Active Skill Check: An Active Skill Check is another type
of Skill Check. DETERMINING TARGET NUMBERS
When making an Active Skill Check, you can lower your Standard Check: When making most Skill Checks, the GM
Passive Score one or more times to add 1D6 to the Dice determines the Target Number based off the expected
Pool. Every time you do this, the Passive Score is lowered by Difficulty of the task. The general guideline breaks the Target
4. Numbers into Difficulty Ratings. Easy, Medium, Puzzling,
Passive Skill Check: A Passive Skill Check is the least Difficult, and Complex.
used type of Skill Check. Depending on the Play Tier you are at, the specific Target
When making a Passive Skill Check, no dice are rolled. Numbers for each Difficulty Rating will change. The general
The GM compares another characters Skill Check, or a rule of thumb is that a character should be competent at
Target Number, against an appropriate characters Passive passing most tasks of the Play Tier below them.
Score. The Passive Score counts as the Skill Check for this, Tier 1: Experienced
though no Vigour is spent when doing so. Easy = 2
This is usually used when Players or Characters may not be Medium = 6
aware they are being tested, such as when someone is trying Puzzling = 10
to bluff them, or a character is attempting to hide. Difficult = 14
Dice Pool: After totalling all the ranks from the Sub Skills Complex = 19
being used, add one die to your Dice Pool and then lower the Tier 2: Adept
Passive Score by 4. Repeat this as desired if you wish to Easy = 19
make an Active Check. Once the Dice Pool has been Medium = 25
determined, it is rolled and then the result is added to the Puzzling = 31
Roll Modifier. Difficult = 37
The Roll Modifier is the remaining Passive Score, plus Complex = 43
other circumstantial modifiers based on the conditions of the Tier 3: Elite
check. The result is then compared to the difficulty of the Easy = 43
check. Medium = 50
Explode Range: The value required to roll on a die to have Puzzling = 57
it Explode. By default it is equal to highest value. Difficult = 64
Explode: Any die in a Skill Check that rolls in the Explode Complex = 71
Range will Explode. If the Skill Check is not an Attack, then it Opposed Check: If a Skill Check is made against another
may only Intesify. target's Skill Check, then it becomes an Opposed Check. The
Intensify – A die that Explodes with Intensify adds another Target Number that must be beaten is the other target's Skill
die to the Dice Pool. The new die you roll may also Explode. Check result.
HOW DO I FIGHT?: Combat
The main way conflicts are resolved in WBS is through SEQUENCE OF A ROUND QUICK
combat. Here you will be walked through the steps that make GUIDE
up combat. 1) Declare Phase Count.
2) Determine REF.
ROUNDS AND REFLEXES 3) Split REF between Phases.
A round of combat takes place over 4 seconds of in game 4) Set Tick Value (TV) to highest REF.
time. You may take as long as needed in real time. A round is 5) Determine active characters by REF matching TV.
also divided into smaller sections of time called a “phase”,
detailed below. It is possible for a character to act multiple 6) Resolve actions of active characters.
times in a round depending on how they spend their REF. 7) Active characters declare new action and spend REF.
Initiative in combat is constantly in flux. As REF is spent at 8) Lower TV by 1.
different rates, your turn order may change frequently. 9) If TV is 0, then go to step 10. Otherwise repeat step 5.
The active character is the character with REF matching 10) Lower phase counter by 1.
the current Tick Value. If there is a tie, all tied characters 11) If phase counter is 0, repeat step 1. If not repeat step 4.
count as the active character and declare their action on the
same turn. Although the actions are declared one at a time,
they still take place at the same time. After declaring your
action, you spend REF. It is possible to spend more REF than
you have remaining. In this case, the remaining cost is spent
in the next round. Your action resolves when you are next the
active character. If the Cost of an action would be reduced
below 1, it still costs 1 but also becomes "Quick". A Quick
action resolves before other active characters at the same
Tick Value.
STARTING THE ROUND
At the start of the round, all characters declare the SPD they
will be using for the round. The Vigour for SPD is paid once
at the end of the round if you declared an Offensive Action.
The next step is to determine your REF for the round.
This is equal to (SPD/2)+Wits+Reflex+2. This should already
be noted in your Attributes.
The third step is to determine phases.
First the GM declares the Phase Count for the Combat,
this is how many Phases are in each Round. Phase count is a
value of 4 (4, 8, 12, 16, etc), usually use the slowest (or fastest)
character's REF score as a guideline. Every character then
divides their REF by the amount of phases. This final value
will be their REF per phase. Last, you set the Tick Value for
the phase to the highest REF in the phase.
NOTE: If your REF does not divide out to a whole number,
then stagger among each phase.