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COMBAT

ESTABLISH ORDER OF ATTACK Surprise Attack?


DEX order

Does target anticipate attack?


Highest First

Spot Hidden / Listen / Psychology


Readied Firearms at DEX + 50

Yes No
Use normal Attack gains
RESOLVE IN DEX ORDER DEX order Bonus die

a) Initiate Attack, Flee or Manoeuvre


b) Defender chooses Dodge, Fight Back or
Manoeuvre
c) Attacker and defender make opposed roll

DODGE FIGHT BACK MANOEUVRE


Best Success Best Success Best Success
attacker damages does damage manoeuvre succeeds Compare Builds
defender dodges Initiator smaller
Tie Tie
Tie attacker damages manoeuvre fails 1 penalty die / point difference
defender dodges Diff ≥ 3
Both Fail Both Fail
Both Fail manoeuvre fails manoeuvre impossible
no damage
no damage

Combat rolls can NOT be pushed

Extreme Success?
Attacker Only
Outnumbered?
Impale
Once character has done Dodge or Fight Back max dmg
subsequent attacks +1 Bonus Die + max DB
Does not apply to those with multiple attacks + wpn dmg

may Dodge/Fight Back as many as allowed before Blunt


max dmg
Outnumbered rule takes effect
+ max DB
DAMAGE

Character takes damage from a single wound

damage < half max HP damage ≥ half max HP damage > max HP

Regular Damage Major Wound


Fall prone
CON roll DEATH
Fail = unconscious

Normal Wound Healing


Recover 1 HP/day
1st Aid: heal 1 HP
Medicine: heal 1d3 HP
HIT POINTS ZERO

YES Dying
NO Has a
Unconscious
Major Wound? Tick Dying box

Medicine Administered Temporarily Stabilised YES 1st Aid Administered


within 1 Hour +1 HP in current round
PASS
NO

IL
NO

PASS

FA
L CON roll
FAI
YES

DEATH
CON roll
Major Wound Healing
until ≥ half HP or Extreme success CON roll
Weekly CON roll Bonus Die
Healing Begins Fail = No healing Successful Medicine roll
Pass = heal 1d3 HP Complete comfortable rest
Untick Dying box Extreme Pass = heal 2d3 HP Penalty Die
Weekly CON roll Major Wound cured Conditions dirty/poor
Fumble = Lasting complication Medicine Fumble
PASS

SAN Lose

Test SAN
Y Involuntary

FAIL
Response
IT
N
SA

Total Loss Today ≥ ⅕ SAN

YES
NO

NO
This Loss ≥ 5 TEMPORARY
INDEFINITE

INSANITY INSANITY
Memory
YES

Repressed
S S
PA
FAIL INT

Test

BOUT OF Amend
MADNESS Backstory

PHASE 1
With Other Investigators
YES
NO

Summary
1–10 rounds
1–10 hrs

Side Effect
Phobia Lose
Mania UNDERLYING Any
Delusion INSANITY SAN
Reality Check
Cthulhu Mythos
PHASE 2

1-10 hrs
TEMPORARY INDEFINITE Requires

good rest in
RECOVERY Treatment
INSANITY INSANITY
safe place

PHASE 3
EXTREME +1 MOV
SUCCESS
C List Participants List

List MOV CON Roll


in DEX order Modified MOV
FAIL
H -1 MOV

A
opposed roll to determine / name
S tie-break locations

optional
E
Place other pursuers Calculate Move Actions

Place slowest Determine


ahead by MOV
pursuer MA = MOV - Slowest MOV + 1 Slowest MOV
difference

Place slowest fleeing Place other fleeing


participant
participants ahead by Place Hazards
+1 or +2 ahead of Modified MOV and Barriers
fastest pursuer difference
Act in DEX
order until a//
Move Actions
spent

Move: cost 1 MA / location

+
Chase Round Spend MAs
One Attack: cost 1 MA

or

Other Action: cost variable


PULP DAMAGE

Character takes damage from a single wound

damage < half max HP damage ≥ half max HP damage > max HP

HIT POINTS ZERO? HIT POINTS ZERO?


DEATH
NO

NO

YE
S
Regular PASS CON
YES

Damage Roll

Recover 2 HP/day
DYING
FAIL

1st Aid: heal 1d4 HP Tick Dying box


Medicine: heal 1d4 HP
ZE
BLA
Fall OF

E
FUMBL
Unconscious RY
GLO

PASS 1st Aid Roll


Medicine Roll? Temporarily +1d4 HP in current round
Stabilised
PAS
FAIL

FAIL
NO

PA
S

+1d6 HP
SS

Push PASS Reg/Hard: +1d4 HP


YES

NO

Roll? Extreme: +4 HP Push


PASS

1st Aid Roll?


Spend ALL Luck?
FAIL

30 minimum
NO
IL
FA
NO

-1d3 HP
SAN Roll FAIL CON Roll
0/1
DEATH

Natural Healing : Recover 2 HP/day


Daily Medicine Roll
Update character Bonus Die if in hospital, Penalty Die if unsanitary conditions
sheet with impact of Pass = +1d3 HP
near death experience Fumble = 0 for the day

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