Dreams in a Witch House
Make a skill test:
- roll 2D6 and 1D10, add/subtract skill modifier, compare to target number of 12.
If you roll on the D10 a 1, 6, or 10 and a matched pair on the D6s (two 2s, two 3s, etc,) you if you are above the target number (after applying the skill modifier) represents an exceptional triumph (if you are above the target number) or failure (if you are below).
OACOWA (Open a Can of Woopass): a natural 22, represents a critical success.
BOHICA (Bend Over Here it Comes Again): a natural 3, indicates a critical failure. Do not roll this when attempting to harness forbidden supernatural forces.
Both roll and compare results to the target number, usually defaults to 12:
One Succeeds one does not — successful character wins contest.
Both Fail — nothing happens.
Both Succeed — whoever rolls higher wins, take difference in rolls to find the margin of success.
Whoever has the highest skill rolls, anyone who has a points in the skill may assist. Each assistant makes their skill roll and for succeeding adds either 1 or their skill modifier to the roll of the one they are assisting.
If in a group and there is something that affects the entire group, and assistants are not skilled, only the member with the highest skill rolls.
In each round of combat a character gets a defensive action, combat action, and a simple action.
The defensive action can be declared at any time, but once declared is used against all attacks that round.
Offensive actions are a weapon/firearms/unarmed combat skill roll against a target number of 12 apply the relevant combat skill modifier subtract the relevant defensive skill modifier. If successful apply physical damage based on weapon type.
Physical damage temporarily subtracts from either speed or body. Unless otherwise stated the defender chooses how to divide the damage between the two stats. Once either stat reaches zero the character is unconscious.
Weapons and Damage
- Hand to Hand combat
- Using a weapon in a hand to hand attack
(even if you fail the roll to hit).
- A firearm attack
Point blank range: + 4
Short: + 3
Medium: + 1
Determined at the beginning of combat, roll a D10 + speed modifier. Can spend a turn to add 10 to it while taking no other actions.