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Cheat Sheet V1

The document outlines combat rules for a game involving actions, attack types, and ailments. It details the mechanics of attacking, countering, and various stunts, as well as the consequences of different combat outcomes. Additionally, it describes the effects of ailments that can impact characters during combat, including movement restrictions and attack modifications.

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0% found this document useful (0 votes)
16 views1 page

Cheat Sheet V1

The document outlines combat rules for a game involving actions, attack types, and ailments. It details the mechanics of attacking, countering, and various stunts, as well as the consequences of different combat outcomes. Additionally, it describes the effects of ailments that can impact characters during combat, including movement restrictions and attack modifications.

Uploaded by

msalindvall
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Rivers & Lakes

Combat Rules Cheat Sheet


ACTIONS
Attack: Attacks can be strikes or
stunts. Pick a foe within reach,
Basic Weapon: Wood vs
Armor. Reroll damage
ATTACKS

Improvised: Earth vs
Armor. You may break the
Martial Weapon: Metal vs
Armor. If a die rolls max
PRIORITY
Resolve Attack + Counter in
order from high to low.
Attacker wins ties. You cannot
declare your Attack, and then they damage, roll +1 damage
rolls of 1. item to max damage. You
choose an attack to Counter. Resolve die. Repeat each time. Counter a Counter.
may throw items up to
BATTLE CYCLE these in order of priority.

Strikes
[Earth] steps away.
Aggressive Stunts +
Firearm: Fire vs Grit.
Critical Hit: a natural 20 always hits. Unarmed: Wood vs Firearm Strikes
Spend 1 ammo after the
Combat Begins Roll +1d6 damage, damage cannot be Armor. If a Kick misses,
Ranged Weapon: Air vs fight ends. Critical hits do
reduced, and -1 quality on the target's you are Slowed. If a
1. What are the stakes? Each Poise. Spend 1 ammo +1d6 damage but fumbles Evasive Stunts + Ranged
armor (if they have any). Haymaker misses, you Weapon Strikes
participant chooses if the fight is after the fight ends. Reach damage you. Reach
are Disoriented.
friendly, serious, or deadly. = Air × weapon reach. = Fire × weapon reach.
Fumble: a natural 1 always misses. If
Friendly: defeated when you're
armed, -1 quality to your weapon. Grappling Stunts
winded (1/4 maximum qi)
Serious: defeated when you're at 0 qi
Grab: Water vs Reflexes. Throw: Water vs

Grappling Stunts
Deadly: defeated when you have an Bide: Forgoing immediate action, you
element reduced to 0 gain advantage on your next Kung Fu On a success, the foe is Sweep: Water vs Reflexes. Throw the foe Heavy Weapon Strikes
2. Grand Master designates the roll and a bonus action on your next Grabbed. You may drag a Reflexes. On a success, [Water] steps. If blocked,
turn, accumulating if you continue to Grabbed character with the foe is knocked Prone they take 1 damage for
boundaries of the fight area. Leaving Paired Weapon Strikes +
this area is considering fleeing. Bide. You can accumulate a number of you, but it halves your and takes damage equal every step they would
movement speed. to your Water. have gone, and the object Haymakers
bonus actions up to your Rank.
Grabbing uses a hand. loses 1 quality per step.
New Round
Dash: You may use your action to Medium Weapon Strikes +
1. Everyone rolls their Kung Fu die for move your Dash speed. A Dash may Kicks
Feint: Air vs Poise. On a

Evasive Stunts
the round. be any form of mobility, but is Distract: Air vs Poise. On
success, deal damage Light Weapon Strikes +
2. Every PC who rolled higher KF than unaffected by other mobility speeds. a success, grant Dodge: (Counter only)
based on your weapon, Punches
the highest-Ranked foe takes a turn. advantage on all allies’ Add your Air to Defense. If
then move at least two
3. Every foe takes a turn checks against the the foe misses, you may
Hide: When hidden, foes are Blind to steps. If you can't, you are
4. Every other PC takes a turn. targeted foe until the start then Dash.
your presence. You are no longer Disoriented. (Cannot use Pressure Point Stunts
of your next turn.
hidden once you attempt an Attack or as Counter)
Your Turn when a foe succeeds on a contest to
notice you, when Kung Fu is rolled.
1. You may move and perform an Miscellaneous Stunt
Aggressive Stunts
Charge: Fire vs Grit. On a Block: (Counter against
action. The action may be performed Disarm: Fire vs Grit. On a
Retrieve Item: You may freely interact success, deal damage strike only) If you are hit,
at any point before, during, or after success, you may toss Pressure Point: Decide an
based on your weapon. subtract an amount of
your movement. with items in handy slots. To retrieve your foe's weapon [Fire] ailment, then roll an attack with
You must move at least damage equal to your
2. Once finished acting and moving, an object stored otherwise, or an item steps, equip the weapon the associated element against
in the environment, it costs an action. two steps in a straight Fire. If the foe misses,
you may try to Refresh one ailment (if you're able), or damage the matching Defense. You
path before the attack roll. damage them for the
and can automatically stand if Prone. Stowing and dropping items is free. its quality / ammo by 1. cannot inflict Leach or Poison.
(Cannot use as Counter) same amount.

AILMENTS
Refresh DC = 10 + foe's Rank Wood Ailments Earth Ailments Metal Ailments Water Ailments Air Ailments Fire Ailments
Prone: A Prone character’s Poisoned: A Poisoned Slow: A Slowed character Leached: A Leached Silence: Silenced character Afraid: An Afraid character Stunned: A Stunned
movement is halved and character takes 1 damage may not move on their turn, character heals their does not roll their Kung Fu must use their entire character cannot perform
foe's attacking from above to a random element. though they may still Dash. Attacker an amount equal die, instead treating the movement to move away any actions on their turn,
have advantage. You may Instead of being Refreshed, to the Attacker’s Kung result as a 1. from the source of fear. If though they may still move
stand automatically when you restore all elemental Fu. This does not get they are unable, they roll and Counter.
you Refresh. damage by taking a rest. refreshed. checks with disadvantage.

Grabbed: A Grabbed Confused: A Confused Enraged: An Enraged Blinded: A Blinded Disoriented: A Disoriented Charmed: A Charmed Bleeding: A Bleeding
character may not move character can only Attack character Attacks the character cannot do things character cannot Counter in character cannot willingly character takes damage
and the Grabber attacks with a random element nearest target (in case of a requiring sight, rolls attacks any way, though they may move away from the equal to the Attacker’s
them with advantage. They each round. Roll 1d6 at the tie, the Enraged chooses), at disadvantage, and attack act as normal on their turn. Charmer, cannot Attack Kung Fu when rolling to
can break free by Grappling beginning of their turn to and attack rolls against the rolls against them have them, and can only Dodge Refresh. This cannot be
the Grabber back. determine which element. Enraged have advantage. advantage. when Countering them. reduced.

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