BronzePunk Heroes
Combat, Injury, Others
Combat
- If you carry a shoulder bag, you drop it for free before you start fighting.
- (Oct11) Charge requires full straight 3 hexes. Moving adjacent slower does not allow set against.
- (Oct11) Charge vs : longer weapon strikes first. Adj DX first if equal length.
- (Nov01) Spear Thrower does not get missile range mods, instead -1DX/MH. Only for javelins. Only +1 damage.
- Aimed shots allowed.
- Modified crippling hits in use for triple damage rolls.
- When “rolling to miss,” a 15-16 is an automatic hit, 17 is double-damage and drop, 18 is triple-damage and break.
- May defend against 2hex jabs while not engaged.
- HTH: You can make a full move and initiate HTH, but you would not be able to make a HTH attack the same turn.
- Attack order: This will be worked from raw DX.
- Quick Draw: On a failed roll, the weapon is readied normally. On a 15 or 16, it is not readied at all, but you can try again next turn. On a 17 or 18, it is dropped.
- Picking up a weapon on the run with quick draw/throw weapons talent: You can combine the effects. You may scoop up your sword/dagger/etc and ready it immediately. This talent works for all weapons. You only need to take it once.
- ONE-LAST-SHOT MISSILE ATTACK: A final attack with a missile weapon is resolved before charge attacks with pole weapons.
- Club does bare hands damage +2. Maul is +3.
Injury
- Negative ST (Mortally Wounded) is not outright dead, merely unconscious and moribund.
- Conscious characters may tend the fallen: -ST can be stabilized at 0 ST with roll (see below).
- -ST, untended characters may crumble a cookie to be stabilized at 0 ST, or die.
Mortally wounded, ST value with time until death:
- Immediate
- 8 minutes
- ¼ hour
- ½ hour
- 1 hour
- 2 hours
- 4 hours
- Quarter Day
- Half Day
- Full Day
- 2 Days
Tending the fallen: GM rolls for Master Physicker (2/IQ) OR Physicker 2/(IQ-1) OR Warrior (3/IQ) OR Anyone else (4/IQ). Time between tending attempts uses above intervals, ex. first roll is immediate, second roll after 8 minutes, etc. Success stabilizes the tended character at 0 ST. ST 0 characters recover to 1 ST on their own in 1d6 hours.
Wound Categories
- ST < 0 Mortally Wounded, unconscious. Every hour (round up) of gentle (slow) travel causes 1 hit damage unless save on 3/ST. Rough (fast) travel causes an additional hit. Damage reduces time until death.
- ST 0 Critically Wounded, unconscious. Every 2 hours (round up) of gentle (slow) travel causes 1 hit damage unless save on 2/ST. Rough (fast) travel causes an additional hit. Damage precludes recovering consciousness. Lasts 1d6 hours, then becomes Gravely(1) unless precluded.
- ST 1-3 Gravely Wounded, -1 DX (after the -3 DX from combat).
- ST 4-6 Heavily Wounded.
- ST 7-max Lightly Wounded.
Magical Wound Healing
The spell heals completely, offline. Requires an expensive ceremony in a big temple.
Administering a potion to an unconscious person does not help them, but instead makes them save 4/ST against drowning with no talent modifiers.
Other Rules
- Saving rolls have no critical effects.
- Diseases - Easy Sneezy (Hexagram 3)
- Poisons - Pick Your Poison: Toxins (Hexagram 5)
Marcus Carpenter 2021 All Rights Reserved.
It is not my intent to steal anyone's IP. If I used something of yours without permission, please let me know and I will remove or modify it.
Disclaimer: The material presented here is my original creation, intended for use with the TFT system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.