Players Handbook
This is the player's guide to playing Amalgam Diceless. The rules are simple and concise with very few charts for ease of play.
The Basics
In Amalgam there are no dice, all actions are decided by an Action Value(AV), versus an opposing Difficulty Value. All AV are based on two components, Effort+Skill. Effort is determined by how much spirit the player decides the character shall put into a specific action. The amount of Effort one may place into an action is determined by a corresponding attribute and modified by the character's skill in the task. If the character's AV equals or exceeds the set DV then the character succeeds. From here on note than whenever a
Benchmarks
The Difficulty of the test character's will try to pass is based on either a static value set by the Host, or an opposed value set by an opponent. Static Values are based on how difficult a test is in relation to the scale of power available to the characters. Benchmarks are a rough guide to Hosts on how to set test DV for characters.
Mortal Game
DV<3, Mundane don't even bother to test, tasks of such everyday variety that
a test is an insult and just drags the game down.
4 Competent, one would have to be skilled to accomplish this task
6 One has to be greatly skilled or have much natural ability in order to accomplish
said task.
8 Heroic, at this level one has to not only be greatly skilled but also above
average in ability, or vice versa
9 Incredible, at this level one is near the peak of human skill and ability,
and can leave others in awe
10 This is a feat at the peak of what a human is normally capable of, actions
can take place above this level, but for the normal person, this is the peak
of ability and skill, acting at a level of genius and perception that most never
reach.
Beyond Mortal
DV>10 This is into the realm of fantasy, where characters can perform feats
beyond the means of us mere mortals
DV 15 this is a superhero feat such as lifting a car over ones head and being
able to hurl it, reality begins to go out of the window
DV>25 this is the realm of Superman, Thanos, Neo and Dragonball, forget reality,
we are the masters of it.
Time
Time is divided into two sections, "Real" time and Game time. Game
time is made of six units. The amount of time that passes in most of them is
determined by what the characters do and how long the Host decides it takes.
The smallest unit of time is the Action. An action is the amount of time it
takess a character to do one thing, this could be to jump, swing a sword or
invoke Anima casting a spell. The next incriment of time is the turn. A turn
is the cumulation of all the immediate actions a character takes in a single
round. Third, is the round, a round is the resolution of all actions of all
characters and is equal to four seconds give or take how long the Host decides
it should reasonabally take. Fourth, is the scene, a scene is the time it takes
to go from one setting to another after a minor resolution, for example, it
could be going from being in the pub after questioning the locals to the exotic
cave locale to retrieve the object of inquisition. Fifth, there is the Chapter,
which is a single adventure in the life of the Characters. Finally there is
the Saga which is made up of all the Chapters leading to the conclusion of some
meta-plot that the characters were secretly, or not so secretly, driven by the
whole time.
Downtime is the time between Chapters, where Experience Points(XP) are awarded
and can be spent. It is determined by the Host.
Actions
Wait
One of the most important actions, the Wait allows you to hold your action until
a moment of your choosing, remember though, when waiting you take a penalty
the next round equal to the initiative on which you went(ask the Host when in
doubt).
Movement Actions
Movement actions include switching weapons, running, walking, positioning ect.
They don't require a test, but if someone is chasing a running character it's
an opposed Dexterity+Athletics(running) test with Dex+Athletics being the characters
Movement Score(MOV). Every MOV is equal to one yard and at best one may move
4x MOV, in a single round, equal to 4 seconds, when spritning
Combat Actions
A character can attack, defend, or save his action for later in the round. An
attack is based on a character's Strength , and a corresponding attack skill.
A character can opt to use their Dexterity to make an attack if the weapon has
a STR minimum of 2 or less, or if it has a DEX requirement, otherwise the character
MUST use their Strength to make the attack test. Damage is equal to STR+the
damage of the weapon.
Free Actions
These are mundane things a character can do, these are mostly for ambiance and
setting mood, such as a character fixing his clothing, talking trash, or picking
a rock up. One may take as many free actions as is deemed reasonable by the
Host.
Multiple Action Penalty
Characters may make multiple actions, but are allowed only two, whatever they
be. There is a cumulative -1 penalty to all actions proceeding the two allowed..
Ex. if a character makes four attacks then the first two aren't penalized, but
the third is made at a -1 penalty and the fourth at a -2 penalty. Any further
actions the character may be forced to take in the round will continue to accumulate
the penalty, so say if the character has to parry and dodge later in the round
he would be at -3 and -4 respectively to do them.
Combat
Initiative
Combat begins with initiative. Initiative is equal to DEX+WITS and is modified
by the weapon which is readied in the dominant hand at the beginning of each
round. Characters compare initiative, one with highest Initiative goes first
performing whatever action they deem fit or readying their action for later
in the round or choosing to forego action all together. Initiative is rather
a countdown and one could say that the 4 second round is divided into an amount
of parts equal to the highest initiative, which is why the fastest characters
goes first.
Characters act in order of initiative, with all actions being resolved as they
are taken. This makes combat reactionary, and takes away from some of the possible
planning that a player can do given his outside view of the combat situation.
Surprise
If a character is surprised, either caught unaware of the assailants or not
expecting to be attacked then the attacks automatically win initiative. All
actions by the defenders during a surprise round are at a -2 penalty.
Attack
A melee attack is Melee/Brawl+Dexterity or Strength, depending on the
weapon.
Charge
A character may wish to rush an opponent, this action takes a whole round and
the character may not take another action during the round. The character can
move up to MOVx2 and at the last initiative of the round make an attack at +5
damage, but the character is at -2 to defense for the current and next round.
Defense
All characters hav a natural aversion to pain and death, therefore
they will attempt to do anything in their power to prevent being harmed. This
is reflected in a character's defense score. Defense represents how hard a character
is innately to hit, from little things such as sidestepping, ducking ect. Light
armor enhances this score, but heavier armor will make this number lower. Defense
is innate and takes no action, if this fails and an attack is going to land
then a defending character has the option to use defensive actions, parry and
dodge, discussed later.
Ranged
All Ranged attacks are made with Dexterity+Ranged attack skill. Firearms and
crossbows do not benefit from the Strength of the wielder with regards to damage.
Bows and Thrown weapons get the full benefit of the strength of the wielder
and the latter can also be used as melee weapons (exception is the throwing
disc).
Dual Wielding
A character with two weapons can use them as a single action with a -2 penalty.
There is a further -2 penalty to actions involving the off hand weapon. Essentially
a character is getting two actions for the cost of one. The same rule applies
to double weapons, except there is no off-hand penalty.
Grapple
Grappling is Brawl+Strength vs the opponents Brawl+Strength, the opposing character
can choose to dodge if not surprised. After a grapple has been made successfully
the grappler can choose to do his strength in Lethal or Bashing damage for which
the victim cannot Brace. To escape the victim must make a successful Acrobatics/Brawl+Strength/Dexterity
check.
Parry
To parry a blow is a resisted test vs the DV of the opponents attack.
The parry is Melee/Martial +DEX. Note that weapons cannot be parried with the
bare hand under normal circumstances. One can only parry a weapon one size larger
than their own weapon, therefore a light weapon cannot parry a heavy one.
Counterattack
After a successful parry a character may choose to attempt a counterattack
at a -2 penalty to attack in addition to any other penalities.
Dodge
The dodge action is an opposed Dexterity+Acrobatics test.
Powers
Characters are limited to using a single power on their initiative, under normal
circumstances. Otherwise powers are dealt with like any other combat action,
if it is an attack then the opponent is give the change to parry, dodge or resist,
and if it is indirect then the player simply casts it on their proper initiative.
When energy rules are in application, all non permanent powers cost 5 Eng per
level to activate.
Damage
When damage is taken, the pain and injury is reflected in the character's Health
Points (HP). An individual HP represents a cut, not something that would kill
the character, but it worsens his overall condition is some very minor way.
The more HP an attack does the more damage to the character's overall well-being
and health it does. When a character reaches 5 HP they are dying, when a character
reaches 0 they are dead.
Falling
Lets face it, eventually you're going to fall or get dropped or knocked out
of the sky. And it hurts, it really really hurts. You can fall 2 MOV without
injury for but every 2 move afterward you take 2 HP damage. That means if one
fell 8 MOV(8 yards which is 24 feet) you would take 6 damage, remember ignoring
the first two yards.
Recovery
Health
Health points recover at the rate of 1 per 8 hours of rest. One can greatly
speed up the rate of healing with proper medical attention or the ability to
regenrate. Medical attention speeds healing up by the success of the test plus
3 per day.
Spirit
Spirit recovers whenever a character gets a minute to breathe. A character
recovers 1/2 his current HP in Spirit every round in combat that he takes the
Wait action, other than that a character revoers his Vit Score in Spirit every
round.
Other
Luck
Characters start with no points of luck, but can earn them through stunts
and it can be bought using XP, or just granted by the Host. Luck allows a character
to give themselves a +1 bonus to ANY test they make, or to instantly negate
a single negative effect against them, making Luck highly valuable. One does
not recover luck, period. When you use it it's gone and you have to get another
point as described above.
Complications
Not everything always goes your way. Environmental effects get in the
way, mind clouded by anger, all sorts of intangibles that require Host discretion.
(Coming soon.)
Stunts
The cheapest way to win Luck, and extra XP is to amuse or impress the
Host. A stunt is simply anything that would leave you in o.o if you were watching
a movie. This can be a GREATLY described move, or the use of game mechanics
to create an awesome effect. Either of which net you a Host granted bonus to
the action and Luck or XP, or maybe both. (To Hosts, grant between +1 to +4
for the action depending on complexity and coolness, this is major Host discretion
here. As far as awards, grant them between 2 and 4 luck or between 2 and 4x
more XP again determined by complexity and coolness. Encourage the Players to
not be assanine about it, and attempt to make it special.)
Wealth
Size
All characters are ranked by size and have corresponding penalities and bonuses.
Miniature beings are the size of insects or smaller and are at +4 to defense
and accuracy but are at -4 to grapple tests 1/4HP, cannot be less than 1. Tiny
creatures are from about half a foot to a couple feet in length, +2 to defense
and accuracy but -2 to grapple,1/3 HP. Small beings are from 2 to 4 feet in
length or height and have +1 bonus to defense and accuracy but a -1 penalty
to all grapple tests, 1/2 HP. Humans and beings human sized are medium, that
is anything between 4 and 8 feet is considered Medium and have no penalties
or bonuses. Between 8-16 feet is considered Large with -1 and +1 to grapple
to defense and attack x 1.5HP. Between 16-32 feet is considered Huge and have
-2 to defense and accuracy and +2 to grapple checks x2 HP. From 32-64 feet is
Giant at -4 to defense and attack and +4 to grapple and 4x HP, and above 64
feet onward is massive with -6 to defense and attack and +6 to grapple with
x6 HP.
