I’ll try and get another game in with one of the lads this week and take a few pictures to better describe how a game runs.
The idea i went with was to keep it quick and simple. I guess complex can come later as the game and setting evolves.
Each Character, from Roban the Hero to the lowest peasant has a Character Card containing a brief description and a four stat line. These are used for:
Attack ( Self Explanatory ),
Defence ( Does exactly what it says on the tin ),
Charisma ( This is used to influence surrounding Characters and Npcs ),
Spirit ( This is our method of dealing with all things spiritual and magical, also works for our Flight and Flee rule ).
Each Character has a Karma stone stat. These represent how much fate they can use each turn.
So you’ve picked your force. Now you add up their Karma. This ranges from 1 for a peasant to 2 for most Hero’s or Characters. You may choose to add good Karma ( White ) or bad Karma ( black ) adding up the Karma and rounding up and adding two additional stones or counters of both colours. These now represent the force of fate and are added to a bag. These are given a good shuffle and drawn blind and allocated to your Characters.
Each Character gets TWO actions. These can be added to by the use of Karma ( more on this later ) One action is a movement action and the other can be an Attack or Special Ability or Charisma / Spirit action ( or sacrificed to give an additional move of 6” thereby running )
Movement is a simple 6”
Attacks are rolled via their strength ranging from 1D6 to 3D6 with plus’s for Weapons and such ( a Katana adds a +2, a rock adds +1 )
And with the choice to use any Karma allocated to influence ( White Karma - good adds a + 1 to defence or Black Karma adds a + 1 to attack )
These are defended against by rolling Higher then the roll to attack again with plus’s for armour and any Karma added.
With me so far ? then i’ll continue.
So, that was the basics of attack, move, defend, now we get to your Abilities.
Each Character gets an ability, in some cases two. These are triggered with the use of Karma. Some are basic such as the peasants ability of:
At the cost of Any 1 Karma Stone they may move another 6”
to some such as Yumiko the scribe who could have spent:
Any 1 Karma stone to make an additional 8” move
or
A White Karma stone to stop one attack on herself from one Character
Play moves then to the next player or players to activate one of their models then moves back that way people are getting wiped out before they got a turn in.
Should a player loose more then 50% of his force in that turn, then they make a Fight or Flee roll against the player with the Highest Karma on the table. Spirit is rolled and if the affected player rolls equal or under they flee the battle.
Once everyone has acted, any counters used to represent actions played or status effects and casualties removed then dice are rolled again for initiative and all Karma returned and drawn again taking into account models removed. Then onto turn 2..