Leverage and Pressure
Leverage is a bonus die that can replace lowest roll stepping from d4 -> d6 -> d8 -> d10 -> d12 for each point of leverage a player has up to a maximum d12.
Pressure is a penalty applied to the DC equal to the level of pressure. Effective DC = DC + Pressure.
A player can have both leverage and pressure at the same time.
Combat Criticals
Whenever a player or NPC roles a maximum die, they get a partial crit which imposes minor conseqeunce.
When a player or NPC roles a total maximum, they get a legendary success which imposes minor and a major conseqeunce
Minor consequences
Positional Consequence
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Pull - the locks blades, or grabs an arm, fients sucessfully, or does some other action to draw the opponent towards them.
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Push - Shoves, sheild bashes, steering strike, or otherwise forces the opponent to move away, with an option to pursue.
Facing
Generally, creatures are always assumed to be facing there opponents. When another creatures moves into melee move the tokens to reflect the facing.
The exception are 1) When there are 3 or more opponents, one opponent can take the rear position. 2) an unseen opponent approaches succefully (Thieving check).
2) 3) an opponent has successful moved to the rear of the individual.
Flanking
24-system does not have so much of a flanking system as much as it has number of attackers plus
Enviromental Effects
Walls
The creature is fighting with its back againsts the wall.
- Can prevent rear attacks
- Add +1 Pressure
Doors
- Requires RL action to open/close a door.
- Hold the door: (RLF) to open a held door a creature must effectively push the creature holding the door (includes prone). For each anchor, add +1 pressure to this check.
Corners
The creature as position itself in corner or dead end leaving no room to manuvuer.
- Can prevent rear attacks
- Add +2 Pressure
- The creature cannot take the dodge defensive action.
Cluttered
The creature is in an area that prevents the creature from using slashing or blunt weapons effectively.
- Add +1 preasure
Slippery
The creature can’t find stable footing due to ice, oil, or blood.
- Add +1 pressure (or more, depending on circumstance)
- Attempts to move or trip the creature gain leverage.
- Failed althelics checks (including getting hit while dodging) result the creature becoming prone.
Difficult footing
The creature is standing on uneven terrain such as rubble, roots, broken floorboards, corpse, deep mud and can’t establish solid footing.
- Add +1 pressure from attacking from unstable ground.
- Failed althelics checks (including getting hit while dodging) could result in a leg injury.
- Attempts to move or trip gain leverage.
Unstable ground
The creature is standing on ground that could give way such as a rotting bridge, collapsing flooring, loose scree, thin ice, tree limbs.
- Quick movement (greater than half MR), sprinting, leaping, falling onto, and attacking the floor, causes unstable ground to collapse.
- As guide tool, nearby floor area may also collapse if supporting weight. roll a d6 on 4-6 nearby ground gives also.
Extreme Temperatures
Hazardous Zone
A hazardous zone is an area that harms, destabilizes, or corrupts creatures that enter or remain there.
Hazards trigger:
- When a creature enters the zone for the first time on a turn.
- When a creature ends its turn in the zone.
- When a creature is pushed, pulled, knocked prone, pinned, or held in the zone.
Occupying a hazardous zone adds at least +2 Pressure to actions that require focus, footing, breathing, or bodily control.
When the hazard triggers, apply the hazard effect.
Hazardous Zone
The creature is standing in a lethal environment such as fire, acid, machinery, broken glass, exposed wires, and occult corruption.
- The first time entering and at the start of each apply hazardous zone effect.
- Occupying a hazardous zone results in at least +2 pressure. Examples: fire smoke acid bath machinery broken glass exposed wire occult corruption
Water (Swimming)
The creature is in water over-its-head as is holding it breath. (assumes combat, see movement for non-combat swimming)
- A swimming (athletics) check is only required if under pressure.
- Movement rate in water is 1.
- If a creature cannot breathe, it loses 1 stamina at the start of each round.
- Apply only the single worst Pressure from armor or pack, using the same categories as normal movement:
- No / Light armor or pack: no Pressure.
- Medium armor or pack: +1 Pressure.
- Heavy armor or pack: +2 Pressure.
- Carrying or dragging another creature adds at least +2 Pressure.
- Each point of negative stamina results in +1 pressure.
- Attacking with slashing or blunt weapons results in +2 pressure. todo:// Add feat for swimmer
Ledge
The creature is currently position such that they are threatened by falling. e.g. standing on a ledge, walking a tight rope, etc…
- Add +1 pressure.
- Attempts to move or trip the creature may also cause the creature to fall.
Prone
The creature is crawling on the floor.
- Add +1 pressure
- Attempts to make melee attacks on the target have one leverage.
- Attempts to make ranged attacks on the target have +1 pressure.
- Attempts to push or pull a target have +2 pressure. note: going prone on a ledge is a defensive measure to not going over. They still can be reposition by a grappling drag manuver.
Visibility and Obscurement
Use visibility rules from the acting creature’s point of view. The question is not whether the target is “obscured” or the attacker is “blind”; the question is whether the acting creature has usable visual targeting.
Detected: The creature’s position and immediate threat are known. A detected creature can be targeted and defended against normally, even if the details are unclear. An unseen creature may still be detected by hearing, touch, scent, vibration, or another relevant sense.
Hidden: The creature’s position or immediate threat is not known. A hidden creature cannot be targeted directly, and its attacks cannot be actively defended against unless another sense, warning, or readied response applies.
Silhouetted or blurred: The target can be perceived as a shape, shadow, or blur, but details are unclear. Examples include fog, smoke, dim light, or darkness after the eyes adjust.
- Attempts to visually target the creature have
+1 Pressure. - The creature is still targetable.
No usable visual targeting: The acting creature cannot see the target well enough to aim, judge distance, or read movement. This may happen because the target is hidden in darkness, the attacker is blind, the area is filled with smoke, or the attacker has lost line of sight.
- Sight-dependent actions use the Blind rules from
status-effects.md. - Attacks from an unseen creature may gain Leverage if the target cannot locate the attacker.
- If both sides lack usable visual targeting, both sides use Blind rules.
Elevation
The creature occupies a higher position such as high ground, stairs, balconies, rooftop.
- Gain one leverage on melee and ranged attacks againsts opponents on lower ground.
- Attackers attacking from lower ground gain +1 pressure.
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