A DM/QM event combat system built around archetypes, selected moves, Action Points, and d20 attack rolls. It is primarily intended for event scenes and is not tuned as a default PvP system.
| Best For | DM/QM event combat where players want tactical moves without using normal mechanical combat. |
|---|---|
| Players Needed | One or more event participants. |
| Dice Used | d20 for attacks and checks; d6 for Massive Damage. |
| Typical Stakes | Scene defeat, loss of moves, being out of scene, or event-declared consequences. |
| Needs DM/QM | Yes. |
| Consent Required | Required for PvP or any lasting consequence beyond scene defeat. |
Archetype and move choices may be changed between events. Moves and archetypes are intentionally broad and may be flavored to fit the character.
| End Previous Turn With | Start Next Turn With |
|---|---|
| 0 AP | 2 AP |
| 1 AP | 3 AP |
| 2 AP | 3 AP |
| 3 AP | 4 AP |
Moves are actions used on your turn or as reactions. You choose four moves from the general pool and your archetype's moves. Some moves may require certain conditions, skills, or weapon use. You cannot use the same move twice in one turn unless another move allows it.
Every PC has these moves. Basic moves are not valid options for Massive Damage move loss.
| Move | AP | Effect |
|---|---|---|
| Attack | 1 | Attack with ranged or melee to deal 1 damage. Attack type is decided by archetype. |
| Guard | 1 | Add +5 to your Defense Score until the end of your next turn. |
| Assist | 1 | When an ally in melee range makes a roll, add +2 to the result. |
| Move | 1 | Move a notable distance, such as into or out of melee range, out of an AOE, near a specific object, or anywhere movement is narratively significant. |
| Interact | 1 | Interact with a DM-defined item. |
| Pin | 1 | Attempt to pin an opponent with a ranged or melee attack roll, preventing them from using Move. Attack bonus is decided by archetype. |
| Recover | 1 | Recover 1 HP. |
| Shove | 1 | Make a melee attack roll. On success, move your target. |
Players and opponents alternate turns, agreeing among themselves who acts until everyone has taken one turn in the round. In PvP, both sides make one contested initiative roll every round.
When health is reduced to 0, roll 1d6 and consult the table. Each later Massive Damage roll in the same situation adds one more d6; take the lowest die rolled. If you have no moves to lose, you are out of scene. If you lose a move with an ongoing effect, that effect is cancelled.
| Roll | Result |
|---|---|
| 6 | Restore health to full. |
| 5 | Restore health to half. |
| 4 | Restore health to half and lose 1 move. |
| 3 | Restore health to 1 and lose 1 move. |
| 2 | Restore health to 1 and lose all moves. |
| 1 | Out of scene. |
A desperate situation means the party is losing badly. A rough trigger is two players having rolled Massive Damage, but the DM decides when it applies.
| Archetype | HP | Melee | Range | Defense | Archetype Moves |
|---|---|---|---|---|---|
| Duelist | 4 | 3 | 2 | 14 |
|
| Defender | 5 | 2 | 1 | 15 |
|
| Marksman | 3 | 2 | 3 | 12 |
|
| Sorcerer | 2 | 1 | 3 | 10 |
|
| Scoundrel | 3 | 2 | 2 | 13 |
|
| Saboteur | 2 | 1 | 1 | 10 |
|
| Commander | 2 | 1 | 2 | 12 |
|
| Healer | 2 | 1 | 1 | 12 |
|
| Engineer | 3 | 2 | 2 | 13 |
|
| Move | AP | Requirement | Effect |
|---|---|---|---|
| Parry | Variable | When targeted by an attack, spend equal AP to make a melee attack roll contesting the result. On success, negate the damage. If successful, you may spend 1 AP to use Attack with +2. If targeted by an attack that misses, you may spend 1 AP to make an attack move. | |
| Aim | 1 | Target an opponent. Your next attack against them gains +5. | |
| Defend | 1 | Target an ally in melee range. Until the end of your next turn, if they are attacked by an opponent, roll d20. On 11+, swap places and redirect the attack to you. If the ally leaves melee range, they stop being valid for this move. | |
| Guardian | 1 | Target an ally in melee range. They gain +2 Defense Score until the end of your next turn. | |
| Power Attack | 3 | Make a melee attack. On hit, deal 2 damage. | |
| Double Strike | 2 | Make two attacks with -2 to each roll. | |
| Double Time | 1 | Use a move you have already used this turn. AP cost still applies. | |
| Flying Swallow | 1 | Move one range, then make a melee attack against an opponent at -2. | |
| Disarm | 2 | Make an attack. On hit, choose melee or ranged. The opponent cannot make attack rolls of that type. | |
| Deploy Blaster Turret | 2 | Place one turret ally with the basic Attack move. It can only roll ranged attacks, has 1 HP, and only one blaster turret may be deployed at a time. | |
| Deploy Cryo Turret | 2 | Place one turret ally with the Pin move. It has 1 HP. Only one cryo turret may be deployed at a time. | |
| Deploy Guardian Turret | 2 | Place one turret ally with the Guardian move. It has 1 HP. Only one guardian turret may be deployed at a time. | |
| Turret Commander | 1 | A turret ally uses the Move move. | |
| Medical Attention | 2 | Target ally in melee range recovers 2 HP. | |
| Energy Shield | 2 | Choose ranged or melee. You gain 1 temporary HP against that attack type. Does not stack with other temporary HP. | |
| Berserk | 1 | For 3 turns, gain +1 melee attacks, -1 ranged attacks, and -2 Defense Score. | |
| Danger Zone | 1 | Mark a location. For 3 turns, anyone who enters or ends their turn there takes 1 damage. | |
| Perfect Parry | 4 | Negate an attack, then use Attack. | |
| Obliteration Technique | 3 | Instantly defeat an opponent at 1 HP. | |
| Bolster | 1 | Target ally gets +1 attack rolls until the end of your next turn. | |
| Diminish | 1 | Target opponent gets -1 attack rolls until the end of your next turn. | |
| Ram | 1 | Move one range, then attempt a melee Pin on one opponent in melee range at -2. | |
| Inflict | 1 | Make an attack. On hit, the target has -3 attack rolls until the end of your next turn. | |
| Sunder | 1 | Make an attack. On hit, reduce the target's Defense Score by 2 until the end of your next turn. | |
| Goon | 2 | Call in one ally with all basic moves and direct them. At the start of your turn, spend 1 AP to direct your goon; otherwise the DM decides their actions. You can only have one goon at a time. | |
| Self Destructive Strike | 2 | Make a melee attack with +5. On hit, deal 2 damage. Until the end of your next turn, you have -5 Defense Score. | |
| Smoke Screen | 1 | Mark a location. For 2 turns, attacks against someone inside the location require d20; on 1-10 the attack automatically misses. | |
| Rally | 2 | In a desperate situation, every ally regains 2 HP and gains +2 attack rolls until the end of your next turn. | |
| Domain Expansion | 4 | For 3 turns, mark a location as your domain. Inside it, your attack rolls gain +3 and attacks against you take -3. | |
| Tow Cable | 1 | Make a ranged attack. On hit, force an enemy to make the Move move in a direction of your choosing. | |
| Valorant | 2 | Until the end of your next turn, make a free Attack against any opponent who moves within your range. | |
| Special Beam Cannon | 1 | Begin charging a ranged attack. At the end of your turn, remaining AP becomes Charged instead of Banked. Spend 1 AP to make a ranged attack dealing damage equal to Charged AP + 1. If 3 AP was charged, the attack gains +5. Once fired, Charged AP is spent. Rolling Massive Damage while charging loses all Charged AP. |
Massive Damage determines whether a character returns to the scene, loses moves, or is out of scene. Any outcome beyond temporary event defeat must be declared before rolling.
We are using RedMenace RP Combat. Choose one archetype and four moves. Stakes: [state outcome]. Massive Damage is active.