Combat

Weapons

In Shillings games characters can carry weapons. This is not necessary by any means but will probably be included in a lot of games. I’m going to explain how they work anyway. Weapons all have some sort of difficulty. The difficulty value is equal to the amount of tokens you have to spend to use it. The difficulty value could be called anything. Weapons will also need a name (obviously). And a damage value. This is how much health it takes from an enemy when they are attacked with it. If you wanted characters to start off with weapons you can make that so. Players can optionally carry multiple weapons.

Enemies

Enemies in a Shillings game will be the things that are there for you to kill. Each enemy will have a name and a weapon. The name is obviously the name. The weapons is a weapon just like the ones that the players carry. These will definitely be expanded on in later issues.

In Battle

Combat is a battle between the enemies and the players. It will start by each of the player doing something on their turn. This could be an action like jumping onto a nearby building where you would use the core system. Or it could be using a weapon by paying the right amount and selecting a target to hit. After each of the players has had a turn it goes over to the GM who also has a pool of tokens. They control the enemies and can use as many or as few as they want to attack. Then it will keep switching between players and enemies until one side is completely dead. If the players win they get rewards like weapons and tokens.

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