#Combat
At the start of Combat, each Adventurer rolls a Mind Check. If they roll under, they act before their enemies; otherwise, they act after them. If anyone is Surprised, they go after everyone who isn’t Surprised, regardless of Initiative rolls.
Initiative
At the start of combat, each Adventurer rolls a Mind check. If they roll under, they act before their enemies; otherwise, they act after them. If anyone is surprised, they go after everyone who isn’t surprised, regardless of initiative rolls.
Distance and Movement
Revolver is designed to be played without a grid, so distances are abstracted. For those who prefer grid-based play, optional specific numbers are included here.
Each turn, a character can move somewhere nearby and still take another Action. You can forgo taking an Action to move to somewhere far. Distant places take more than one turn to reach.
Instead of moving, you can choose to drop prone or stand up from being prone.
| Close | Nearby | Far | Distant |
|---|---|---|---|
| 0-5 ft | 5-30 ft | 30-90 ft | >90 ft |
Actions
In addition to Movement, a character can also take 1 Action on their turn. Actions include the following:
- Make an Attack against a target in their weapon's Range.
- Cast a Spell or activate a magic item.
- Retrieve an item from the ground or a bag.
- Try to trip, shove, or push a target.
- Attempt a Gambit.
Quick interactions like talking or dropping an item can be done freely, even outside of a character's turn.
This list of Actions is non-exhaustive. If a player wants to do something that isn’t listed here, it's probably an Action.
Attacks
When you Attack a target, you roll the Damage Die associated with your weapon to determine how effective your Attack. In some specific circumstances, the GM may call for a Check to see if an Attack hits a target. Otherwise, you always hit your target.
For example...
Long Range. An Adventurer wants to fire a rifle at a target beyond its Range in low-visibility conditions. The GM decides this is possible, but more difficult than a standard Attack. They ask the Adventurer’s player to make an Agility Check to see if they hit their target.
Impaired Attacks
An Attack is Impaired when a character faces meaningful hindrances to their Attack. Impaired Attacks deal 3 less damage (minimum 1), regardless of the weapon used.
For example...
Cover. A bandit attempts to fire their pistol at a Deputy, but the Deputy is behind a barrel that obscures most of their body. The GM decides that Attacks against the Deputy are Impaired since he is in cover. The bandit decides to Attack anyway. His pistol deals 1d6 damage, and he rolls a 5. Because he is Impaired he deals 3 fewer damage than a normal Attack, so the Deputy takes 2 damage.
Boosted Attacks
An Attack is Boosted when a character has an advantage over the defender. Boosted attacks deal 3 more damage regardless of the weapon used.
For example...
Hiding. a character attacking a target that can’t see them makes Boosted attacks.
If an Attack is both Boosted and Impaired, they cancel each other out, and the Attack is made normally.
Nonlethal Attacks
If a melee Attack would not already be Impaired, you can choose to make a Nonlethal, Impaired attack. If that Attack reduces the target to 0 Grit, there is a 3 in 6 chance that you knock the target out instead of killing them.
Ranged weapons cannot make non-lethal attacks.
Grappling and Shoving
You can attempt to control another character’s movement if they are Close to you. This could be by Grappling them to hold them in place or by Shoving them away from you. In either case, roll an opposed Brawn Check against the target.
Grappling: If you succeed, you hold the target in place. Neither of you can move or fire a Ranged Attackunless the Grapple is broken. The Grappled target can attempt another Brawn Check to break the Grapple as an Action.
Shoving: If you succeed, you can either knock the target prone or Shove them from Close to Nearby.
Gambits
If you want an Attack to have an extra effect not governed by Revolver's general rules, you can use a Gambit. To do so, describe the effect that you want to achieve with your attack, and propose a consequence that will occur if you fail. The GM will either agree or offer a different consequence. Then, the GM will ask for a Check using the most relevant stat to the effect you want to achieve. If you succeed, you deal damage as normal and achieve the desired effect. If you fail, you deal no damage and face the agreed-upon consequence.
You cannot attempt a Gambit if your Attack against the target would be Impaired.
For Example...
Gambits. A player wants to cut the injured leg clean off of a sasquatch with their great axe. The GM tells them that such an Action sounds like a Gambit. The player agrees and proposes that if they fail, the leg isn't severed, and the sasquatch falls on them. The player rolls under their Brawn, so they roll damage as usual, and the sasquatch's leg is cleaved off.
Hiding
A character can hide from other characters as long as there is something for them to hide behind. Any character that knows your location when you attempt to hide remembers where you last seen, but they cannot see you or attack directly without moving to where they can see you.