Plains of Sedia D20

Moves & Escape

Moves & Escape#

A boot in the knee has ended more duels than any sword I ever sold.

A swordsmith of Jewall

More than a swing

Five moves are open to everyone: kick, bash, trip, disarm and rescue. Each costs stamina, takes your turn and needs a few turns’ rest before you can use it again. When it’s time to go, you can flee, or try to break off where you stand.

Using a move#

A move takes your turn in place of your swings. Pay its stamina, roll a d20, add what it says and make its number to land it. Then wait the turns it gives before you use it again. An exhausted character can’t use any of them.

Put the five on your sheet like abilities, at 0 efficacy. Below 80 efficacy a move takes an efficacy check like any ability, and you get better at them the same way: at a training dummy, or by using them in a fight.

A natural 1 on a move has its own kind of miss, given with each one. The fumble table is for attacks.

The five moves#

Kick

10 staminaThen wait 1 turn

d20 + Dex mod, 9 or more

Lands
1d4 + 3, plus a third of your Strength and a quarter of your Dexterity, as bashing damage. Armor takes its share.
Misses
Nothing worse than a miss.

Bash

15 staminaThen wait 2 turnsNeeds a shield

d20 + Str mod, 11 or more

Lands
1d6 + 4, plus half your Strength. Then roll a d20 and add your Strength modifier: on 15 or more the foe is stunned for 2 rounds, losing its turns and its guards.
Misses
On a 1 to 3 you're off-balance until your next turn.

Trip

12 staminaThen wait 3 turns

d20 + your Dex mod - theirs, 12 or more

Lands
They're down for 2 rounds, and take 1d3 + 1 from the fall. Anything huge is too big to trip.
Misses
On a 1 or 2 you're the one on the ground, for a round.

Disarm

18 staminaThen wait 4 turnsNeeds a weapon, against a foe who has one

d20 + Dex mod, 14 or moreAdd the difference if your Strength modifier beats theirs. A two-handed weapon needs 15.

Lands
Their weapon goes into their pack, and they fight on bare-handed until they spend a turn wielding it again.
Misses
On a natural 1 your own weapon goes into your pack.

Rescue

20 staminaThen wait 5 turns

d20 + Dex mod, 9 or more

Lands
You step in front of a friend, and whatever was attacking them turns on you.
Misses
It ignores you.

Stances and class moves#

Classes have moves of their own: a monk’s kicks, a headhunter’s stunning attack, a plainsman’s stances. Each is an ability with its own cost and roll, on the class’s page. A stance lasts until you drop it or take up another.

Getting out#

Not every fight is worth finishing. There are two ways out, and a third that decides for you:

Flee
Roll a d20: on 11 or more you run out of the fight, by a way you don't get to choose. Add 2 for each point of Dexterity you have over your foe, and take 2 off for each point under. A natural 20 always gets you out. A hostile foe may follow your trail for a while, and fleeing a duel loses it.
Break off
The same roll, but you stay where you are. Your foe turns on anyone else still fighting it, or stops too if nobody is. A creature that attacks on sight may start again.
Your breaking point
Pick a share of your health, up to three-quarters, and write it in Notes. Whenever a blow leaves you below it, you try to flee at once, whatever you'd planned for your turn.

Nowhere to run

You can’t flee a place with no open way out, or while a spell holds you where you are. A failed try leaves you in the fight, and costs your turn.