Difference between revisions of "User:Askewnotion/FistFulla6/Combat"
>Askewnotion |
>Askewnotion m (getting there...) |
||
Line 121: | Line 121: | ||
|Rapid Reload||All||+0||You may reduce the load time of a weapon to a minimum load of zero. For each reduction to your load time, your attack is -2 hit and damage. | |Rapid Reload||All||+0||You may reduce the load time of a weapon to a minimum load of zero. For each reduction to your load time, your attack is -2 hit and damage. | ||
|- | style="background:#cccc99" | |- | style="background:#cccc99" | ||
| | |Ricochet Shot||All||+0||You may split your dice pool for a ranged attack against two opponents that are adjacent to each other. | ||
|- | style="background:#e4e4b1" | |- | style="background:#e4e4b1" | ||
|Twin Projectile||Non-gun||+0||You may throw/shoot two projectiles at the same target. Your dice pool is split between these two missiles. | |Twin Projectile||Non-gun||+0||You may throw/shoot two projectiles at the same target. Your dice pool is split between these two missiles. | ||
|} | |} |
Revision as of 11:48, 7 September 2008
This is the basic layout of the events that will happen in combat and things that need to be known to successfully run a fight.
HP
HP is short for Hit Points. This is the lifeblood that keeps your character alive in combat. As you lose HP, your ability to perform at full capacity diminishes.
On the second page of the character sheet, at the bottom, is your HP track. Your available HP is calculated by counting from top to bottom, left to right. For example, having 23 HP would give you 5 full rows and a 0, -2, and -4 HP dot.
If you have a dot filled in at a row with a negative modifier, all rolls you make suffer that penalty.
If you are brought below 0 HP due to lethal damage you are dying. If you are brought below 0 HP due to non-lethal damage you are unconscious.
- Dying – Your damage overflow is equal to your build save. During your turn you make a stabilization check (a build save without the -6 wound penalty) with a TN equal to your negative HP. If you succeed, you lose no further HP and are stabilized. If you fail, you lose 1 HP and must roll the save again next round.
- Unconsciousness – You regain HP as per resting while unconscious (roll BODY + CONSTITUTION for every hour of rest for non-lethal damage, every six hours for lethal damage.)
Actions
The number of actions a character can take each round is limited by the amounf of Action Points (AP) they possess. All characters start with 1 AP, and this value can be increased through traits, magic, and MagiTek grafts.
Table: AP cost
Action | AP cost | Description |
Activate an Item (spellcraft) | 1AP | An item that requires a spellcraft check to activate takes 1AP. If the item relies on a command word, it is a free action to activate the item. |
Attack | 1AP | The act of swinging your weapon or releasing a projectile. |
Cast | special | Casting most spells are a FR action. Specific spells take longer to cast and some traits can reduce the time it takes to cast a spell. |
Charge | Full Round (FR) | This is a combination of the run and attack action. |
Control Mount | 1AP | The act of making your mount change it's current actions or having it attack an individual. |
Draw Item | 1AP | This is the act of drawing an item or weapon. Projectile weapons already have this figured into their load value. |
Drink/Use Potion | 1AP | The act of applying a potion to your skin or imbuing it. |
Move | Free Action (FA) | A character can move up to it's speed as a free action once every round. |
Open/close Object | 1AP | This includes opening or closing an object that does not take much force. |
Run | Full Round (FR) | You move your speed + run skill in a straight line. |
Stand From Prone | special | You may either spend 1AP or your movement for that round to stand from prone. |
Use Skill | varies | Depending on the circumstance, skills can range from free actions to taking hours per check. |
Special Actions
- Delay - When you delay, you wait in the initiative order and let the GM know the moment you wish to act. During the round in which you end your delay you may either make move action or you may move half your speed and spend 1AP, though you may not take a FR action.
- Hold - You may declair an AP to be spent any time later in the as long as you declair what the AP will be spent for. Taking a held action does not change your place in initiative. Options are described below;
- Move - You may move up to a number of hexes/square that you did not spent on your previous turn. You must delcair when you are going to move. I.e. "I will more to intercept a charger" or "I will move to get close to a enemy caster."
- Attack - You can declair to attack someone or when an event happens. I.e. "I will attack when an enemy moves within range" or "I will attack when an enemy I can reach when the enemy beings to cast."
- Aim - You may spend an AP to get better aim on your opponent. For every AP you spend, you gain a +1 bonus to hit the opponent. You may not get a bonus greater than your skill with the weapon. If you more more hexes/squares than your alertness stat in a round, you lose all of your bonuses.
- Guard - You may spend an AP to better defend yourself against your opponents. For every AP you spend, your gain a +1 bonus to all of your defenses for the round.
- Load - All ranged weapons have a stat called load. This represents the time and concentration it takes to draw ammo, load it into a firing mechanism, or any other variable the equipment in question may have. You must spend a number of AP equal to the load of the weapon before you can use it again. Note that having the Quick Draw trait reduces load times by 1.
- Special Attack - Depending on how skilled you are with a weapon, you are able to perform special maneuvers with weapons from that category.
For every 3 points you have in a weapon skill, you may choose a special attack for that weapon. Not all weapons have the option of all special attacks listed below. Also, note that these special attacks often have an increased AP cost. You can only use the special attack if you have enough AP in the round to perform it.
Table: Melee Special Attacks
Name | Weapons | AP | Description |
Armor Piercing Blow | All | +1 | Ignore 1/2 the opponents armor with this attack. |
Bloody Wound | Edged | +2 | Target bleeds out 1 damage a turn until healed. The creature is easier to track (+2 to those tracking). Effects of multiple Bloody Wounds are cumulative. |
Close the Distance | Chains and Polearms | +1 | Pull in a creature up to one size larger than you up to the minimum reach of the weapon. |
Combat Challenge | All | +1 | If the opponent is damaged by your attack, they must attack you at least once during their next turn or suffer your charisma score as a penalty to their attacks. |
Combat Feint | All | +1 | Your attack roll must score more successes than your opponents intelligence score. Your opponent is considered unaware for your next attack. |
Concussion Attack | Blunt | +1 | A hit opponent takes a penalty on all mental and magic based skills equal to their damage taken for one turn. |
Disarming Attack | All | +1 | If your net successes to hit your opponent is greater than their dexterity + size modifier to damage, their weapon is disarmed. Weapons held in 2 hands adds 3 to the characters effective dexterity. |
Hamstring | Edged | +1 | Your opponents speed is reduced by 1/2 until they receive at least 1 HP of healing. Multiple Hamstrings are not cumulative. This attack only works on living bipeds. |
Knock the Wind Out | Blunt | +2 | Opponent is treated as wounded (players are treated as 1 step worse [max -6]) unless they do nothing but compose themselves for a round (take no actions or moves). This attack only works on living targets. |
Knockdown Blow | All | +1 | If damage is greater than your opponents reflexes + size modifier to damage, the opponent knocked prone. |
Launching Swing | Blunt | +1 | For every damage that exceeds the opponents body + size modifier to damage, the opponent is moved 1 square back from the origin of attack. |
Riposte | All | FR | You may counter-attack an opponent whose melee attack you have successfully parried. Your number of attacks you can make in this stance are equal to twice your AP total. |
Stunning Strike | All | +2 | If your net successes to hit your opponent is greater than their constitution, your opponent has a number of stun points equal to the difference. |
Sunder | All | +1 | You may attack an item on someone's person. Your opponent defends with an opposed attack roll, a parry, or a dodge. Determine damage to the item as you would normally in combat. |
Tagging | Edged | +1 | A light mark on the enemy to show your superior fighting style. All damage on this attack, after reduction, is reduced to 1, but you are +2 on all future attack rolls against the opponent. This is ineffective your initial damage on this attack didn't exceed their reduction. The effects of multiple Tagging is not cumulative. |
Table: Ranged Special Attacks
Name | Weapons | AP | Description |
Arced Shot | Non-gun | +1 | Double the range of thrown/shot weapon. |
Arrow Stab | Non-gun, Non-blunt | +0 | Use an arrow or thrown weapon in melee. 1E damage, -1 hit, -3 parry. An arrow breaks after parry attempt, successful or not. |
Deadeye | All | FR | You spend an entire round lining up your target. Next round you have no penality on your first called shot. |
Followthrough Shot | Non-thrown | FR | The projectile goes through the opponent if all damage not absorbed (i.e. opponent is dropped or the projectile overcomes an objects armor and HP). The projectile continues in line until all damage is blocked. Each additional hit and damage is at -2. These -2 modifiers are cumulative. |
Ladder Shot | Non-gun, Non-blunt | +0 | The projectile thrown/fired may be used to climb on, creating impromptu stairs. This can be used on walls or creatues at least 2 sizes larger than you. Every 2 projectiles used lets you transverse 1 hex/square in height. |
Pierce Concealment | All | +1 | You reduce the penality from cover and concealment by 1/2. This does not effect total cover or concealment, however. |
Pistol Whip | Gun | +0 | You can use your gun as melee weapon. Pistols do 2B, -1 hit, -3 parry. Rifles do 4B, -1 hit, -1 parry. |
Ranged Pin | Non-gun, Non-blunt | +1 | Your sharp projectile pins a target to a wall or floor. Your opponent must spend 1 AP to remove a projectile holding them down or they are immobilized. |
Ranged Disarm | All | +1 | You make an opposed attack roll or your opponent may dodge normally. If your successes are greater than the individuals dexterity score + size modifier to damage + 2, you disarm your opponent. If your opponent is holding the weapon in two hands, their effective dexterity score is increased by +3. |
Ranged Sunder | Gun | +1 | You make an opposed attack roll or your opponent may dodge normally. If you succeed, you damage the item that you were aiming for on their person. |
Rapid Reload | All | +0 | You may reduce the load time of a weapon to a minimum load of zero. For each reduction to your load time, your attack is -2 hit and damage. |
Ricochet Shot | All | +0 | You may split your dice pool for a ranged attack against two opponents that are adjacent to each other. |
Twin Projectile | Non-gun | +0 | You may throw/shoot two projectiles at the same target. Your dice pool is split between these two missiles. |
Movement
Characters have a standard base speed equal to twice their movement stat. This movement can be broken up over multiple actions over your turn.
For example, if you have a speed of 9 and you have 2AP, you can move forward 4 hexes/squares and swing at an opponent, slide 2 more hexes/squares to you right to attack another opponent, and move back 3 hexes/squares toward your origional position.