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Phantomcrossing

Assorted Rules Collected edition. Under Construction

Feb 28th, 2014
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  1. Other rules
  2. New Combat Mechanic: Pulling Punches. After an attack roll is made, but before damage is rolled, you can decide how many points of damage you would like to reduce the attack by. Pulling a punch is a Swift Action.
  3. When Vitality or Emotional Wall are both at 0, you are fatigued. If 2 Fatigue Conditions are active, you are exhausted.
  4. When your wounds are maxed, you are unconscious. When they are 2xMax, you are dead.
  5. When Mikage's Stress is maxed out...the signs are felt the world over.
  6. When someone's Composure is maxed out, they become fatigued. When they are 2xMax, they are unconscious.
  7. When Fatigued you take a -2 on all rolls and every so often may need to test endurance vs becoming exhausted.
  8. When exhausted you take -4 to all rolls, your speed is halved, and you may need to make endurance checks versus becoming unconscious.
  9.  
  10. Critical Hits or Sneak Attacks & Some Specific Spells Bypass Vitality and deal Wounds. If you roll a critical hit, you deal damage directly to your foe's wounds. If you have sneak attack or skirmish dice against and enemy, you can drop 1 or more dice from your sneak attack or skirmish rolls to deal 1 wound per die.
  11. Critical Social Attacks or Sneak Attacks Bypass Emotional Wall and deal Stress/Composure
  12.  
  13. Weapons have different options depending on their damage type when you have degrees of success on your attack roll.
  14. Bludgeoning: You may trade 1 degree of success for +2 Vitality damage or 1 for +1 wounds.
  15. Piercing: You may trade 1 degree of success for +1 Vitality Damage or 1 for +1 Wound. If a foe's vitality reaches 0 from a piercing weapon and they take wounding damage, they bleed 1 point per round until the wound is treated.Slashing: You may trade 1 degree of success for +2 Vitality Damage or +1 wound. If a foe's vitality reaches 0 from a slashing weapon and they take wounding damage, they bleed 1 point per round until the wound is treated.
  16. Ballistic: You may trade 1 degree of success for +2 Vitality damage or for +3 Wounds. Ballistic weapons usually target touch AC unless the target's armor has the Bullet Proof Quality or Force descriptor. Ballistic wounds like Piercing or slashing, except deals 2 points per round until treated or healed.
  17.  
  18. Natural Healing
  19. Characters recover vitality & emotional wall points at a rate of one vitality point per hour per character level.
  20.  
  21. With a full night’s rest, a character recovers 1 wound point per character level (minimum 1 per night), or twice that amount with complete bed rest for 24 hours. Any significant interruption during the rest period prevents the character from healing that night.
  22.  
  23. These rules may later be revised if they aren't working out. They are modified d20.
  24.  
  25. Social Combat, Under Construction
  26.  
  27. Social Combat
  28. All characters have a Social Protection (SP) Score, it is the equivalent to AC.
  29. It is Generate by 10 + your highest mental ability score + protection bonuses from equipment, feats, or other things.
  30. SP based on Intellect has the sub heading of Calculated
  31. SP based on Will has the sub heading of Stoic
  32. SP based on Charisma has the sub heading of Charming
  33.  
  34. To Hit is determined by proper mental ability score + Persuasion, Deceive, or Intimidate & relevant perks.
  35. Based Unarmed Social Combat damage is 1d3 + appropriate mental ability score.
  36.  
  37. Ammunition
  38.  
  39. You can obtain ammunition against a specific target for social combat before hand as pieces of information or information gleamed during the course of the social combat.
  40.  
  41. The DC's listed are how hard it was to uncover with Streetwise or Insight checks.
  42. Each level in order has base damage of 1d4, 1d6, 1d8, & 1d10
  43. 10 Common, known by at least a substantial minority of the local population.
  44. 20 Uncommon but available, known by only a few people legends.
  45. 25 Obscure, known by few, hard to come by.
  46. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
  47.  
  48. Every piece of information can only be used blatantly once, though can be used Vaguely twice at a damage die reduced by one step. Each piece of tactical social combat information ammunition is usually keyed to a specific target, their social group/clique, a specific family, an event, or organisation.
  49.  
  50. Maneuvers: Note: Mikage has Stress, everyone else has Composure. Please Consult SRD or Pathfinder reference document about the melee versions of these maneuvers
  51.  
  52. Vague: as Fighting Defensively, you gain a +2 bonus on defensive rolls for the round and a -4 penalty on your offensive until the start of your next turn.
  53.  
  54. Evasive: as Total Defense Action, you gain a +4 bonus on your defensive rolls but may make no offensive rolls until the start of your next turn.
  55.  
  56. Dirty Trick, as Dirty Trick. Any vs Will or Charisma
  57.  
  58. Drag, As Drag, goad target into following you as you move. Intellect or Charisma vs Intellect or Will
  59.  
  60. Reposition, as Reposition. Get your target to move around you. Charisma or Intellect vs Will or Intellect
  61.  
  62. Subtle Interrogation, as Steal. Ferret out a piece of information without your opponent realizing you've done so. Take's away a piece of ammunition they may currently posses. Intellect vs Intellect or Will
  63.  
  64. Withdraw
  65. Withdrawing from social combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're blinded. You can't take a 5-foot step during the same round in which you withdraw.
  66. If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.
  67. You may not withdraw using a form of movement for which you don't have a listed speed.
  68. Note that despite the name of this action, you don't actually have to leave combat entirely.
  69.  
  70. Advance, as Bull Rush. Your aggressive stance and advancing words force your opponent back as you move forward. Will or Charisma vs Will, Charisma, or Intellect
  71.  
  72. Disarm words, as Disarm. Remove a piece of Ammunition from your opponent with them knowing about it. Succeed with enough degrees of success and you are metaphorically holding that information and can blast it back at them next round. Any vs Any
  73.  
  74. As Grapple Rules, much like SLAP, an actual physical maneuver that can be used to do physical or emotional wall damage.
  75.  
  76. Sunder, as Sunder. Destroy a piece of ammunition your opponent holds so non can use it. Charisma or Intellect vs Will
  77.  
  78. Trip Up, as Trip, knock an opponent Socially Prone, off their game so to speak. Socially Prone carries the same penalties of being prone, to recover yourself is the same action as recovering from being prone. Intellect or Charisma versus Will or Charisma
  79.  
  80. Give False Security, As Feint. Place an opponent at ease; they think they're in good standing. Makes Socially and Physically Flat Footed. Charisma or Intellect vs Intellect
  81.  
  82. Bolster: A first aid or sorts, can only be used on a target once per encounter. Charisma versus Charisma or Intellect. Restores a target's Emotional Wall at your Unarmed social damage or with a usable piece of ammunition.
  83.  
  84. The more often a piece of ammunition is used, the less useful it can become over time.
  85.  
  86. Threaten: Intimidate versus Willpower. You take half of the damage your target does.
  87.  
  88. Slap: Melee attack versus AC. 1d4+strength to Vitality, 1d4+charisma or willpower to Emotional Wall. You take equal damage to your Emotional Wall. Crit range 17-20.
  89.  
  90. You can also use the normal functions of Persuasion, Deceive, and Intimidate in Social Combat.
  91.  
  92.  
  93.  
  94. Others will be determined on a point to point basis.
  95.  
  96.  
  97.  
  98. New Combat Mechanic: Pulling Punches. After an attack roll is made, but before damage is rolled, you can decide how many points of damage you would like to reduce the attack by. Pulling a punch is a Swift Action.
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