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castfromhp

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Aug 29th, 2017
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  1. Combat Rules summarized
  2.  
  3. Combatants act in Initiative order.
  4.  
  5. Accuracy is 2d8 + ACC bonuses +/- Boons/Banes against a TN of 7 + EVA.
  6. Melee attacks deal half damage on a miss.
  7. Critical Hits occur when the raw 2d8 roll totals 15 or 16 and multiply damage by 1.5.
  8.  
  9. Characters take damage to their HP. When they run out, they are Incapacitated and cannot fight.
  10.  
  11. In addition to HP, characters have Harm boxes that fill up as they get hurt. A single attack needs to do enough damage at once to pass a threshold to inflict Harm. Thus, it is possible for a character to be Incapacitated in combat by having their HP reduced to 0 without suffering lasting harm if they took many instances of chip damage.
  12.  
  13. Characters have 2 boxes for Minor Harm, 2 boxes for Moderate Harm, and 1 box for Severe Harm. If a character would gain Harm and all the boxes for that level of Harm are filled, they fill the next higher box of Harm instead. If a player would fill a box for Severe Harm but it is already filled, they die. Characters also die if reduced to -100% HP.
  14.  
  15. HP recovers to full at the beginning of each new Scene.
  16.  
  17. Harm Thresholds and Effects:
  18. Minor Harm: 25% of Max HP at once, no effect
  19. Moderate Harm: 50% of Max HP at once, -2 Max HP per box
  20. Severe Harm: 75% of Max HP at once, -1 HP whenever taking a Standard Action
  21.  
  22. When resting in Camp, by default characters lower 1 instance of Harm by 1 level. If they spend a Camp Action on Recovery, they instead lower all instances of Harm by 1 level.
  23.  
  24. SP are Stamina Points, used to perform special attacks. When a character runs out of SP in the middle of battle, they may choose to Press On. Their SP is set to their maximum value again, but at the end of battle they become Exhausted. Exhausted Characters suffer 1 Bane to all actions. If a character chooses to Press On while Exhausted, they immediately take Minor Harm instead.
  25.  
  26. SP is restored to max at the beginning of a new Scene.
  27.  
  28. ------------------------------------------------------------------
  29.  
  30. Fortress
  31.  
  32. HP: 20
  33. SP: 5
  34. Accuracy: 1
  35. Evasion: 0
  36. Initiative: 2
  37. Movement: 4
  38. Basic Attack: 4 Physical Piercing Damage
  39.  
  40. Weapons: Spear and Shield
  41. Reach 2
  42. Armor 1
  43.  
  44. Choose one of the following:
  45. Sturdy: +5 HP
  46. Potent: +1 Damage
  47. Quick: +1 Initiative, +1 Movement
  48.  
  49. Pick one of the following:
  50. Defender’s Reach - Attacks against Allies within your Reach are made with 1 Bane. You may spend a Minor Action on your turn to give an Ally within your Reach +2 Armor for one full round. This effect ends if you are no longer in Reach of your Ally.
  51.  
  52. Bodyguard - When an Ally within your Reach is targeted by an attack that does not also target you, you may spend a Minor Action to switch places with your Ally and become the target of that attack instead.
  53.  
  54. Pick two of the following:
  55. Power Break
  56. Cost: 2 SP
  57. Range: 1 Target, Weapon Reach
  58. Damage: 5 Physical Piercing
  59. Effect: On a hit, the target is Weakened for one full round.
  60.  
  61. Guarded Blow
  62. Cost: 1 SP
  63. Range: 1 Target, Weapon Reach
  64. Damage: 5 Physical Piercing
  65. Effect: For one full round, attacks against you are made with 1 Bane.
  66.  
  67. Retribution - Whenever a foe within your Reach attacks a target other than you, you may make a Punish Attack against them. You may make one additional Punish Attack each round.
  68.  
  69. Skewer
  70. Cost: 2 SP
  71. Range: Weapon Reach
  72. Damage: 6 Physical Piercing
  73. Effect: Skewer may target up to two targets in a straight line away from you within your Reach. If you use Skewer against one target and it is adjacent to you, then that target is Stuck for one full round.
  74.  
  75. Fortress Advancements:
  76.  
  77. 1st Advance: Gain +2 HP or +1 SP. Gain +1 to a Skill of your choice. Gain +1 Accuracy or +1 Evasion.
  78. 2nd Advance: Take Power Break, Guarded Blow, Retribution, Skewer, or one of the Advanced Abilities below.
  79. 3rd Advance: Gain +2 HP or +1 SP. Gain +1 to a Skill of your choice. Gain +1 Accuracy or +1 Evasion.
  80. 4th Advance: Take Power Break, Guarded Blow, Retribution, Skewer, or one of the advanced moves below.
  81.  
  82. Advanced Abilities:
  83.  
  84. Unstoppable: Gain +1 Armor. You may spend 2 SP as a Minor Action on your turn to cure yourself of any Status Affliction.
  85.  
  86. Avenger: Gain +1 Damage. Gain +1 Boon on Accuracy against foes that have damaged you or an Ally in the last round.
  87.  
  88. Mighty Presence: You count as two combatants for the purposes of Pinning. You automatically hit with Punish Attacks, and your Punish Attacks cause targets to be Slowed for one full round.
  89.  
  90. Spear Sweep
  91. Cost: 1 SP for single target, 2 SP for multi-target
  92. Range: Up to 3 Targets, Weapon Reach
  93. Damage: 5 Physical Piercing
  94. Effect: On Crit or Effect Die, targets are knocked Prone.
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