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monotreeme

Combat Rules

Jun 11th, 2015
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  1. COMBAT
  2. stats that govern Combat
  3. Speed;;; used to determine combat initiative
  4. Footwork;;; Dexterity, it's used to Dodge, to move to another zone, or to cross a zone
  5. Block;;; raw defense it's used for when you can't or won't dodge an attack
  6. Strike;;; ability to hit your target (in Most of the stats the words "to hit" are used instead)
  7. Damage;;; ability to do damage (expanded further in the brew list)
  8. Toughness;;; ability to take damage; used in part to determine hitpoints
  9.  
  10. INITIATIVE
  11. ==>every combatant rolls his Lake and chooses a set(or an individual die) and adds his speed at the beginning of each round to determine the combat order.
  12.  
  13. BASIC ATTACKS
  14. 1.) attacker rolls his Lake to hit
  15. ==>largest set of identical integers is the set for the declared action
  16. ==>additional sets can be saved in the River or used for additional actions(like multiple attacks)
  17. ==>roll is (3,3,3,4,4,6,6,) sets are 33, 24, 26 Questions?
  18.  
  19. 2.) attacker declares his modifiers
  20. ==>modifiers of the same type(2 different spells augmenting Strike/to Hit) do not stack, the largest of these modifiers is used
  21. ==>modifiers of different types do stack(dagger has +5 to hit, leafmetal adds an additional +5, martial art grants an additional +5)
  22.  
  23. 3.) the defender chooses to either Dodge or Block
  24. ==>a successful dodge takes no damage
  25. ==>an unsuccessful dodge takes full damage
  26. ==>Blocking is likely to take some damage but much less than they would otherwise
  27.  
  28. 3a.) (Defender dodges) defender rolls his Lake and adds his Footwork to the largest set
  29. ==>if the defenders largest set is greater than the attackers; then the attack was dodged and causes no damage
  30. ==>if the defenders largest set is Less than the attackers; the the attack connected, for every 10 that the attacker was over the defender add 1 HP to the damage dealt by the attack
  31. ==>if there is a tie the defender is hit
  32. ==>if the defender is hit the attacker rolls his lake and adds his damage modifiers for every 10 above the defenders overall toughness(including augmentations by magic), 1 HP is done.
  33.  
  34. 3b.) (Defender Blocks) Defender rolls his Lake and adds his Block/Armor to the largest set
  35. ==>the attack connects, the attacker rolls his Lake and adds any Damage modifiers
  36. ==>the defender rolls his Lake and adds his Block+toughness to the largest set
  37. ==>if the defenders set is higher then no damage was done
  38. ==>if the attackers set is higher then 1 damage is conferred for every 10 over the defenders roll
  39.  
  40. 4.) the attack is concluded.
  41. ==>certain weapons, spells, and fighting styles can be used to riposte or initiate a riposte if they miss or are successfully blocked.
  42. ==>if the defender is able, he may riposte immediately, this is treated as an attack and the same rules apply
  43. ==>Riposts can only be performed against entities in the same Zone as you
  44.  
  45. SECONDARY ATTACKS
  46. ==>leftover sets from an attack can be used to make a secondary attack against an opponent
  47. ==>minor actions, including secondary attacks, are declared after the attacker rolls
  48. ==>the defender may spend a leftover set to defend against secondary attacks a single die may be used in this case as the basis for a defensive set
  49.  
  50. MOVING AND ZONES
  51. ==>a zone is an arbitrarily limited area that encounters occur in, all entities inside a zone are within Melee range of each-other
  52. ==>only Ranged attacks and certain reach weapons can attack people in adjacent zones
  53. ==>to move between zones requires a Footwork test rolled with an additional set from players initiative roll (add footwork to the set) the GM determines the difficulty of the check
  54.  
  55. WAVES AND SHAPING THE BATTLEFIELD
  56. ==>Wave actions are declared during the Initiative roll
  57. ==>a set of dice may be set aside for a Wave action that will have an effect that occurs on the turn of the person initiating the wave
  58. ==>Wave actions are actions that effect the combat situation without being direct Combat actions(collapsing a tunnel, activating a machine, slamming and locking a door)
  59. ==>a Wave action can be stopped(Broken) if an entity acts before the wave is completed and uses a set rolled from his lake to interrupt the Wave if that set plus any relavent skill is higher than the value used by the wave, the Wave is broken and does not come to pass.
  60.  
  61. MARVELS
  62. ==>marvels are special minor actions that impart debuffs to opponents
  63. ==>given a viable justification, and a leftover Set of dice by the player the GM may grant a Marvel
  64. ==>example outcomes for a marvel include: Disorentation(impose a -5 penalty to one skill and all checks made using it for the remainder of the fight),,,Disrupt(impose a -5 penalty to a combat statistic and all checks made using it for the remainder of the fight),,,Knockback(move an opponent to an adjacent zone of your choosing)
  65. ==>the above examples are to be used as minor actions off of the attackers roll
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