tirkaroKujo

On Story Points, Dramatic Combat, and 2 new options

Nov 7th, 2013
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  1. Story Point cheat sheet: (Page 74)
  2. -You get a story point each session
  3. -You also receive additional story points if you: win a battle with 1/10th of your life bar, inconveniencing your character through a weakness or quirk, suffers a catastrophic failure, using certain skills, when you roleplay exceptionally well, or when ThatGM kicks in and he wants to manipulate events in the story against the characters. (Such as a villain getting away) Story Points are saved from session to session.
  4. -As for using story points, certain qualities require their use. You can also reroll any failed skill check or dramatic action, but you only get one of them and you must stick by that roll. You can use a story point to gain insight into the situation and receive a hint as to how to move the story along.
  5. -You can spend a story point to make a minor modification to the scene, such as landing on a fire escape while falling down, or finding a TV shop in a case where finding a TV is vital in a high-pressure situation.
  6. -A Story Point can also be used in combat to give a Special Move an Element it does not normally have
  7. for a single use. (This needs to be explained in some appropriate narrative way.)
  8. -a Story Point can be used to recover 1d4 plus Power Level in points of lost Life Bar or 1d10 plus Power Level in points of lost Fighting Spirit.
  9.  
  10.  
  11. Thug Thrashing cheat sheet:
  12. -A number of thugs are grouped together as a single opponent, up to 10.
  13. -Accuracy is the bonus thugs receive on all attack rolls
  14. -Defense is the only defensive option a thug may use in combat and cannot modify this number
  15. -Damage is the default damage for al thugs attacks, modified by the target's stamina
  16. -Life save is used instead of life bar. When a thug is hit, roll 1d10. if the roll is equal or less than the thugs life save, they remain in combat. Otherwise, they are removed from combat. High str subtracts from life save, and low str adds to it.
  17. -Each die size of damage done above 1d4 also subtracts 1 from life save, though a +1 damage does not affect it.
  18. -A combo that hits a thug ignores the damage, but subtracts one from the life save for every full 2 hits.
  19. -In case of a combo, instead of subtracting from life save, you can make another thug in the group make a life save.
  20. -Thugs have no fighting spirit
  21. -Thugs roll init as a group with no control
  22. -Thugs never hold init above real characters
  23. -Thugs can move 1 range and attack or 2 ranges without attacking
  24. -Thugs only have one attack, a basic move
  25. -When they attack, they roll 1d6+accuracy attribute
  26. -Thug damage counts against a fighter's stun threshold, but it does not do knock back and it does no hitstun or knockdown. (Unless they possess that quality)
  27. -Characters can use defense or evasion skills to defend against thugs as per usual.
  28. -A character who successfully evades can choose to move 2 ranges for 1 FS, or may recieve a +2 Accuracy on his next attack, as per usual.
  29. -Thug groups do not suffer hit stun
  30. -They also don't suffer knockback unless they get hit by an attack with Increased Knockback or Hurl
  31.  
  32. Dramatic combat cheat sheet: (Page 177)
  33. Mostly the same as normal combat, but with these things included:
  34. -You only have init rolls, no control rolls
  35. -You can only use basic attacks and options, with no combos. (Special moves are a dramatic option.)
  36. -You use action points (or story points) to perform dramatic options. (There's a lot of them listed)
  37. -You get a +2 or -2 modifier to your accuracy rolls, depending on how STYLISHLY you describe your awesome maneuvers.
  38. -You get an action point at the beginning of every turn
  39. -You get half a life bar (most of the time)
  40. -A character with a higher speed basic quality in control can use it on init
  41. -You can use an action point to reroll init
  42. -When simultaneous init and the characters are within 0-2 ranges of eachother, they go into a flourish. (Roll an unmodified d10 and the combatant who rolls higher does an unmodified d10 of damage and 1 range of knockback. If a tie, there's no effect.)
  43. -Hazards generally aren't used mechanically, rather they're used creatively in the narrative description of the fight
  44. -When using a Basic Move, the attacker can use an Action Point to either gain +2 Accuracy or +1 die size of damage.
  45. -One can use the ki skill in place of defense or acrobatics skill in place of evasion for an action point
  46. -For hitstun, when a combatant is hit by an attack and hasn't acted yet, they lose their action entirely unless they spend an action point (see Ignore hit stun)
  47.  
  48. Homebrew Options:
  49. Replicant Action:
  50. The meat and potatoes of utilizing a Replicant's abilities. To do this, you spend either an action point or story point to allow any difficult mind-blowing stunt made possible by your Replicant. These don't apply to straight up damaging a target, rather it's to utilize a Replicant is various creative ways to support you or give you an upper hand.
  51. For these rolls, you roll a 1d100.
  52. 1 = Critical Miss; 2-10 = Definite Miss; 11-89 = Various Degrees of Success; 90-99 = Definite Success; 100 = OVERPOSE!
  53. The stats (if they apply) extend the "Definite Success" threshold (at E-rank, it's from 90-99 with 100 being OVERPOSE.) For each increased rank in a stat, the lower limit is decreased by 5 (D = 85-99, C = 80-99, B = 75-99; A = 70-99.) Powers and abilities may further alter this threshold.
  54. If you want to overturn a failed roll (except for a 1) and don't want to spend a story point, you can spend your stats to re-roll, which in turn tightens the "Definite Success" threshold for that stat for the rest of the battle. For example, if you start with a C-rank in Strength and roll an 8 during a really important ORA, you may burn a rank in Strength to re-roll, which will be shown as C (D), with D being the temporary rank. Though you get a re-roll, the "Definite Success" turns from 80-99 to 85-99 until the end of the battle. You can keep doing this until that stat reduces itself to E, by which point you get no rerolls at all.
  55.  
  56. Tactical Action: (This is still very much an experimental thing and will probably change, if not entirely removed, later on)
  57. Somewhat like Replicant Actions but with gaining a tactical advantage mostly unrelated to replicants. For example, if your strategy relies on a specific situations, like say a certain item such as a mirror being in a room, rolling a successful Tactical Action will make it so that mirror is actually there, in the very position you want it in. Another example is retroactively setting a trap in the battlefield, such as if your opponent has a crippling weakness to Joan Rivers, and you secretly set up various pictures of Joan Rivers along the walls, even if you didn't mention it before. It's a lot like spending a story point to make a minor modification to the scene, except it's for far "bigger" things that more often than not are combat related, if not completely vital to the fight at hand.
  58. Rolling tactical actions works much like Replicant actions, except instead of being modified by a ranking, it's instead modified by how "plausible" or "detailed" the tactic is, among other various factors. In this case E= A total stretch/not very well thought out, D = Only slightly plausible/a minor degree of thought given C = It could probably work/a surprising amount of thought put into it, B = Hey this actually makes a lot of sense/wow, why didn't I think of that, and A = Damn, that makes perfect sense/you must have planned this days ahead of time. Likewise, doing some prior preparation as well as dropping some previous hints can further lower the threshold.
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