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7heSama

Liminal Rites P.II - Combat

Mar 25th, 2014
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  1. COMBAT
  2. Combat is a simultaneous, turn-based affair. At the start of each round, the DM will secretly decide on the actions of the NPCs, while the players can discuss their actions before declaring them. Most creatures have two action points (or AP) they can spend as they please. Then, all actions are resolved at once. This is different from most RPGs and means you have to better predict your enemies' actions.
  3. The second important concept about combat is "zoning". Rather than using strict miniatures and movement rates, every creature is thought to be in a certain 'zone' and can only interact with creatures or items in their zone (barring ranged combat or actions). It's a vague and imprecise, but faster system. For example, suppose a fight suddenly breaks out in a hallway. There might be four zones - the circling brawlers, the screaming crowds before and behind them, and the staircase on their right. Moving between zones costs an action point, and can be ordered before or after other actions (ie, you could attack someone in your current zone and then move, or move to another zone and then attack someone there). Zones may divide and merge during a battle.
  4.  
  5. ACTIONS
  6. An "full round action" is a special type of action that requires spending every AP a character has available that round. Don't fret; as your AP increases, so will the effectiveness of these actions.
  7.  
  8. Melee Defense (1 AP): Make a roll and add that to your Body score when comparing against melee attacks this round.
  9.  
  10. Melee Attack (1 AP): Target a creature and make a Body roll, DC that creature's Body score. If successful, deal physical damage equal to your success rate times your damage mod, as well as one point of psychic damage.
  11.  
  12. Focus (X AP): At the start of the next round you may multiply a single trait by X for that round. In addition, reduce your Psyche damage by X. If you are attacked while focusing - even if the attack is unsuccessful - the prior effects are cancelled. Finally, all Bleed damage taken this round is reduced by d6 (note that you cannot spend 0 AP to stop bleeding unless you take no other action this round).
  13.  
  14. Intercept (1 AP): Make a Body roll. Whenever an opponent attempts to leave the Zone you're in this turn, they must pass a Body check, DC your Body roll, or they remain in place. If they had additional actions stacked in the zone they were moving to, they may be used as either additional moves or attacks against the interceptor.
  15.  
  16. Mend (Full): Declare a target. The target must also declare Mend for the round, though they do not declare another target. If either is attacked during the round, Mend has no effect. The Mender makes a Wit check against the total damage dealt to the target. If successful, one Bleeding or Broken status effect may be replaced with a Serious Wound. In addition, the target is healed Xd6, where X is the amount of AP spend on the Mend by the mender. If failed, d6 damage is dealt to the wounded.
  17.  
  18. Assist (1 AP): Add d6 to the a single trait of a single character in the same zone as you for the duration of the turn. This can only be done once from each character to each other.
  19.  
  20. DAMAGE AND DYING
  21. Every time a character is dealt damage, they must make a Will check, DC total damage. If failed, they fall unconscious and cannot take actions. Every round, they must make a Will check to wake up, DC total psychic damage. Waking up takes a full round. While unconscious, they heal one point of mental and physical damage per turn.
  22. Characters at 1/2 health or less are treated as having 1/2 their AP.
  23. Characters at 1/2 psyche or less are penalized -1 to all traits.
  24.  
  25. STATUS EFFECTS
  26. Bleeding X: Every round, the target takes X damage, and X is reduced by 1. If X=0, Bleeding is replaced with a Serious Wound. As usual, this is simultaneous - meaning a character cannot take bleeding damage on the turn it is inflicted, and they can take actions on the turn they bleed to death.
  27.  
  28. Broken: Every time the character takes strenuous action, they are dealt d6 damage. In addition, their Strength, Speed, and Body attributes are treated as half. Both effects stack.
  29.  
  30. Serious Wound: Every time the character takes strenuous action, they are dealt d3 damage. In addition, all traits are treated as -1. Both effects stack. With exceptions, serious wound can only be healed by a item or dedicated NPC like a doctor.
  31.  
  32. Sickness X DC Y: Every trait the character has is treated as -X. Every turn the character makes a Body roll with DC Y. If successful, X is reduced by 1. When X = 0, Sickness is removed. Focus and Assist do not affect a trait when rolling against Sickness.
  33.  
  34. Strenuous Action is defined as using AP greater than 1/2 the character's max per turn, taking damage, attacking, and anything else the DM wants.
  35.  
  36. WEAPON EFFECTS
  37. Bladed: A successful melee attack deals double damage and Bleeding X, with X as the success rate.
  38.  
  39. Blunt: A successful melee attack forces a Body check, DC damage dealt by that attack. If failed, Broken is inflicted in addition to regular damage.
  40.  
  41. Rending: A successful attack allows the attacker to immediately attack again for free. The second attack does not have rending.
  42.  
  43. Fatal: Using this weapon may have more serious consequences.
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