The Free Site   |  vBuddy - make friends, share photos, blogs, have fun   |  Cheap Web Hosting - starting at $5

Combat

Any good story has conflict, a bit of action to spice things up this explains how to 'run' the action. The Character Sheet has a lot of 'reminders' so save looking up the rules during game. So with a basic understanding of the rules the character sheet should be all that's needed to run a game.

Attacks

Dice Rolls & Terminology.

A '20' sided dice is used for all rolls. In most cases the dice must be rolled under a Stat plus a Skill. If successful the dice roll is added to the SKILL to get a Success Level. All the rolls are based on this concept of Success Level. The higher the Success Level the better. If the roll has failed the higher the worse it is.

Initiative.

At the beginning of combat it may not be obvious who has the first attack. Often one party will initiate the attack therefore going first. Initiative is not always needed but when it is, opponents should roll the Stat+Skill they are about to use (e.g. Ref+Combat Armed) The highest Success Level go first. Those that fail the roll go last. Rolling a Fumble, a '20', means they are the last to attack (if at all up to GM).

A weapons 'Rec' penalizes initiative of the weapon is not already drawn. GM's should adjust this as needed. e.g. Snipers rifles have a very low REC but would be very slow to ready in close combat.

[Alternatively to speed things up just roll d20 and add the skill. Highest goes first]

Initiative may be omitted if it is obvious who goes first or if it would have little effect on outcome. The opponents trading blows until it matters.

In some situations where the defender 'fleas' the attacker will only get an attack in if they have the initiative.

Defence

Depending on nimbleness and training some are harder to hit than others. This is rated by a characters Defence.

Defence = (12 - Reflexes - Best Combat Skill - Martial Arts)/2
Drop any left over halves. Negatives are better.

Subtract reflexes, martial arts, the best Combat skill (or Athletics). Then the result is halved. Ignore any left over halves.

Positive Defence ratings give attackers a bonus to hit. Negatives a penalty.

To Hit and Damage.

Depending on the weapon different skills are used. If an appropriate skill is not available use either the closest skill (at -2 GM's discretion) or roll under reflexes. In melee (close) combat the defenders Defence modifies the roll (-'s more difficult +'s easier) and other penalties and bonuses as appropriate. Appropriate skills are ;

To Hit roll under Reflexes + Appropriate skill.
( + Opponents Defence)

The Success Level (with weapon and strength bonuses) is compared to the Damage/Result chart to give the damage.

Damage Success Level = Roll + Skill + DAM (of weapon) + Strength + Martial Arts.
(Firearms do not apply Strength nor Martial Arts)

The location hit is determined by another d20 roll and compared to body map on the Character Sheet.This Damage is reduced by Armour, if any. (Covered in Wounds and Shock below.)

To speed play, in the weapon section of the character sheet is a box marked '+Damage' in here record the total of ;

+Damage = Skill + Strength + Dam + Martial Arts.

So when a hit is successful only the '+Damage' has to be added to the dice roll. Which gives Damage Success Level.

For example.

Zarg-nar the Dark Elf attacks with a long sword. Rolling a '16' successfully under his Reflexes + Armed Combat (12+8=20)

Damage would be; Roll + Skill + Strength + DAM + Martial Arts.
Or '16' + 9 + 7 + 8 + 8 or 46...

His strength is 9 and the weapon has a DAM of +5. His Armed Combat is 8 and Martial Arts is 8.

This would be very slow and too complicated. But if the bonuses are pre-calculated and recorded under '+Damage' the math becomes more simply '16' + 30 = 46 (Thirteen wounds)

GM's should make sure that the Character Sheet is filled in as soon as possible otherwise in the middle of a combat scene people will be befuddled instead of caught up in the auction. (Defence, +Damage etc)

Martial Arts

This skill is rarely rolled against but having the skill reduces REC by 1 (minimum Rec of 2). It also improves Defence and +Damage as mentioned above.

In special circumstances when the character is attempting to knock out, dislocate or throw an opponent. A normal Combat Unarmed/Armed roll is made then another roll against Martial Arts + Stat. This roll may be adjusted by Defence or be required to beat a Success Level roll.

Multiple Attacks and Recovery

More then 1 action per round may be attempted but at a progressively worse penalty. Generally each further action receives a -3 Recovery Penalty. Different weapons have different Recovery rates (REC), listed in the equipment list. Remember rolling double over what was required is a Fumble as if a '20' were rolled. So making extra actions can become dangerous.

If the initiative roll was failed multiple actions may not be attempted. your having enough trouble with your first action.

Using multiple weapons reduces the REC of each weapon by 1. (minimum of 2). So if the second action is with a second weapon reduce the REC by 1. (The second weapon must be already drawn, 'Drawing' could be considered an action.)

A characters second attack normally takes place after everyone else's first action. However if their initiative was particularly good the extra actions may take place sooner.

Optional Complications.

Using the initiative roll and weapon REC the exact timing of the attacks can be determined. Take the initiative Success Level and work downwards creating a time line. Extra attacks 'initiative' number would be modified by the REC. This is way too complicated for use every round, so use it sparingly if at all. GM's should take educated guesses when actions should take place. Concentrate on keeping the story flowing.

An example;

Zarg-Nar REF=12 Armed Combat=8. Rolls initiative and gets a 16, Initiative SL=24 (16+8) his first knife attack (REC=2) takes place at '24' his second at '22' third at '20' his opponents Initiative SL was '19', they attack, missing. Then Zarg' gets his forth attack at '18'.

Zarg has to roll under a '20' on the first attack, 18 the second and so on. His fifth attack would need under '12'

Wounds and Shock

There are two results of Injury; Wounds and Shock. Wounds are serious and potentially fatal. Shock represents pain and trauma.

Damage is reduced by Armour each location can have Armour and a character with a shield may add its Armour to any location (depending on manoeuvrability). Damage can be reduced to 0 by Armour.

Wounds

Wound boxes are filled several times before the character suffers permanent damage.

A section of the character sheet.
High 'Body' gives extra wound boxes.
Body 1 - 2 3 - 4 5 - 6 7 - 8 9 - 10 11 -12 13-14
Bonus Boxes
-2
-1
0
+1
+2
+3
+4
Negatives remove boxes.

 

During the Game.

Wound boxes are used multiple times. Each time all a locations boxes are filled the Injury becomes more serious and the way the injury is recorded changes. The fourth time through the process the damage is permanent.

Boxes Marked the FIRST time are 'Minor' Wounds, place a slash through the box. \ with pencil
These heal 1 point per day. Rolls are rolls at -1.

SECOND time they are 'Serious' Wounds, place a slash the other way completing an X with a pencil
Two points are recovered per week. Rolls are at a -4 Penalty

THIRD time the wounds are Critical, Colour in the box with pencil
This indicates broken bones etc. These wounds will continue to cause damage (1 per round) till treated, rest will slow wound loss.
Healing only with rest and medical attention at 1 a week. All Actions are at a -8 Penalty

FOURTH time the Wounds are Permanent. Colour the box with pen.
These will not heal completely, the wound box is permanently lost and will penalise rolls using that location by 1per box even after recovered. These wounds will continue to cause damage (1/round) till treated. 2points may be reversed with Surgery or Magic, but beyond that only powerful magic or limb replacement can help.
Rolls are at a -8 plus a further -1 per Permanent wound.

Damage to limbs that exceeds their available wounds transfers to the Torso.

 

Injury Penalty.

Depending on how seriously a character is injured determines the penalties to Actions or Shock Checks. Use the highest applicable penalty to all checks. Actions may not be directly affected by an injuries location but being injured is at best distracting. This applies to most cases (GMs discretion).

Example with Head injuries. 3 available wound boxes
2 points -1 penalty
5 points (3+2) -4 penalties. Serious.
8 points (3+3+2) -8 penalties and continue to damage at 1/round. Critical
11 points (3+3+3+2) -8 penalty + further -2 for a total of -10 and will soon be fatal
--This damage is permanent....so when healed PC will only have 1 wound box for the head and will suffer -2 penalties
12 points (3+3+3+3) will remove the head.

SHOCK.

Shock represents the characters stamina and resistance to exhaustion and shock.
This is calculated from the characters Best Physical Skill) + 12.

SHOCK = 12 + Fitness (best Physical skill)

Penalties and bonuses for Specialisation apply giving a normal range between 10 and 20.

Whenever injured beyond 'Minor' Shock Checks are made. d20 vs Shock. This is modified by the Injury Penalty, after the new damage is applied. Casting Magic causes further penalties and is explained in the magic section.

Failing a Shock Check 'stuns/numbs' the location hit, causing unconsciousness for head hits, winding for body hits, dropping of items for arms or falling for leg hits. Recovering from Shock requires a successful Shock Check or time.

GM's NOTE: Where exhaustion is important such as extend chases, large amounts of damage or magic battles, the GM should ask for extra Shock Checks, and/or apply penalties.

Other Rules

Creature Sanity/Wounds.

To ease record keeping monsters do not record damage to separate locations, they have a single Wound rating. Hit location is still rolled to determine dropping of weapons, trips or 'shock' and Head hits do double damage. When the monster runs out of Wounds a Sanity check is made if failed the stress and pain of their injuries become too much and they will fall, they will play dead, cower or attempt to crawl away.

Those that pass the roll are Seriously wounded and are at -4 penalty to actions and will continue to fight. Once they reach the negative of their base wounds they are Critically wounded and will only fight on if they pass another Sanity check (at the -4 penalty). Once past this point they are dieing and losing 1 wound per round to bleeding etc and at -8. At minus double their starting wounds they are dead. Only the most pig headed and bloody minded will fight on to this point.

Time.

Each character action takes place within a 'Round'. This is a game mechanic, rather than an actual measure of time. If needed It is approximately 5-10seconds. GMs need to be able to stretch time as needed to fit the story, generating suspense and encouraging pace. Getting events to flow into one another is vital for good story telling, feel free to bend time a bit.

Comparing Success Levels

Competitive tasks such Stealth vs Awareness, Strength vs Strength etc. Both Individuals make a roll and if both succeed the one with the highest Success Level wins. Success level is the successful dice roll plus the SKILL(not stat). If neither pass the roll it is either a stale mate and should be re-rolled or the one closest to passing wins.

Demonground.

There are areas of the world where the barrier between this reality and the next is thin. Entities normally restricted to the other side may step through to our world in these areas. The entity will normally require a vessel, a body to posses. But some may manifest without. The amount a characters darkness exceeds their sanity is the chance in 20 of possession. Outside of demonground there is only a 1 in 20 chance that a demon would be present, possessing Pre-Fall Technology can increase the chances.

Whilst in demonground Magic Points rise, even in those with no Magic. These extra points may be used normally but have side effects. Only those specialised away from Arcana are immune, the Magic Inept.

Staying in DemonGround too long causes a build up of excess Magical energy that reduces Sanity and could lead to Possession by a Demon. The first '2' points over are ignored but after that each point reduces sanity by a point and requires an hourly Sanity Check to avoid Demon Possession.

The type of possession is based on what type of demon the individual would typically attract. The type of insanity they suffer as well as their equipment (Pre-Fall) and magical ability should all be taken into account when deciding on the type and duration of a possession. This of course could be all randomly determined but the GM should make the decision based on their story line and players.

Falling & Vehicle Accidents.

The distance fallen in yards/meter or the speed in miles gives the Damage Success Level. This damage is Area of Effect, and so effects 1 or 2 Locations. If a fall is 'uncontrolled' the damage is doubled. When exiting a speeding vehicle an Athletics check can be made to half damage. Seat belts or harnesses Half Accident Damage. GMs may allow a check to halve damage in other special cases.

Success Levels Off the Chart.

Subtract 5 then divide by 3 round down. eg. 305 = 100 wounds.

Sanity.

Sanity checks are required when characters are confronted with horrifying or extreme circumstances. In some cases a character will lose a point of sanity based on how extreme the event is. The result of a failed Sanity check varies from case to case, from inability to cope with the situation to blind rage. If the roll is fumbled (roll of 20) the character will lose a point of sanity and could also pick up a mental illness appropriate to the incident, phobias, compulsions etc.

When a character fails a Sanity check the GM can assign a reaction. The Player still controls the character's actions but the GM guides the player. Gm's can make suggestions based either on the story line or a random roll.

1-5    Blind Rage- Character attacks the source.
6-10   Curiosity - the character becomes intrigued.
11-15 Freeze - the character freezes, in some cases curling up into fetal position.
16-20 Rout - Character retreats by any means, even attacking others to get away.

There are plenty of other possibilities the GM should consider, this gives a general idea that the GM can expand on.

 

Summary.

Initiative = same as 'to hit'. Highest success level goes first.

To hit = Reflexes + Appropriate skill.
( + Opponents D.R.)
Damage Success Level = Roll + Skill + DAM (of weapon) + Strength + Martial Arts.
(Firearms do not apply Strength nor Martial Arts)
Defence = (12 - Reflexes - Best Combat Skill - Martial Arts)/2
Drop Halves. Negatives are better.

+Damage = Skill + Strength + Dam + Martial Arts.

Roll d20 for Hit Location.

Armour reduces Damage.

Body 1-2 3 - 4 5 - 6 7 - 8 9 - 10 11 - 12 13-14
Boxes to Add -2 -1 0 +1 +2 +3 +4

 

Type Times filled Injury
Penalty
Healing
Minor 1st -1 1/day resting.
Serious 2nd -4 2/week resting.
Critical 3rd -8 1/week.
(Only with medical attention)
Fatal 4th -1 per Permanent...

 

Shock = 12 + Fitness (best Physical Skill not Stat)

Check Shock if;

Failed Shock leads to immobilisation of location. Recovery from a failed shock check requires a successful check or rest.