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| 2. Combat | |
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| Tweet Topic Started: Oct 23 2012, 11:55 PM (86 Views) | |
| Atrasileus | Oct 23 2012, 11:55 PM Post #1 |
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ONE THING TO NOTE: IN THE RP ITSELF, ALL DICE ROLLS WILL MOST LIKELY BE HANDLED BY THE GM! Combat Mechanics Combat involves three rolls: initiative, attack, and defense. For each round of combat, which lasts for five seconds, a player rolls initiative, then performs as many attacks or actions as permitted (most characters are only allowed one attack/action per round, but some spells and powers permit multiple actions). Defense is rolled each time the character is attacked. Initiative This is rolled at the beginning of each round. Each player rolls a single die. High roll goes first. The group then just continues to follow the next highest die in descending order (12 goes first, 11 goes next, 10 goes third, and so on) Attack Punching, kicking, or shooting. Most characters can do this once per round, but some characters are permitted multiple attacks. To attack, roll a number of dice equal to your combat score. Your GM will make the defend roll for your opponent. Look at the highest die on each side. If your roll is higher, you inflict damage equal to the difference between the two scores. If you're using a weapon, add the weapon bonus to the damage inflicted. For instance, a knife has a damage bonus of 1, so you'd add 1 point to the damage inflicted. Defense Avoiding someone else's attack (through blocking, evading, or dodging). To defend against an attack, roll a number of d12s equal to your Combat score. If you equal or beat the attacker's roll, you take no damage. Action Casting a spell, executing a stunt, using a skill, or performing some other non-combat activity during a combat round (kicking down a door, hacking a computer). Most characters can do this once per round, but some characters are permitted multiple attacks (typically through the use of magic or powers). |
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| Atrasileus | Oct 23 2012, 11:59 PM Post #2 |
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Ties In case of a tie, always look at the next highest die until a victor emerges, or until someone runs out of dice. For example, if the player rolls 10, 8, 4, and 2, and the GM rolls 10, 8, 2, and 1, then you ignore the 10s and the 8s, and you compare the 4 and the 2. The player hits, and inflicts 2 points of damage. If someone runs out of dice, proceed as follows: If the player is attacking (or taking action), and the player runs out of dice, then the attack is unsuccessful. For example, the player rolls 10, 7, and the GM rolls 10, 7, 3. The player's 10 is negated by the GM's 10, and the same goes for the 7. The player is out of dice, and the attack did not succeed If the player is attacking, and the GM runs out of dice, then the unopposed die is compared to a value of 0. For example, the player rolls 9, 8, 5, and the GM rolls 9, 8. The 9s and 8s cancel each other out, so the 5 is now compared against 0. The player hits for 5 points of damage. If the GM is attacking, and runs out of dice, then the attack is unsuccessful. If the GM is attacking, and the player runs out of dice, then again, the GM's attack is unsuccessful. |
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| Atrasileus | Oct 24 2012, 12:04 AM Post #3 |
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Example of Combat Casket is attacked by two cultists. He rolls initiative, and gets a 6. The cultists roll 2 and 8. One will go before him, and one will go afterwards. The first cultist swings his meat cleaver. Since he has a combat score of 2, the GM rolls two dice. Casket has a combat score of 3, so the player rolls three dice. The GM rolls 10, 8. Casket gets 11, 7, 1. Casket’s highest die is higher than the opponent’s, so he is successfully able to defend himself against the attack. Since it’s now his turn, he attacks with his switchblade knife. He rolls three dice, and gets a 10, 6, 5. The GM rolls 10, 2. Since the high rolls are tied, we look to the next highest dice. A 6 for Casket, and a 2 for the cultist. That means that Casket hits, and inflicts 4 points of damage (6 minus 2). In addition, the knife has a damage rating of 1, so the total damage inflicted on the cultist is 5. The second cultist attacks now, and the GM rolls 11, 2. Casket gets 9, 9, 3. Because you add multiples to their number of instances, Casket effectively rolled an 11 (a roll of 9, on 2 dice, means 9 plus 2). Therefore, the high scores are tied. So we look at the next highest dice, and we have 2 for the cultist and 3 for Casket. Again, he is able to block the attack. Initiative is re-rolled, and Casket goes first this time. The player decides to kill a point of Fury for an extra die, and then launches into an elaborate description of how he ducks under the cleaver, spins the cultist around, and puts him in the path of the second cultist’s weapon. The description is cool, and he gets to roll an extra die as a result. Along the way, the player also describes how furious Casket is that these cultists have been sacrificing children to the demon that they worship. Because Casket's drive is Anger, and this drive has been tied into the action, the player gets an extra die (3 dice plus 1 for the Fury point, 1 for the description, and 1 for Drive). Casket's player will now be rolling 6 dice in the ensuing attack, versus the cultist’s 2. (Drive is further explained in the Character Creation section) |
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| Atrasileus | Oct 24 2012, 12:08 AM Post #4 |
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Penalties During combat, the Disciples may be impeded by their environment, or by the situation that they're in. All players (and the GM) should discuss whether such impediments should result in penalties to combat rolls, attribute checks, or skill rolls. If so, employ the guidelines below (but please note that though these penalties are cumulative, the maximum penalty for these penalties should be three dice -- after which you can add other appropriate penalties, such as for magical effects or severe injury): Darkness: If the character is in near-total darkness, such as a cave, then the penalty is one die. Swimming: If the character is trying to take action while swimming, the penalty is one die. Underwater: The penalty is two dice when trying to take any action while completely underwater. Blindness: If the character is blindfolded, or if his eyes are damaged, the penalty is two dice. Incapacitation: The penalty is two dice if the Disciple is chained, or caged, or otherwise restrained. |
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| Atrasileus | Oct 24 2012, 12:39 AM Post #5 |
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Injury Each time the Disciple suffers damage to his Life score, he has been injured. It's up to the player to narrate the specifics of the injury, but here are some guidelines: 1-4 points of damage: Minor injury. Flesh wound. Bullet went through the skin, didn't hit any bone. Knife didn't puncture any internal organs. Abrasions, bruising, sprains, but nothing that a splash of whiskey won't put right. 5-8 points of damage: Serious injury. Broken bones. Internal bleeding. Third-degree burns. The Disciple is probably going to leave a trail of blood. Limping, groaning, and cursing through gritted teeth. 9-12 points of damage: Horrific injury. Cracked skull. Shattered bones. Severely damaged organs. Limbs are torn/wrenched off. Eyes are put out. When the Life score reaches 4, the Disciple is badly injured, and suffers a penalty of one die to all rolls. However, no matter what kind of penalties are incurred, the player can always roll at least one die when attempting an action of any kind. The Disciple can recover Life through the use of magic, or by employing the Hardcore stunt (which causes wounds to repair themselves at an accelerated rate). |
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| Atrasileus | Oct 24 2012, 12:59 AM Post #6 |
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Retirement If your Disciple's Life score reaches 0, then it's time to Retire. This means that your character will die soon. However, death is not immediate. Instead, your character's life score goes back up to 12, and his Fury scores goes up to 24. The Disciple can now close out his last case. He does whatever he must, takes down the target along with his fellow Disciples, and then narrates a fitting demise. The death can be a quiet one (a last cigarette, a few mumbled last words) or a spectacular one (the destruction of the demon results in a massive explosion that obliterates the Disciple, leaving no trace). However the Disciple dies, the player is now required to roll up a new character. |
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| Atrasileus | Oct 24 2012, 01:02 AM Post #7 |
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Armor Every piece of armor, from a bulletproof vest to a full-body suit of high-tech ceramic plate armor, has a rating. If you are injured while wearing armor, roll a number of dice equal to your armor rating. If any of the dice that you roll are equal to or less than your armor rating, that represents a point of damage taken by your armor (as opposed to damage inflicted on your character). The remaining damage is taken by your Disciple. Your armor's rating is decreased by the damage that it absorbed. For example, Jill gets shot and takes 7 points of damage. Her armor has a rating of 4, so she rolls 4 dice. She gets 10, 7, 4, 3. Two of those dice were either less than or equal to her armor rating (4). This means that her armor absorbed 2 points of damage. Her armor rating is now 2. The remaining 5 points of damage are subtracted from her Life. The next time she takes damage, she rolls 2 dice and looks for any 1s or 2s. Obviously, her armor is of limited use to her now, but it's still better than no armor at all. |
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| Atrasileus | Oct 24 2012, 01:04 AM Post #8 |
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Range There are three ranges: 1: Short range (arm's reach, melee combat, fistfight). 2: Medium range (close-quarters firearms combat, thrown weapons or objects, just across the room). 3: Long range (down the street, sniper fire, thrown grenades). If your target is within range, roll dice as normal. If your target is out of range by a factor of 1, subtract one die. If your target is out of range by a factor of 2, subtract 3 dice. For example, if Skag is attacking with a sword (which has a range of 1), and her target is right in front of her, she rolls 7 dice -- because her combat score is 7. But if she's attacking someone on the other side of the room, she'll have to leap across the room to reach him. She now has to roll 6 dice, because the enemy is out of range. If she wants to attack someone far away, she's going to have to find some way to rapidly traverse a great distance in order to land a blow with her sword. So now she'll roll 4 dice when attacking. |
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| Atrasileus | Oct 24 2012, 01:07 AM Post #9 |
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Ammo Each weapon is good for a specific number of firefights. After that, the weapon is out of ammo. A revolver will only last a single gunfight, but a shotgun will get you through 2. The cost of ammunition is equal to the cost of the weapon, so bullets for a pistol have a cost of 6. All costs (weapons, equipments, vehicles) will be listed in the Character Creation section. If a weapon is listed with an ammo score of "-", it means that the weapon never runs out of ammo. This is for melee weapons, such as swords and lead pipes. |
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| Atrasileus | Oct 24 2012, 01:08 AM Post #10 |
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Driving When driving a vehicle, roll the vehicle’s applicable attribute whenever you need to check against a situation (for vehicle attributes, see character creation). If you’re in a truck and you need to swerve, roll 1 die. If you’re in a car and you need to recover, roll 2 dice. If you have the driving skill, then add your skill score to the applicable modifier. So, to re-use the above examples, if you have the driving skill with a score of 3, and you’re swerving in a truck, roll 4 dice (3+1). If you’re trying to recover in a car, roll 5 dice (3+2). If your character is driving, and you want to shoot, that’s fine, but you can’t drive and ram at the same time -- you have to choose one attack per round (unless you’re able to make multiple attacks because of a spell or a Power). |
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| Atrasileus | Oct 24 2012, 01:12 AM Post #11 |
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Ramming If you ram another vehicle, roll the appropriate number of dice versus your opponent’s swerve check. If you are successful, you inflict damage to the other vehicle’s body. To ram a person (or run him over), roll the appropriate number of dice against the opponent’s defend score). Damage is equal to the difference, plus the vehicle’s ram score. If a Motorcycle sustains or inflicts 3 or more points of damage at any time, the driver must immediately make a recover check against target difficulty 12 or fly off the bike immediately. If unsuccessful, the damage sustained by the driver is equal to the difference between the roll and the target difficulty. Example: Hazmat is on his chopper, and he gets rammed by a truck. The truck driver rolls a 10, and Hazmat rolls a 7, so the bike takes 3 points of damage. Hazmat now needs to make a recover check against difficulty 12. He fails, rolling 8, 3, 1. So, he’s flung off the bike, and takes 4 points of damage (12 minus 8). Swerving When another driver wants to ram you, make a swerve check. If you’re successful, you were able to avoid being hit. |
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| Atrasileus | Oct 25 2012, 09:00 PM Post #12 |
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Recovering You make a Recover roll after your vehicle has been rammed, or if the vehicle has sustained any kind of damage. If you fail, you're run off the road. The target difficulty is equal to the damage sustained. For example, Casket shoots at an opponent's car. He is succesful, and his shotgun inflicts 6 points of damage to the car. The driver must now make a Recover roll against difficulty 6, or be run off the road (car damaged, no longer drivable). Targeting Vehicles To target a vehicle, roll an attack as normal. The driver then rolls a swerve check to avoid being struck. If the vehicle is struck, a Recover roll must be made. Targeting Passengers To target a passenger (or driver) inside a vehicle, attack as normal, but the person being attacked has the option to consider the car as partial cover. If a passenger is using a car as partial cover, and is hit, then the car takes the exact same amount of damage as the passenger. If the passenger takes partial cover and is not hit, the car take 1 point of damage. |
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| Atrasileus | Oct 25 2012, 09:48 PM Post #13 |
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Special Cases There are countless special cases that you'll encounter during gameplay. Here are a few unusual circumstances, including falling from a great height, getting struck by falling objects, group combat, grappling attacks, sniper fire, taking cover, area attacks, and knockout attacks. If there's something that isn't covered here, use the existing structure and modify it as you see fit ("Okay, never heard of that one before... Hm... That would probably cause some serious damage, but there's a chance you could get out of it unscathed, so roll a combat check against 10, and if you fail, subtract the difference from your Life -- bypass the armor altogether"). Falling Damage To determine if Injury is sustained during a fall, make a Strength check against the following target difficulties: 8: Second story window 10: Tall building 12: Top floor of Skyscraper 14: Wing of plane If you succeed, you sustain no Injury. If you fail, you sustain Injury equal to the difference between your roll and the difficulty. Impact Damage If something heavy falls on you, make a Strength check against the following target difficulties: 8: Piano 10: Car 12: Bus 16: Airplane 18: Collapsing building If you succeed, you sustain no Injury. If you fail, you sustain Injuy equal to the difference between your roll and the difficulty. Group Attacks If your Disciple is attacking a large group of mostly inept humans, rolling the dice over and over again can be kind of time-consuming. You can cluster hostiles into groups of 3 or 4 (at the player's discretion), and subtract damage from the mob's combined Life score. Say that you're facing three hostiles, each with a combat score of 2 and a Life score of 5. The group would have a combat score of 6, and a Life score of 15. So now your Fighter (with a combat score of 7) attacks. She invokes Drive, kills a point of Fury, uses a cool description, and now she's throwing 10 dice against their 6. She rolls 12, 11, 9, 8, 7, 7, 5, 2, 2, 1. The GM rolls 12, 11, 9, 4, 2, 1. The Fighter's two 7's equal a 9; against the GM's 4, that's 5 points of damage, plus 2 for a katana (sure, why not). We're looking at 7 points of damage from the mob's 15 points of Life. That means the mob is down to 8 points of Life. Since each of them has 5 points of Life, 8 points means that one is dead and one is injured. Done! Grappling The grapple is a special attack. Before attacking, announce that you're going to be grappling the opponent. Then roll a normal attack, but you can only use weapons that would be helpful in such an endeavor (net, rope, chain, pantyhose, lasso). Attacker and defender roll as normal. If the attack fails, the defender takes no damage. If the attack is successful, damage inflicted is halved (round up). Or, if the attacker wishes, the attack can succeed without inflicting any damage (which would be desirable if you were trying to restrain someone without causing harm). At that point, the defender is pinned to the floor, or in a headlock, or trussed up. Whatever the case, the defender is considered incapacitated. Any attacks against the target gain the benefit of two extra dice. For each round thereafter, the attacker must score a successful attack to keep the defender bound. A failure means that the defender has shrugged off the choke-hold or cut through the net, and is now free again. While grappling, the attacker has a minus 2 when defending against any attacks, and a minus 3 when defending against attacks from the defender (it's hard to avoid a knife to the gut when you've got someone in a headlock). Area Attacks Whether your Disciples is throwing grenades or detonating an explosive charge, area effects are a lot of fun. Thing go boom, see the nice fire, bad guy fall down. You can't put a price tag on that kind of entertainment. When employing an area attack, there's always a defender, and then a bunch of innocent (or not) bystanders. The attacker rolls as normal, as does the defender. Damage is inflicted as usual. Anyone else within range 1 (withing stabbing distance) is also considered attacked, and must roll a defend check against the attacker's initial roll. However, damage is minus 2. These people are caught in the blast, but have just enough time to shield their faces or dive for cover. Nonetheless, they are exposed to intense fire and heat. Targets within range 2 (in the same room, but out of arm's reach) must roll a defend check against the attacker's initial roll. Damage is minus 4. These defenders reacted quickly and ducked behind doorways or used other people as human shields. Still, they may be badly burned. Those within range 3 (down the street, or even farther away) roll against the attacker. Damage is minus 6. Any damage sustained is probably going to be minor, but it's possible that a piece of shrapnel could hit, inflicting some pretty serious injuries. This damage applies to enemies and allies alike. The person throwing the explosive must also make a defend roll against his own attack roll, because no matter how careful you are with that molotov cocktail, there's a chance that things could go wrong. For example, Casket is in a battle with a group of hostiles. He tosses a grenade into their midst from down the street. This means that they are at range 3. Casket's ally, Skag, is standing closer, exchanging gunfire with the hostiles. Since she's using a shotgun, she's at range 2 from the hostiles (which is where the grenade is going to be landing) Casket throws the grenade. He rolls 11, 8, 7. The person that Casket is targeting with his grenade (let's say he's a cult leader) now rolls. The cult leader defends with 2 dice, and rolls 12, 7. He takes no damage from the explosion. The GM narrates how the cult leader saw the grenade coming, and he dove for cover. The GM now rolls for everyone else. First we look at those who are within range 1 of the explosion. There are two other hostiles standing next to the target, so they qualify. For the first one, the GM rolls 2, 1. Compared to Casket's initial roll of 11, this is definitely a hit. The damage inflicted is 9, plus 4 for the grenade (total of 13). Since those within range 1 of the blast get damage -2, that means that the total damage inflicted to this human is 11. That's more than enough to kill him. |
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| Atrasileus | Oct 25 2012, 10:08 PM Post #14 |
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The second human hostile rolls 5, 4. Against Casket's 11, this is 6 points of damage, plus 4 for the grenade, minus 2. A total of 8 points of damage. Again, instantly fatal. At this point, the GM continues the narration. When Casket flung the grenade, the cult leader acted quickly, diving for cover. The cultists who were standing right next to him turned to see what he was doing, and didn't see the grenade bouncing in their direction. Though not the intended target, they were close enough to take damage. Now, we look at those who are within range 2 of the explosion. That would be Skag. She has a combat score of 7, so she rolls a 10, 9, 5, 5, 3, 2, 2. She takes 1 point of damage from the explosion, plus 4 for the grenade (total of 5). But she's at range 2 from the target, and so damage is minus 4. She takes 1 point of damage. The GM narrates that a chunk of shrapnel flew threw the air and embedded itself in her calf. She curses at Casket. We now look at those who are within range 3. Casket is far away, but it's possible that he's been hit. He rolls against himself at this point. Unfortunately, he rolls 10, 5, 1. Comparing the 10 to the 11, we see that he's going to be taking 1 point of damage, plus 4 for the grenade (total of 5). However, because he's at range 3, we subtract 6 points of damage, so Casket is unharmed. The GM narrates that a chunk of stone flew through the air towards him, but he dodged it. Had he taken any damage (probably not much), the Director would most likely narrate that he was hit by that brick. So. One grenade, two dead cultists, cult leader all alone and under fire from an angry Fighter with a shotgun. Not bad! Knockout Blows If you want to render someone unconscious, you must declare this before attacking. Then, attack as you ordinarily would, but you can't use sharp weapons or firearms (if you use the hilt or handle of a sharp weapon, such as hitting someone with the handle of an axe or the pommel of a sword, then you inflict a damage bonus of 1 and no more). If you use a blunt weapon like a staff or club, damage bonus is applied as usual. However, if you actually hit someone with a knockout blow, you don't subtract the damage from his Life score. You just compare it. If you inflicted enough damage to kill him in a single blow, then he takes 1 point of damage and is knocked out for 1d12 rounds. If you didn't inflict enough damage to kill him instantly, then he takes 1 point of damage and combat continues. For example: Skag is facing off against a drug dealer. She wants him alive so that she can use him to infiltrate a crystal meth lab. He's got a knife, but she's fighting with her fists. She gets first attack because she rolled high initiative. She attacks with a combat score of 7, rolling 9, 7, 6, 5, 5, 2, 1. The dealer rolls 6, 2. Casket would have inflicted 3 points of damage, which isn't enough (because the target has a Life score of 5). So she inflicts 1 point of damage and combat continues. The drug dealer tries and fails to stab her with his knife. She attacks again, rolling 10, 9, 9, 8, 5, 3, 2. This is an 11 (two 9s). The dealer rolls 7, 4. Skag would have inflicted 4 points of damage. The dealer's Life score is now 4, so the attack is successful, and the dealer takes 1 point of damage and is knocked unconscious. The Director rolls a 5, so Skag has 25 seconds to tie him up before he regains consciousness. Taking Cover If the defender is attacking from behind an object, he or she may be able to avoid injury. However, this also limits your ability to attack your opponents, because you're busy trying not to expose yourself to enemy gunfire (or magic, or what-have-you). Cover only applies when using weapons with a range of 2 or 3. Cover can only be used if the player explicitly states that he’s going to be taking cover at the beginning of a combat sequence (just before initiative is rolled). Cover includes attacking while behind a car, firing out the window at a target outside, shooting from the rooftop at a target on the ground, attacking from behind the corner of a wall, leaning out to attack from behind a doorway. There are two kinds of cover: partial and full. Partial cover means you're standing up while attacking. In this case, you suffer a penalty of 2 dice when attacking, but you get 4 extra dice when defending. Partial cover may also indicate that you’re a passenger or driver inside a vehicle (it’s up to the person being attacked). Full cover means you're crouching behind object or structure. You get a penalty of 4 dice when attacking, but you get an extra 6 dice when defending. Sniper Fire When you want to fire an aimed shot at an enemy, you declare it in advance. Then, you spend one round taking aim. After that, you get a bonus of 2 dice when you fire. If you wait for longer than that, you don't get any extra dice. |
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