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Combat Rules. Posted by Arbiter. | Group: public |
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Arbiter GM, 52 posts The whispering winds of Fate... Mon 26 Oct 2009 at 15:16 |
1. Initiative. Each character rolls his Perception score and actions go in order form highest roll to lowest. NOTE: For the purpose of expediency, I will be handling all of the Initiative rolls at the beginning of each round. 2. Declare Actions and roll Skills. Each character now declares how many actions he will be taking in this round and how each will be used. Every action beyond the first places a -1D penalty on every action performed by the character in that round. Example: A’den wants to fire his blaster and Dodge any incoming fire. These are two actions, giving him a -1D penalty to his rolls. His Blaster skill of 4D is now treated as 3D and his Dodge of 3D+1 now becomes 2D+1. Characters can perform as many actions a round as they want, but those penalties pile up quickly. Players now roll the Dice for the appropriate skills and add any bonuses or subtract any penalties. Also, roll damage for attacks at this time. Combat Skills Ranged Combat (Dexterity): Blaster, Thrown Weapons, etc. • Shooting at a target at point-blank range is a Very Easy task. • Shooting at a target at short range is an Easy task. • Shooting at a target at medium range is a Moderate task. • Shooting at a target at long range is a Difficult task. Players must roll higher than the stated difficulty to hit their target at the listed range. Opposed rolls use the Dodge skill, which replaces the target difficulty (see sample combat round below). Melee Combat (Dexterity): Knives, Swords, etc. Brawling (Strength) • Brawling is always a Very Easy task. • Grappling falls under the Brawling skill. There is a +10 penalty for attempting to Grapple an opponent. • Weapons have difficulties listed in their descriptions. Reaction Skills Reaction Skills basically involve getting out of the way of getting hurt. Dodge (Dexterity): Used to avoid Ranged Attacks. Melee Parry (Dexterity): If you’ve got anything in your hands you can block melee or brawling attacks with (even a coffee mug), use melee parry. If your character is defending against someone who is unarmed and doesn't have sharp natural weapons, he gets a +5 bonus modifier to his melee parry roll. Brawling Parry (Dexterity): If you’re attacked by a brawling or melee attack and are unarmed, use this skill. If your character is using brawling parry in defending against someone who is attacking with a weapon or sharp natural tools, the attacker gets a +10 bonus modifier to his attack roll. Full Reaction. A character can make a "full reaction." A full reaction — dodge, melee parry, brawling parry, lightsaber, vehicle dodge or starship dodge — can be the only action the character makes in the entire round. The character rolls his dodge or other reaction skill and adds it to the difficulties of all attacks made against him that round. Example: Bulyip is being fired on by three Stormtroopers at Medium Range (13 - Moderate Difficulty). He decides to use Dodge as his full round reaction. He rolls 12 and adds this to the 13 difficulty for the range the ‘Troopers are firing from. Now they have to roll better than a 25 to hit him. But, this is the only action Bulyip can perform this round. 3. Resolve actions. Anyone who is attacked but fails to get out of the way or block it must now try to resist the damage. Roll Strength. If the number is higher than the damage of the attack, no damage is taken. Armor adds bonuses to your ability to resist damage. The exact bonus is listed for each armor in its description. Character Damage Chart Damage Roll > Strength Effect Roll By: 0-3 Stunned 4-8 Wounded 9-12 Incapacitated 13-15 Mortally Wounded 16+ Killed • Stunned characters suffer a penalty of -1D to skill and attribute rolls for the rest of the round and for the next round. • Wounded characters fall prone and can take no actions for the rest of the round. The character suffers a penalty of -1D to skill and attribute rolls until he heals (through medpacs or natural rest). A character who is wounded a second time is wounded twice. • A character who's wounded twice falls prone and can take no actions for the rest of the round. The character suffers a penalty of -2D to all skill and attribute rolls until he is healed. A wounded twice character who is wounded again is incapacitated. • An incapacitated character falls prone and is knocked unconscious for 10D minutes. The character can't do anything until healed. An incapacitated character who is wounded or incapacitated again becomes mortally wounded. • A mortally wounded character falls prone and is unconscious. The character can't do anything until healed. The character may die — at the end of each round, roll 2D. If the roll is less than the number of rounds that the character has been mortally wounded, the character dies. A mortally wounded character who is incapacitated or mortally wounded again is killed. • A killed character is ... killed. Start rolling up a new character. Character Points and Force Points Character Points can be added to the roll of any skill—combat or otherwise—at the time of the roll or after the action has been resolved. If the player doesn’t think he can beat the (assumed) Difficulty of an action, it’s best to spend CPs when declaring actions for the round. CP dice are treated as a Wild Die. If the player rolls a 6, he rolls again, and keeps rolling as long as he gets 6’s. Note: Rolling a 1 on a CP Die does not create a Complication. There are limits to how many CPs can be spent in a round: • Two to improve a skill or attribute roll. • Two to increase the damage of an attack. (This often counts as an evil action.) • Five to improve a specialization roll. • Five on any use of dodge, melee parry or brawling parry, parries when using the lightsaber skill, or dodging when piloting a vehicle or starship. • Five to increase a Strength roll to resist damage. • A character may not spend Character Points on another character's actions. • A character can spend Character Points during scenes, but only for one continuous action. The bonus ends as soon as the character does something else. Force Points double the Dice all skills or attributes used that round. For example, a character’s Blaster skill of 4D+2 becomes 8D+4 for the round. FPs are a precious commodity, however, and not to be wasted. Only attributes and skills can be boosted by an FP. A character using an FP on his Blaster skill would see the skill doubled, but not the damage done by the blaster itself. Melee works a bit differently. Since the damage is based on Strength, a boosted Melee attack rolls double Strength for damage, but does not double the damage added by the weapon itself. For example: A character attacks with a club (+1D damage) and has a Strength of 3D. Damage when using an FP would be 7D (6D Strength +1D for the club). Character Points and Force Points cannot be spent in the same round. This message was last edited by the GM at 23:11, Tue 29 June 2010. | |||
Arbiter GM, 365 posts The whispering winds of Fate... Sat 31 Jul 2010 at 18:44 |
Every character and creature has a Move score: it's how many meters per round the character moves while walking. (Most humans have a Move of 10). Moving is an action, just like firing a blaster or dodging an attack. A character can move once per round. A running or walking character uses her running skill or Dexterity attribute. (A swimming character uses her swimming skill or Strength; a climbing character uses her climbing/jumping or Strength. For unusual movements — such as swimming or climbing — the Move is normally one third the character's Move; adjust this rate at your discretion.) Movement works just like other actions. You describe the terrain and pick a difficulty level and a difficulty number: Very Easy (1-5), Easy (6-10), Moderate (11-15), Difficulty (16-20), Very Difficult (21-30) or Heroic (31+). The player decides how fast she wants her character to move and makes her running roll. If the roll is equal to or greater than the difficulty number, the character moves without a problem; if the roll is lower than the difficulty number, the character has a problem. Move Speeds While your character can only move once per round, you can pick one of four speeds. • Cautious Movement: This is a slow walk for a character: she moves at half her Move. (A human with a Move of 10 would move five meters.) In Very Easy, Easy, and Moderate terrains, cautious movement is a "free action": it's not considered an action and the character doesn't have to roll her running skill. In Difficult, Very Difficult and Heroic terrains, roll the character's running skill, but reduce the difficulty one level. (Very Difficult terrain is Difficult to cross; Moderate terrain is Easy to cross.) • Cruising Movement: Cruising movement is walking speed for a character — she moves at her Move speed. (A human with a Move of 10 would move up to 10 meters.) Moving at cruising speed counts as an action, but the character can automatically make the move for Very Easy, Easy and Moderate terrains. A character must roll her running skill for Difficult, Very Difficult and Heroic terrains. • High Speed: High speed movement is running for a character — she moves at twice her Move speed. (A human with a Move of 10 would move up to 20 meters.) The character must roll her running for Very Easy, Easy or Moderate terrain. When moving at high speed, Difficult, Very Difficult and Heroic terrains increase one difficulty level: Difficult terrain becomes Very Difficult to cross, Very Difficult terrain becomes Heroic, Heroic terrain becomes Heroic+10. • All-Out: All-out movement is running at all-out speed for a character — she moves at four times her Move speed. (A human with a Move of 10 would move 40 meters.) Characters making "all-out" movement may not do anything else in the round, including dodge or parry! Increase the difficulty one level for Very Easy, Easy and Moderate terrains. Increase the difficulty two levels for Difficult, Very Difficult or Heroic terrains. Partial Moves: After picking a "move speed" (cautious, cruising, high speed or all-out speed), a character can move anywhere between half and her full move speed. Acceleration and Deceleration: Characters may increase or decrease their movement speed up to two levels per round. Long-Distance Movement: All-out movement takes its toll after a long time. A character continuously going all-out must make a stamina roll every minute. The first stamina difficulty is Very Easy; increase the difficulty one level for each additional roll. If the character fails the roll, she must rest for twice as long as she was moving all-out. High speed ("running") movement also requires stamina rolls: roll once every 10 minutes. The first roll is at Very Easy difficulty and increases one difficulty level for each additional roll. If she fails the roll, she must rest for twice as long as she was moving at high speed. • Characters will often want to do something that crosses over into other skills: run and then jump over a ditch, or climb up a wall. The character rolls to move and then must make a separate climbing/jumping skill roll for the climb or jump. Unless the character is engaged in cautious movement, this would mean multiple actions in the round, with all their attendant penalties. This message was last edited by the GM at 18:54, Sat 31 July 2010. | |||
Arbiter GM, 366 posts The whispering winds of Fate... Sat 31 Jul 2010 at 18:53 |
Vehicle movement works in much the same way as character movement. Every vehicle has a Move score, which is how many meters per round the vehicle moves at cruising speed. Moving is an action, just like firing a blaster or dodging. A vehicle can move once per round. Most repulsorlift vehicles — from landspeeders to airspeeders and speeder bikes — use the repulsorlift operation skill or Mechanical attribute. (Walkers use walker operation; old-fashioned wheeled- and tracked vehicles use ground vehicle operation, while hovercraft use hover vehicle operation. Swoops use swoop operation. Each vehicle's description lists its skill.) When a vehicle moves, you describe the terrain and then pick a difficulty level and a difficulty number: Very Easy (1-5), Easy (6-10), Moderate (11-15), Difficult (16-20), Very Difficult (21-30) or Heroic (31+). The player decides how fast she wants her character to drive the vehicle and makes her repulsorlift operation (or other skill) roll. If a vehicle has a "maneuverability code," add it to the pilot's skill roll. If the roll is equal to or greater than the difficulty number, the vehicle moves across the terrain without a problem; if the roll is lower, the vehicle has a "movement failure." Move Speeds While a vehicle can only move once per round, the driver can pick one of four speeds. • Cautious Movement: This is a very slow movement — the vehicle goes at half its Move. (A vehicle with a Move of 200 would move up to 100 meters.) In Very Easy, Easy, and Moderate terrains, cautious movement is a "free action" and the driver doesn't have to roll her repulsorlift operation (or other skill). In Difficult, Very Difficult and Heroic terrains, roll the character's vehicle operation skill, but reduce the difficulty one level. (Very Difficult terrain is Difficult to cross; Moderate terrain is Easy to cross.) • Cruising Movement: Cruising movement is normal driving speed for a vehicle — it moves at its Move speed. Moving at cruising speed counts as an action, but the pilot can automatically make the move for Very Easy, Easy and Moderate terrains. A pilot must roll the vehicle's operation skill for Difficult, Very Difficult and Heroic terrains. • High Speed: High speed movement is pushing a vehicle for added speed — the vehicle moves at twice its Move speed. The pilot must roll for Very Easy, Easy or Moderate terrain. When moving at high speed, the difficulty for Difficult, Very Difficult and Heroic terrains increases one level: Difficult terrain becomes Very Difficult to cross, Very Difficult terrain becomes Heroic, Heroic terrain becomes Heroic+10. • All-Out: All-out movement is moving at a vehicle's all out speed — it moves at four times its Move. Characters piloting a vehicle at "all-out" speed may not do anything else in the round, including vehicle dodges or firing the vehicle's weapons. Increase the difficulty one level for Very Easy, Easy and Moderate terrains. Increase the difficulty two levels for Difficult, Very Difficult or Heroic terrains. | |||
Arbiter GM, 426 posts The whispering winds of Fate... Wed 15 Sep 2010 at 13:15 |
Shields Using shields is a "reaction skill." Each starship has a certain number of dice in shields. When a pilot uses shields, the shield dice must be split up among the four fire arcs: front, back, left and right. The difficulty to deploy shields depends upon how many fire arcs are being covered: • One fire arc: Easy • Two fire arcs: Moderate • Three fire arcs: Difficult • Four fire arcs: Very Difficult If the ship takes any hits from that side in combat, the ship gets to add those shield dice to its hull code to resist damage. | |||
Arbiter GM, 1048 posts The whispering winds of Fate... Tue 29 Nov 2011 at 21:37 |
Weapons set for stun roll damage normally, but treat any result more serious than "stunned" as "unconscious for 2D6 minutes." Unless specifically stated otherwise, all character-scale blasters can be set for stun damage. | |||
Arbiter GM, 1506 posts The whispering winds of Fate... Mon 21 May 2012 at 14:44 |
Okay, here's how a round works (for my own clarification if nothing else): 1. Initiative: I always declare init order at the beginning of the round. 2. Declare actions: If you know in advance that you're going to do more than 1 thing this round, you need to say so at the beginning. It will impose a -1D penalty to both actions (-1D for each action after; so -2D for 3 actions, -3D for 4, etc.). The book says that everyone declares their first actions and rolls. Then the people who took more actions can go with their second, third, etc. We've been using a slightly different method that fits with PbP better. If you're going into a fight and can be reasonably sure that there will be someone hitting or shooting you, declare your intent to get the heck out of the way at the same time you declare your attack. But I can see that having the option open to modify your actions on the fly is pretty useful. So, unless it proves too cumbersome, I'll throw that back in. HOWEVER, YOU STILL HAVE TO DECLARE MULTIPLE ACTIONS AT THE START OF THE ROUND. If you decide at the last minute to throw in another action, it will incur the multiple action penalty and the remaining penalty will be shunted to action(s) next round. 3. Action Resolution: After all is said and done, I post a wrap-up for the round letting everyone know what went down and setting things up for the next round. I'll usually post the next round's initiative unless there's damage to be resolved first. 3A. Damage Resolution: If you get hit, I'll ask you to roll STR to soak the damage. This is part of the Action Resolution phase and I'll post next round's init after determining who's been hit and how hard. |
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