RolePlay onLine RPoL Logo

, welcome to On a Storyteller's Night

20:34, 12th January 2025 (GMT+0)

Mythras Combat Example No. 2.

Posted by SimulationistFor group 0
Simulationist
GM, 3380 posts
Fri 11 Oct 2024
at 10:22
  • msg #1

Mythras Combat Example No. 2

For the characters used
See Combat Example No.1



Orc Leader
Characteristics Attributes
STR17 Action Points2
CON14 Damage Modifier+1d4
SIZ17 Exp Modifier0
DEX11 Healing Rate3
INT11 Initiative+11/+7
POW11 Luck Points2
CHA7 Movement6m
Skills
Brawnǂ 54, Endurance 48, Evadeǂ 62, Willpower 42, Athleticsǂ 58, Deceit 58, Perception 62, Unarmedǂ 58, Language (Goblinoid) 58
RollLocationAP/HPcur
19-20Head6/7
16-18Left Arm4/6
13-15Right Arm4/6
10-12Chest6/9
7-9Abdomen6/8
4-6Left Leg4/7
1-3Right Leg4/7
Combat Styles
Combat Styleǂ (Goblinoid) 68
WeaponSize
Force
Reach
Range
DamageAP/HP
Great Axe, 2HHL2d6+2+1d44/10
BattleaxeMM1d6+1+1d44/8
Battleaxe, 2HLM1d8+1+1d44/8
VikingLS1d4+1d44/12
ShortspearML1d8+1+1d44/5
ShortspearL10/15/301d8+1d44/5

Orcs
Characteristics Attributes
STR14 Action Points2
CON14 Damage Modifier+1d2
SIZ14 Exp Modifier0
DEX11 Healing Rate3
INT11 Initiative+11/+8
POW11 Luck Points2
CHA7 Movement6m
Skills
Brawnǂ 48, Endurance 48, Evadeǂ 62, Willpower 42, Athleticsǂ 55, Deceit 58, Perception 62, Unarmedǂ 55, Language (Goblinoid) 58
RollLocationAP/HPcur
19-20Head5/6
16-18Left Arm2/5
13-15Right Arm2/5
10-12Chest4/8
7-9Abdomen4/7
4-6Left Leg2/6
1-3Right Leg2/6
Combat Styles
Combat Styleǂ (Goblinoid) 65
WeaponSize
Force
Reach
Range
DamageAP/HP
ShortspearML1d8+1+1d24/5
BattleaxeMM1d6+1+1d24/8
Battleaxe, 2HLM1d8+1+1d24/8
Roundshield1.LS1d4+1d24/12
ShortspearL10/15/301d8+1d24/5

  1. Ranged Parry, Blocks 3 locations

This message was last edited by the GM at 11:35, Sat 12 Oct 2024.
Simulationist
GM, 3381 posts
Fri 11 Oct 2024
at 10:23
  • msg #2

Mythras Combat Example No. 2

The group of adventurers are travelling along the road from Anguston back northwards to Morvill. It is still winter1. and it had begun to snow about an hour ago and the road is difficult2. and progress has been slow. The travellers are still about an hour away from Morvill and night is about to set in3.. To the travellers' right the dark and eerie Forest of Tureliand hugs the road while a cold gale4. is blowing from the Mountains of Gwinel to the north west. Myriel has lighted a torch5..
Everyone make a Perception roll
Degree of Success
Very Easyx2.0no action in Round 01, Initial Distance 10-15m
Easyx1.5
Standardx1.0
Hardx2/31 AP available (earliest R1T3), Initial Distance 10-15m
Formidablex1/22 AP available (earliest R1T2), Initial Distance 16-20m
Herculeanx1/103 AP available (earliest R1T1), Initial Distance 21-25m
This is obviously a deviation from Surprise rules as I felt the additional special effect to be too devastating for an example combat

SCENARIO RULES
  1. Any Fatigue rolls are one grade harder.
    Any Endurance, except Resist, rolls for Special Effects or Wounds are one grade harder, but cannot be worse than Formidable
  2. Any Athletics and Evade rolls are one grade harder.
  3. Running requires Athletics (Easy) roll
    Sprinting is at one grade harder
    Critical: see Core
    Failure: reduce Movement to 75% (round up)
    Fumble: see Core
  4. Partial Darkness
    Any rolls depending on sight is one grade harder.
    This includes all sorts of combat rolls unless one has Night Sight or is within the radius of illumination
  5. Light Wind
    Ranged Attacks hard
  6. 3m radius bright light + 3m partial darkness
    In this scenario negates partial darkness for 6m radius


MOVEMENT RULES
  • Normal Movement can be made up to Movement value, distributed as wanted over the round without requiring a separate action
  • Run is an action that takes the full round, uses all APs, total movement is distributed equally to each turn.
    You cannot parry while running.
  • Sprint is an action that takes the full round, uses all APs, total movement is distributed equally to each turn.
    You cannot parry while running.
  • Charge requires the Run or Sprint action for the whole turn. If contact/engagement occurs during the round resolve as Charge without requiring a separate action or AP. The charging combattant has no more APs left to use afterwards, however.
    If contact/engagement fails in the round, the charge still counts as a charge if, in the next round,
    the charger can reach its victim with a normal move. It then is only a single AP action, but does count as running

This message was last edited by the GM at 19:54, Sun 13 Oct 2024.
Sign In