Mechanics Questions and Examples.   Posted by Blade GM.Group: 0
Blade GM
 GM, 5 posts
Tue 11 Jun 2019
at 20:24
Mechanics Questions and Examples
Some pertinent examples, facts, and answers to questions for ease of use and reference.


Of Stats And Chargen Questions

Dicepools:

The game runs on dicepools, and most players will want to know "where they stand". We will not be deviating from the book, so you can use it's appendices as a pretty good measure of what a foe will look like. These are some reference combat dicepools:

An average 21st century human who last punched someone as a child: 4-5

A dockworker looking for a barfight: 6-7

A bouncer or back alley sort: 7-8

A city watchman: 8-9

A soldier or raider: 8-10

Veteran soldiers: 10-11

A gladiator who seems to keep winning: 11-12

A general's bodyguard, a warlord's hearthmen: 13-15

A champion of the arena, a tournament winning knight: 16

The greatest swordsman the world has ever known or ever will: 22

Player Combat Pools Players should be reasonably comfortable with combat dicepools ranging from 10-16 at generation. The lower end generally being appropriate for thieves, sages, and other concepts, while the higher end would be more akin to storied warriors.

It is theoretically possible to build a 20 DP character at generation. You would utterly cripple the character however. Not just in the soft sense; the actual mechanics would leave the character as an asocial, idiotic, weakling with no grit or discipline.

My Equipment, My Wealth

There is not a heavy focus on festooning yourself with incrementally better gear. Your starting equipment and wealth are largely tied to your character concept. Simply propose them during chargen and have them upon GM approval. As a guideline your character might have a weapon or two, some tools of the trade if more inclined to that sort of thing, and some sort of appropriate armor. Possibly a horse.

If, for example, you were playing a viking-like raider, you might start with a Dane-axe and a dagger, a short sleeve mail coat (if well off, probably something less if just a "guy in the shield wall") and padded jacket, leather gloves and boots, and a spangelhelm of sorts. He might have a sunstone to navigate a longboat by as a special tool. His wealth would either be "average" or "rich" depending on his circumstance.

When in doubt, aim for lower wealth and social status.

This message was last edited by the GM at 19:29, Sun 16 June 2019.

Blade GM
 GM, 19 posts
Sat 29 Jun 2019
at 23:56
Mechanics Questions and Examples
Pikes

There is no stat block for them in book. However, should you be interested in using one, we will use the following stat block derived from lances and long spears. They are naturally a two handed weapon, and represent 18-22 foot pikes.


Reach: EL or VL at choice. Choking up or down during combat costs 1 MP.

Thrust ATN: 8
Thrust DR: +1 (I actually think historically it would be closer to zero due to the biomechanics of getting a point eighteen feet away from you to move two feet forward, but +1 seems to work)

Swing ATN: 9
Swing DR: 0, Blunt

DTN:8
Blade GM
 GM, 29 posts
Sat 3 Aug 2019
at 05:05
Mechanics Questions and Examples
Terrain Checks

Since you are about to fight your way up a stairway, this might be particularly pertinent. All terrain checks are executed at the start of the round.

Terrain Effects
Standing on Bad Terrain (Stairs, for example) subtracts -2 from both parties MP if they are on similar footing. If only one party is on Bad Terrain, they must conduct a terrain check and score at least one hit to avoid stumbling/falling/generally-having-bad-things-happen: most of the time, the effect of "bad things" is to reduce the MP by half, or to go completely prone.

Higher ground grants a +2 MP bonus at the start of the round to whoever holds it.

As such, the worst position to be in would be you on Bad Terrain (like stairs) while your opponent is on good ground and above you - like on the landing at the top of the stairs.

Wrongfooting Your Opponent

Assuming there is a reasonable patch of bad terrain around - less likely in an arena or open field, but certainly possible in a room full of tables and chairs, dueling on a rocky beach or in a forest for example - you can try to force your opponent onto bad terrain. if you are currently the Aggressor, you need to score 1 net hit. Aka, 1 hit on an unopposed check when fighting a mook, or 1 more hit than the other guy when fighting a named/more important NPC.

If you are on the defense, you can still try this, but need 2 net successes - you're not the guy bulling people around at the moment and are trying to lead the attacker into a bad place.

If forced into bad terrain, the target either takes a -2 MP penalty if both fighters are now on bad terrain, or has to take a "dont't stumble check" if only he is.

If you are the aggressor you may also try to force people off of a drop. Cliffs, stairs without bannisters, you get the idea. You need 3 net hits.

Take a Step Back

You may find yourself sitting in a bad position. Like on stairs while your opponent holds a landing. While you can always simply choose to fight from this position, you may not want to. If you think forcing your opponent back is a bad idea, you can simply take a step (or three, whatever) back yourself. If you pass your "don't fall/slip/etc" check and opt to take a step back, your opponent has two options:

1) Follow you, and incur an automatic -2 MP penalty on the bad terrain.

2) Let you withdraw, at which point you are now out of melee combat.


Forcing Positions

If you want to force your opponent out of a superior position - or, in extended situations like up a long stair, at least push him up it - you are looking for 1 net success. Against mooks, that means a simple unopposed roll with 1 hit. Against named folks, like Lorenzo, that means in an opposed check you must score 1 more hit than him. Since any dice you commit to the check can't be used for attack and defense, take a care not to stagger to the top of a stair only to be stabbed in the face.


EXAMPLE

Round 1.

Arlo is charging Lorenzo most heroically. Lorenzo is part way up a staircase - to attack him, Arlo also charges onto the stairs.

Both fighters start the round with -2 MP, but Lorenzo gets +2 MP for being on the higher ground.

Arlo desperately wants to pressure Lorenzo far enough back to get his friends in the fight. The GM rules that one net success on a position test will force Lorenzo to the landing, two will allow Arlo onto the landing as well, and three will open enough space to get Arlo's friends off the stairs and into the fight.

Arlo declares he is spending a whopping five dice to achieve this. Lorenzo opposes with three. After the dice are rolled, Arlo ends up with one net hit. Lorenzo is now on the landing and Arlo is on the stairs. That is not so good.

Round 2.

Arlo has, through sheer luck, avoided being run through. But he is still on the stairs,and Lorenzo still holds the landing.

Lorenzo gets +2 MP for being on the higher ground.

Arlo must take a test to avoid suffering the consequences of being on Bad Terrain. He commits three dice and succeeds. Which is good...falling down a staircase is painful. Falling dwon in front of Lorenzo would probably be fatal.

Arlo tries once more to dislodge Lorenzo. With the commitment of virtually everything he has left, he forces his way onto the landing. Unfortunately, this leaves him with virtually nothing left to actually fight with. Lorenzo opens a serious bleeding wound in Arlo's thigh...

Round 3.

Both parties on level, good ground. No MP bonuses or penalties.

Smelling blood, Lorenzo tries to force Arlo back onto the stairs. He commits four dice; Arlo commits a mere one as he prepares for the onslaught; Lorenzo succeeds. Arlo must take an immediate "don't stumble" test, which he does at the cost of several of his remaining dice. He suceeds, but is now vulnerable to the swordfighting - two exchanges later, Arlo's left arm is hanging bloody and useless by his side.

Round 4.

Lorenzo is on high, grood ground. +2 MP. Arlo is on bad ground - the stairs - and must take a "don't stumble" check.

Deciding discretion is the better part of valor, Arlo announces he is stepping back. He passes his check. Lorenzo follows him, eager for the kill, but takes an immediate -2 MP penalty for entering the bad ground. This proves to be enough for Arlo to pull off an unexpected reversal.

Round 5.

Both on bad ground, -2. Lorenzo is higher, +2.

Arlo, bleeding fast and despairing his odds of surviving, goes all in. He throws everything he has left in an attempt to force Lorenzo off a drop. He, against the odds, succeeds in getting three more hits than Lorenzo. Lorenzo falls over the stairs and crashes into a table below, sufferring falling damage and being knocked down. Arlo pursues him to finish this...
Blade GM
 GM, 30 posts
Sat 3 Aug 2019
at 05:26
Mechanics Questions and Examples
Avoiding Horrible Death

The time may come when despite your best efforts, you find six handwidths of steel in your groin, and you are about one move away from dying horribly. The good news is that the Limelight will immediately shift at the end of this combat round, so at most you have to survive one more exchange. But how do you live after that?

Drama Points - Lucky Break

If appropriate, you may spend drama for a Lucky Break that will help you. This may be significant, but should not be fight ending in it's own right.

Example: Sverke has just had an axe chop right through his calf. He spends a drama point, and decides the axe that turned his leg into bloody ruin  got stuck in the floor after it passed through his body. Maybe that will let him turn the tide.


Drama - Melee Survival

We need to decide if we want to use this rule, but it essentially lets you spend a drama point to survive. You will suffer other penalties like stat loss or waking up robbed blind in a corpse heap.

Example: Arlo was just stabbed through the eyeball. He spends a drama point and wakes up back at the Rosewalds' hiring office, a gruffly concerned Sverke lookking down. He alas, is missing an eyeball - and owes the Rosewalds a lot of money for the doctor.


Race to The Rescue

Your companion may try to move to your rescue, usually through a terrain check and either separating in his current bout or giving up a favorable position. Of course, this might quickly end in him fighting two on one...

Example: Arlo is standing over a fallen Lorenzo, ready to deliver the coup de grace. Out of the corner of his eye, he sees Sverke crumple over as an axe smashes into his groin. He abandons Lorenzo and races towards Sverke with a terrain check...

Steal The Limelight

You may spend drama to steal the limelight, immediately making it your limelight. Which often lets you dispatch one enemy, then race to your friend's aid.

Example: Arlo feebly tries to hold his guts in as Lorenzo gives the blade a twist. He is going to die, and soon. The limelight jumps to Sverke. Sverke slices his axe through his opponent's neck, ending the fight. Usually the limelight would jump back to Arlo, who would be effortlessly butchered. Instead, Sverke spends drama to Steal The Limelight and charges bellowing up the stairs to confront Lorenzo, who, faced with the new threat, lets Arlo crawl off into a corner to bleed.