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combat_systems [2014/02/23 00:22]
storyteller [Close Combat Maneuvers]
combat_systems [2014/02/28 07:34]
storyteller [Close Combat Maneuvers]
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 <WRAP center round box 60%> <WRAP center round box 60%>
-|**Target Size**| **Difficulty**| **Damage**| +|**Target Size**| ​ **Difficulty** ​  **Damage** ​ 
-|Medium //(limb, briefcase)//​| +1| No modifier| +|Medium //(limb, briefcase)//​| ​ +1   No modifier ​ 
-|Small //(hand, head, phone)//| +2| +1| +|Small //(hand, head, phone)//​| ​ +2   +1  
-|Precise //(eye, heart, lock)//| +3| +2|+|Precise //(eye, heart, lock)//​| ​ +3   +2  |
 </​WRAP>​ </​WRAP>​
  
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 • **Bite:** A bite maneuver is a “combat” bite, intended to cause damage. Bite damage is lethal. To use a bite attack, the character must first perform a successful clinch, hold, or tackle maneuver (see below). On the turn following the successful attack, the player may declare the bite attempt and make a roll using the modifiers below. • **Bite:** A bite maneuver is a “combat” bite, intended to cause damage. Bite damage is lethal. To use a bite attack, the character must first perform a successful clinch, hold, or tackle maneuver (see below). On the turn following the successful attack, the player may declare the bite attempt and make a roll using the modifiers below.
  
-Traits: [[physical_attributes|Dexterity]] + [[Brawl]] ​ +|Traits: [[physical_attributes|Dexterity]] + [[Brawl]]|Difficulty: Normal|Accuracy: +1|Damage: [[physical_attributes|Strength]] +1|
- +
-Difficulty: Normal +
- +
-Accuracy: +1  +
- +
-Damage: [[physical_attributes|Strength]] +1+
  
  
 • **Clinch:** On a successful attack roll, the attacker goes into a clinch with the target. In the first turn, the attacker may roll [[physical_attributes|Strength]] damage. In each subsequent turn, combatants act on their orders in the initiative. A combatant can inflict [[physical_attributes|Strength]] damage automatically or attempt to escape the clinch. No other actions are allowed until one combatant breaks free. To escape a clinch, make a resisted [[physical_attributes|Strength]] + [[Brawl]] roll against the opponent. If the escaping character has more successes, she breaks free; if not, the characters continue to grapple in the next turn. • **Clinch:** On a successful attack roll, the attacker goes into a clinch with the target. In the first turn, the attacker may roll [[physical_attributes|Strength]] damage. In each subsequent turn, combatants act on their orders in the initiative. A combatant can inflict [[physical_attributes|Strength]] damage automatically or attempt to escape the clinch. No other actions are allowed until one combatant breaks free. To escape a clinch, make a resisted [[physical_attributes|Strength]] + [[Brawl]] roll against the opponent. If the escaping character has more successes, she breaks free; if not, the characters continue to grapple in the next turn.
  
-Traits: [[physical_attributes|Strength]] + [[Brawl]] ​ +|Traits: [[physical_attributes|Strength]] + [[Brawl]]|Difficulty: Normal|Accuracy: Normal|Damage: [[physical_attributes|Strength]]|
- +
-Difficulty: Normal +
- +
-Accuracy: Normal ​ +
- +
-Damage: [[physical_attributes|Strength]]+
  
 • **Disarm:** To strike an opponent’s weapon, the attacker must make an attack roll at +1 difficulty. If successful, the attacker rolls damage normally. If successes rolled exceed the opponent’s [[physical_attributes|Strength]] rating, the opponent takes no damage but is disarmed. A botch usually means the attacker drops her own weapon or is struck by her target’s weapon. • **Disarm:** To strike an opponent’s weapon, the attacker must make an attack roll at +1 difficulty. If successful, the attacker rolls damage normally. If successes rolled exceed the opponent’s [[physical_attributes|Strength]] rating, the opponent takes no damage but is disarmed. A botch usually means the attacker drops her own weapon or is struck by her target’s weapon.
  
-Traits: [[physical_attributes|Dexterity]] + [[Melee]] ​ +|Traits: [[physical_attributes|Dexterity]] + [[Melee]]|Difficulty: +1|Accuracy: Normal|Damage: Special|
- +
-Difficulty: +1 +
- +
-Accuracy: Normal ​ +
- +
-Damage: Special+
  
 • **Hold:** This attack inflicts no damage, as the intent is to immobilize rather than injure the subject. On a successful roll, the attacker holds the target until the subject’s next action. At that time, both combatants roll resisted [[physical_attributes|Strength]] + [[Brawl]] actions; the subject remains immobilized (able to take no other action) until she rolls more successes than the attacker does. • **Hold:** This attack inflicts no damage, as the intent is to immobilize rather than injure the subject. On a successful roll, the attacker holds the target until the subject’s next action. At that time, both combatants roll resisted [[physical_attributes|Strength]] + [[Brawl]] actions; the subject remains immobilized (able to take no other action) until she rolls more successes than the attacker does.
  
-Traits: [[physical_attributes|Strength]] + [[Brawl]] ​ +|Traits: [[physical_attributes|Strength]] + [[Brawl]]|Difficulty: Normal|Accuracy: Normal|Damage: None|
- +
-Difficulty: Normal +
- +
-Accuracy: Normal ​ +
- +
-Damage: None+
  
 • **Kick:** Kicks range from simple front kicks to aerial spins. The base attack is at +1 difficulty and inflicts the attacker’s [[physical_attributes|Strength]] +1 in damage. These ratings may be modified further at the Storyteller’s discretion, increasing in damage and/or difficulty as the maneuver increases in complexity. • **Kick:** Kicks range from simple front kicks to aerial spins. The base attack is at +1 difficulty and inflicts the attacker’s [[physical_attributes|Strength]] +1 in damage. These ratings may be modified further at the Storyteller’s discretion, increasing in damage and/or difficulty as the maneuver increases in complexity.
  
-Ability: [[physical_attributes|Dexterity]] + [[Brawl]] ​ +|Ability: [[physical_attributes|Dexterity]] + [[Brawl]]|Difficulty: +1|Accuracy: Normal|Damage: ​[[physical_attributes|Strength]] +1|
- +
-Difficulty: +1 +
- +
-Accuracy: Normal ​ +
- +
-Damage: Strength +1+
  
 • **Multiple Opponents:​** A character who battles multiple opponents in close combat suffers attack and defense difficulties of +1, cumulative, for each opponent after the first (to a maximum of +4). • **Multiple Opponents:​** A character who battles multiple opponents in close combat suffers attack and defense difficulties of +1, cumulative, for each opponent after the first (to a maximum of +4).
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 • **Strike:** The attacker lashes out with a fist. The base attack is a standard action and inflicts the character’s [[physical_attributes|Strength]] in damage. The Storyteller may adjust the difficulty and/or damage depending on the type of punch: hook, jab, haymaker, karate strike. • **Strike:** The attacker lashes out with a fist. The base attack is a standard action and inflicts the character’s [[physical_attributes|Strength]] in damage. The Storyteller may adjust the difficulty and/or damage depending on the type of punch: hook, jab, haymaker, karate strike.
  
-Traits: [[physical_attributes|Dexterity]] + [[Brawl]] ​ +|Traits: [[physical_attributes|Dexterity]] + [[Brawl]]|Difficulty: Normal|Accuracy: Normal|Damage: [[physical_attributes|Strength]]|
- +
-Difficulty: Normal +
- +
-Accuracy: Normal ​ +
- +
-Damage: [[physical_attributes|Strength]]+
  
 • **Sweep:** The attacker uses her own legs to knock the legs out from under her opponent. The target takes [[physical_attributes|Strength]] damage and must roll [[physical_attributes|Dexterity]] + [[Athletics]] (difficulty 8) or suffer a knockdown (see “Maneuver Complications,​”).  ​ • **Sweep:** The attacker uses her own legs to knock the legs out from under her opponent. The target takes [[physical_attributes|Strength]] damage and must roll [[physical_attributes|Dexterity]] + [[Athletics]] (difficulty 8) or suffer a knockdown (see “Maneuver Complications,​”).  ​
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 The attacker can also use a staff, chain, or similar implement to perform a sweep. The effect is the same, although the target takes damage per the weapon type. The attacker can also use a staff, chain, or similar implement to perform a sweep. The effect is the same, although the target takes damage per the weapon type.
  
-Traits: [[physical_attributes|Dexterity]] + [[Brawl]]/​[[Melee]] ​ +|Traits: [[physical_attributes|Dexterity]] + [[Brawl]]/​[[Melee]] ​|Difficulty: +1|Accuracy: Normal|Damage: [[physical_attributes|Strength]];​ knockdown|
- +
-Difficulty: +1 +
- +
-Accuracy: Normal ​ +
- +
-Damage: [[physical_attributes|Strength]];​ knockdown+
  
 • **Tackle:** The attacker rushes her opponent, tackling him to the ground. The attack roll is at +1 difficulty, and the maneuver inflicts [[physical_attributes|Strength]] +1 damage. Additionally,​ both combatants must roll [[physical_attributes|Dexterity]] + [[Athletics]] (difficulty 7) or suffer a knockdown (see “Maneuver Complications”). Even if the target’s [[Athletics]] roll succeeds, he is unbalanced, suffering +1 difficulty to his actions for the next turn. • **Tackle:** The attacker rushes her opponent, tackling him to the ground. The attack roll is at +1 difficulty, and the maneuver inflicts [[physical_attributes|Strength]] +1 damage. Additionally,​ both combatants must roll [[physical_attributes|Dexterity]] + [[Athletics]] (difficulty 7) or suffer a knockdown (see “Maneuver Complications”). Even if the target’s [[Athletics]] roll succeeds, he is unbalanced, suffering +1 difficulty to his actions for the next turn.
  
-Traits: [[physical_attributes|Strength]] + [[Brawl]] ​ +|Traits: [[physical_attributes|Strength]] + [[Brawl]]|Difficulty: +1|Accuracy: Normal|Damage: [[physical_attributes|Strength]] +1|
- +
-Difficulty: +1 +
- +
-Accuracy: Normal ​ +
- +
-Damage: [[physical_attributes|Strength]] +1+
  
 • **Weapon Length:** It is difficult to get in range with a punch or knife if someone else is wielding a sword or staff. A character being fended off with a longer weapon must close in one yard/meter before striking, losing a die from her attack roll in the process. • **Weapon Length:** It is difficult to get in range with a punch or knife if someone else is wielding a sword or staff. A character being fended off with a longer weapon must close in one yard/meter before striking, losing a die from her attack roll in the process.
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 • **Weapon Strike:** A slashing blow, thrust, or jab, depending on the weapon used. See the [[Melee Weapons Chart]] for particulars. • **Weapon Strike:** A slashing blow, thrust, or jab, depending on the weapon used. See the [[Melee Weapons Chart]] for particulars.
  
-Traits: [[physical_attributes|Dexterity]] + [[Melee]] ​ +|Traits: [[physical_attributes|Dexterity]] + [[Melee]]|Difficulty: Normal|Accuracy: Normal|Damage: Weapon type|
- +
-Difficulty: Normal +
- +
-Accuracy: Normal ​ +
- +
-Damage: Weapon type+
  
 ==== Ranged Combat Maneuvers ==== ==== Ranged Combat Maneuvers ====
combat_systems.txt · Last modified: 2021/12/04 00:39 (external edit)