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        Combat:  Of course there is combat.  All games are all about running amok

killing things and each other.  WRONG, but combat is an integral part of any

Role Play system.   This system uses an attack number, much like the task rating

previously outlined.   There are no rolls for attacking.  A character can attack

with any weapon or unarmed regardless of skills and stats, except one.  If a

character’s VIT is at 0% then that character is unconscious and cannot act/react.

  That is all there is to making an attack, merely post in live channel that your

character is attacking (something/someone) and what they are attacking with.

 This friends, is an attack, not a roll of the dice to see if the character can attack.

 The defense, on the other hand, requires a roll of the dice,as this is a character

attempting to avoid/block/negate/ETC an action that has already been

undertaken and THAT, unlike simply doing a thing, is an iffy proposition.  

The tenet of this is again themirror of real life: it is far easier to swing a stick at someone than it is to avoid being hit by a stick swung by someone. 

 

        Now, the attack# for a character works much the same way as tasks.  If the character has a combat skill with the weapon(s) he or she is using, that factors first, then the Keystat for the type of attack is added, and you have the attack #.  If a character is using a weapon that he or she is unskilled in, the attack # is simply the keystat for that weapon.  The list for attack Keys is as follows:

 

 

       

MELEE:

     

        Light weapons                        -         FIN+Skill Rank   (Bonus damage for STR over 3)

 

        Medium/heavy weapons             -         STR+Skill Rank   (Bonus damage for STR over 5)

 

        Pole-Arms                             -         FINSkill Rank   (Bonus damage for STR over 4)+

 

        Unarmed                                -         STR or FIN+Skill rank depending on what sort of brawler you                                                              are.  If you have unarmed combat skills on your list, bare                                                                          knuckle attacks will Key off STR. (Bonus damage for STR over 4)

 

 

 

 

RANGED:

 

      Small Thrown (Knives, Stones, Shuriken)     -        PER+Skill Rank (Bonus Damage for STR over 3 and                                                                                   FIN over 4)

 

      Large Thrown (Boulders, Spears,)               -        STR+Skill Rank (Bonus Damage for PER over 4)

 

      Bows (Except crossbows)                            -         FIN+Skill Rank  (Bonus damage for PER over 3)

 

      Crossbows                                                   -        PER+Skill Rank  (Bonus Damage for FIN over 4)

 

       Light Firearms (Pistol size)                          -        FIN+Skill Rank   (Bonus damage for PER over 4)

 

       Medium Firearms (Rifle size)                       -        PER+Skill Rank   (Bonus damage for FIN over 4)

 

       Heavy Firearms (Mounted)                          -        PER+Skill Rank 

 

 

 

 

Weapon penalties:

 

        Most weapons either as a category or even individual weapons will have certain Base stat requirements in order to use.  A character can however take up any arms of any sort and have at, however there is a price.  If your character does not meet the STR/PER requirements for a weapon he or she is using, you will be penalized 3% VIT per stat point short, per round of use due to intense concentration/overexertion.  If your character does not meet the FIN requirements the same applies due to self inflicted damage to yourself with the weapon because the character is too clumsy to properly wield it.  

       

        This means if a weapon requires an STR of 4 and char STR is 3, the character can wield that weapon, but loses 3% VIT each round it is used.  If the same weapon is used by someone with an STR of 2, that character receives a loss of 6% VIT per round.

 

        The penalty continues to stack for every point short of requirements.  Attack # bottoms out at 1 unless VIT is reduced to 0%

 

 

Defense:

 

 

        To defend, the type of defense is applied to 2 Base stats, FIN+PER for evasion and FIN+STR for blocking (In certain circumstances, including magical effects, there well might be a combination of wholly different stats involved in Evasion/Negation, this is at EO discretion) Once those two have been totaled, then the defending player rolls 2 dice with the number of sides equal to the sum of the two applicable Keystats. (2DTotal)  The rolls are added and if the sum meets or exceeds the number of the attack aimed at them, the attack is successfully avoided.  Additionally, if the character possesses a specific defense skill, the ranking of that skill is added to the sum of the dice and used to boost the attempt at defense.  So 2D (FIN+PER) +1 for a character trying not to get shot who has the skill Dodge arrows-1.

 

 

                   EXAMPLE:      Character B attacks Character A with a knife.  A Knife is a light weapon, and Keys off of FIN.  Character B also has Knife Fighting-3 as a skill.  Character B has a FIN stat of 3.   This means the attack number for this action is 6.  Character A moves to block with his rifle he is holding.  B has a FIN of 3, and an STR of 4 with no defense skills.  Character A then rolls 2D7.  If the sum of both rolls is greater than the attack number of 6, then he has successfully blocked the attack.  If Character A fails : the sum of both rolls equaling 5 or lower, he then takes the amount of damage that Character B’s knife deals+any bonus.   As Character B has an STR of 2, there is no bonus damage.  If the knife has a damage of 7%, and Character A fails his block, then 7% will be deducted from Character A’s VIT

 

 

       If Character A reaches 0% VIT, he is unable to act/react.  If a character who is at 0%VIT is attacked again, the attack is a kill.  If a character has less remaining VIT than the damage of the last attack that drains his VIT to 0%, it is still just considered unconscious, and an additional, uncontested attack must be made in order to it to be counted as a kill

 

      

 

 

 

 

- Moderated Combat -

Combat over
Melee Wepkey
Ranged Wepkey
WepPenalty
Defense
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