Combat Systems Chart: Difference between revisions

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For specific wizard duel systems, see the Magickal Duels section.
{|class="wikitable"
Order of Battle
|+ Other Reference Pages
• Initiative: Initiative Rating (Dexterity + Wits) + one die.
|-
• Attack: See whether or not attacks hit their targets.
|[[Gear]]||[[Weapons]]||[[Charts]]
• Defense: See whether or not a defender has avoided
|-
an attack.
|[[Combat Systems Chart]]||[[Dramatic Feats Charts]]||[[Feats of Strength Chart]]||[[Xp Chart]]
• Damage: Determine how badly the combatants get
|-
hurt.
|}
Attack
For specific wizard duel systems, see the [[General Mage Help]] under Duels and Challenges section.
• Projectile Guns: Dexterity + Firearms.
{|
• Hypertech Force Guns:Dexterity + Energy Weapons.
|style="vertical-align: top; padding-right: 60px"; |
• Thrown Weapons: Dexterity + Athletics.
{|class="wikitable"
• Hand-Held Weapons: Dexterity + Melee.
|-
• Bare-Hand Attacks: Dexterity + Brawl, Martial Arts,
|<center>'''Order of Battle'''</center>
Athletics, or Do.
|-
• Magickal Attacks: Arete. If attack involves a strike or
|• Initiative: Initiative Rating ('''Dexterity + Wits) + one die'''.<bR><br>
weapon, roll appropriate Trait as above.
• Attack: See whether or not attacks hit their targets.<bR><br>
Defense
• Defense: See whether or not a defender has avoided an attack.<bR><br>
• Dodge: Dexterity + Athletics, difficulty 6. Each success
• Damage: Determine how badly the combatants get hurt.
removes one attacker success.
|-
• Block: Dexterity + Brawl or Martial Arts, difficulty
|<center>'''Attack'''</center>
variable.
|-
• Parry: Dexterity + Melee or Martial Arts, difficulty
|• Projectile Guns: '''Dexterity + Firearms'''.<bR><br>
variable.
• Hypertech Force Guns: '''Dexterity + Energy Weapons'''.<bR><br>
• Desperate Defense: Dexterity + Athletics, -1 die per
• Thrown Weapons: '''Dexterity + Athletics'''.<bR><br>
attacker after first.
• Hand-Held Weapons: '''Dexterity + Melee'''.<bR><br>
• Countermagick: Arete, difficulty 8, as a dodge; see
• Bare-Hand Attacks: '''Dexterity + Brawl, Martial Arts, Athletics, or Do'''.<bR><br>
Chapter Ten.
• Magickal Attacks: '''Arete'''. If attack involves a strike or weapon, roll appropriate Trait as above.
Damage
|-
• Damage: As attack type, difficulty 6; dice pool is
|<center>'''Defense'''</center>
attacker’s damage roll + numbers of successes after the
|-
first.
|• Dodge: '''Dexterity + Athletics, difficulty 6'''. Each success removes one attacker success.<br>
• Soaking: Stamina roll, difficulty 6; each success
• Block: '''Dexterity + Brawl or Martial Arts, difficulty variable'''.<bR><br>
removes one damage success.
• Parry: '''exterity + Melee or Martial Arts, difficulty variable'''.<bR><br>
• Bashing: All characters can soak.
• Desperate Defense: '''Dexterity + Athletics, -1 die per attacker after first'''.<bR><br>
• Lethal: Humans cannot soak without armor, except
• Countermagick: '''Arete, difficulty 8''', as a dodge
under Cinematic Damage option.
|-
• Aggravated: No soak without special protection.
|}
Magick and Violence
|style="vertical-align: top; padding-right: 60px"; |
• Violence as Focus: One action, two rolls: Arete/
{|class="wikitable"
Enlightenment, to see if magick succeeds; and attack
|-
roll (as above) to see if attack succeeds. If violence is
|<center>'''Damage'''</center>
focus and character cannot perform one without the
|-
other, then player does not need to divide dice pool
|• Damage: As attack type, '''difficulty 6'''; dice pool is<br> '''attacker’s damage roll + numbers of successes after the first'''.<bR><br>
as if performing multiple actions.
• Soaking: '''Stamina roll, difficulty 6'''; each success removes one damage success.<bR><br>
• Violence Enhances Magick: Two actions, two rolls:
• Bashing: All characters can soak.<bR><br>
roll attack normally; each success lowers difficulty for
• Lethal: Humans cannot soak without armor, except under Cinematic Damage option.<bR><br>
subsequent Arete roll by -1 (maximum modifier -3).
• Aggravated: No soak without special protection.<bR>
• Magick Enhances Violence: Two actions, two rolls:
|-
Arete roll to cast Effect; each success reduces difficulty
|<center>'''Magick and Violence'''</center>
of subsequent attack by -1 for each success (maximum
|-
modifier of -3).
|• Violence as Focus: One action, two rolls: Arete/Enlightenment, <br>to see if magick succeeds; and attack roll (as above) to see if<bR> attack succeeds. If violence is focus and character cannot <bR>perform one without the other, then player does not need to<bR> divide dice pool as if performing multiple actions.<bR><br>
• Fast-Casting:Improvised magickal attack; +1 difficulty
• Violence Enhances Magick: Two actions, two rolls: roll attack<bR> normally; each success lowers difficulty for subsequent Arete<bR>roll by -1 (maximum modifier -3).<bR><br>
on Arete roll.
• Magick Enhances Violence: Two actions, two rolls: Arete roll <bR>to cast Effect; each success reduces difficulty of subsequent <bR>attack by -1 for each success (maximum modifier of -3).<bR><br>
Spirit Combat
• Fast-Casting:Improvised magickal attack; +1 difficulty on Arete roll.
• Initiative: Spirits roll Willpower for initiative.
|-
• Attack: Spirits roll Willpower, difficulty 6, unless using
|<center>'''Spirit Combat'''</center>
a Charm. (For specifics, see Charm entries.)
|-
• Defense: Spirits roll Willpower, difficulty 6, to dodge;
|• Initiative: Spirits roll '''Willpower''' for initiative.<bR><br>
or else split Willpower dice pool between attack and
• Attack: Spirits roll '''Willpower, difficulty 6''', unless using a Charm. <bR><br>
dodge.
• Defense: Spirits roll '''Willpower, difficulty 6''', to dodge; or else<bR> split Willpower dice pool between attack and dodge.<bR><br>
• Damage: Spirits roll Rage, difficulty 6; each success
• Damage: Spirits roll '''Rage, difficulty 6'''; each success inflicts<bR> one health level of damage. Said damage may be lethal or aggravated,<bR> depending upon Charm. Mages with Spirit/ Dimensional Science Sphere<bR> can soak spirit damage, difficulty 6; mages without<bR> Spirit can soak with Arete, difficulty 8.<bR><br>
inflicts one health level of damage. Said damage may
• Soak Damage: Spirits soak damage with their '''Willpower''' Trait. <bR>Materialized spirits attack and defend as physical characters. Most physical attacks and weapons cannot harm un-Materialized spirits, <bR>nor can Spheres other than Prime and Spirit/ Dimensional Science.
be lethal or aggravated, depending upon Charm.
|-
Mages with Spirit/ Dimensional Science Sphere can
|}
soak spirit damage, difficulty 6; mages without Spirit
|}
can soak with Arete, difficulty 8.
=  Action Summaries =
• Soak Damage: Spirits soak damage with their
{|class="wikitable"
Willpower Trait. Materialized spirits attack and defend as
|-
physical characters. Most physical attacks and weapons
!Action!! Description!! Examples
cannot harm un-Materialized spirits, nor can Spheres
|-
other than Prime and Spirit/ Dimensional Science.
|Reflexive|| No roll ||Spending Willpower, soaking damage, saying something brief.
|-
|Simple ||One roll, one success needed || Throwing a punch, looking up to spot someone, making a clever remark designed to impress someone.
|-
|Multiple ||Divide lowest dice pool between actions||Pulling out a wrench and hitting someone with it, running to a door and then yanking it shut.
|-
|Extended|| Several rolls, with an assigned number of successes ||Fixing a computer, conducting a ritual.
|-
|Resisted || Opposing players roll against each other||Grabbing an angry cat, impressing a potential client.
|-
|Extended and Resisted ||Several rolls against each other ||Bathing angry cat, arguing online to impress an audience.
|-
|}

Latest revision as of 10:43, 4 September 2023

Other Reference Pages
Gear Weapons Charts
Combat Systems Chart Dramatic Feats Charts Feats of Strength Chart Xp Chart

For specific wizard duel systems, see the General Mage Help under Duels and Challenges section.

Order of Battle
• Initiative: Initiative Rating (Dexterity + Wits) + one die.

• Attack: See whether or not attacks hit their targets.

• Defense: See whether or not a defender has avoided an attack.

• Damage: Determine how badly the combatants get hurt.

Attack
• Projectile Guns: Dexterity + Firearms.

• Hypertech Force Guns: Dexterity + Energy Weapons.

• Thrown Weapons: Dexterity + Athletics.

• Hand-Held Weapons: Dexterity + Melee.

• Bare-Hand Attacks: Dexterity + Brawl, Martial Arts, Athletics, or Do.

• Magickal Attacks: Arete. If attack involves a strike or weapon, roll appropriate Trait as above.

Defense
• Dodge: Dexterity + Athletics, difficulty 6. Each success removes one attacker success.

• Block: Dexterity + Brawl or Martial Arts, difficulty variable.

• Parry: exterity + Melee or Martial Arts, difficulty variable.

• Desperate Defense: Dexterity + Athletics, -1 die per attacker after first.

• Countermagick: Arete, difficulty 8, as a dodge

Damage
• Damage: As attack type, difficulty 6; dice pool is
attacker’s damage roll + numbers of successes after the first.

• Soaking: Stamina roll, difficulty 6; each success removes one damage success.

• Bashing: All characters can soak.

• Lethal: Humans cannot soak without armor, except under Cinematic Damage option.

• Aggravated: No soak without special protection.

Magick and Violence
• Violence as Focus: One action, two rolls: Arete/Enlightenment,
to see if magick succeeds; and attack roll (as above) to see if
attack succeeds. If violence is focus and character cannot
perform one without the other, then player does not need to
divide dice pool as if performing multiple actions.

• Violence Enhances Magick: Two actions, two rolls: roll attack
normally; each success lowers difficulty for subsequent Arete
roll by -1 (maximum modifier -3).

• Magick Enhances Violence: Two actions, two rolls: Arete roll
to cast Effect; each success reduces difficulty of subsequent
attack by -1 for each success (maximum modifier of -3).

• Fast-Casting:Improvised magickal attack; +1 difficulty on Arete roll.

Spirit Combat
• Initiative: Spirits roll Willpower for initiative.

• Attack: Spirits roll Willpower, difficulty 6, unless using a Charm.

• Defense: Spirits roll Willpower, difficulty 6, to dodge; or else
split Willpower dice pool between attack and dodge.

• Damage: Spirits roll Rage, difficulty 6; each success inflicts
one health level of damage. Said damage may be lethal or aggravated,
depending upon Charm. Mages with Spirit/ Dimensional Science Sphere
can soak spirit damage, difficulty 6; mages without
Spirit can soak with Arete, difficulty 8.

• Soak Damage: Spirits soak damage with their Willpower Trait.
Materialized spirits attack and defend as physical characters. Most physical attacks and weapons cannot harm un-Materialized spirits,
nor can Spheres other than Prime and Spirit/ Dimensional Science.

Action Summaries

Action Description Examples
Reflexive No roll Spending Willpower, soaking damage, saying something brief.
Simple One roll, one success needed Throwing a punch, looking up to spot someone, making a clever remark designed to impress someone.
Multiple Divide lowest dice pool between actions Pulling out a wrench and hitting someone with it, running to a door and then yanking it shut.
Extended Several rolls, with an assigned number of successes Fixing a computer, conducting a ritual.
Resisted Opposing players roll against each other Grabbing an angry cat, impressing a potential client.
Extended and Resisted Several rolls against each other Bathing angry cat, arguing online to impress an audience.