Combat Systems Chart: Difference between revisions
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+ | |+ Other Reference Pages |
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+ | |[[Gear]]||[[Weapons]]||[[Charts]] |
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+ | |[[Combat Systems Chart]]||[[Dramatic Feats Charts]]||[[Feats of Strength Chart]]||[[Xp Chart]] |
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For specific wizard duel systems, see the [[General Mage Help]] under Duels and Challenges section. |
For specific wizard duel systems, see the [[General Mage Help]] under Duels and Challenges section. |
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|<center>'''Order of Battle'''</center> |
|<center>'''Order of Battle'''</center> |
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− | |• Initiative: Initiative Rating (Dexterity + Wits) + one die.<bR> |
+ | |• Initiative: Initiative Rating ('''Dexterity + Wits) + one die'''.<bR><br> |
− | • Attack: See whether or not attacks hit their targets.<bR> |
+ | • Attack: See whether or not attacks hit their targets.<bR><br> |
− | • Defense: See whether or not a defender has avoided an attack.<bR> |
+ | • Defense: See whether or not a defender has avoided an attack.<bR><br> |
• Damage: Determine how badly the combatants get hurt. |
• Damage: Determine how badly the combatants get hurt. |
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|<center>'''Attack'''</center> |
|<center>'''Attack'''</center> |
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− | |• Projectile Guns: Dexterity + Firearms.<bR> |
+ | |• Projectile Guns: '''Dexterity + Firearms'''.<bR><br> |
− | • Hypertech Force Guns:Dexterity + Energy Weapons.<bR> |
+ | • Hypertech Force Guns: '''Dexterity + Energy Weapons'''.<bR><br> |
− | • Thrown Weapons: Dexterity + Athletics.<bR> |
+ | • Thrown Weapons: '''Dexterity + Athletics'''.<bR><br> |
− | • Hand-Held Weapons: Dexterity + Melee.<bR> |
+ | • Hand-Held Weapons: '''Dexterity + Melee'''.<bR><br> |
− | • Bare-Hand Attacks: Dexterity + Brawl, Martial Arts, Athletics, or Do.<bR> |
+ | • Bare-Hand Attacks: '''Dexterity + Brawl, Martial Arts, Athletics, or Do'''.<bR><br> |
− | • Magickal Attacks: Arete. If attack involves a strike or weapon, |
+ | • Magickal Attacks: '''Arete'''. If attack involves a strike or weapon, roll appropriate Trait as above. |
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|<center>'''Defense'''</center> |
|<center>'''Defense'''</center> |
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− | |• Dodge: Dexterity + Athletics, difficulty 6. Each success |
+ | |• Dodge: '''Dexterity + Athletics, difficulty 6'''. Each success removes one attacker success.<br> |
− | • Block: Dexterity + Brawl or Martial Arts, difficulty variable.<bR> |
+ | • Block: '''Dexterity + Brawl or Martial Arts, difficulty variable'''.<bR><br> |
− | • Parry: |
+ | • Parry: '''exterity + Melee or Martial Arts, difficulty variable'''.<bR><br> |
− | • Desperate Defense: Dexterity + Athletics, -1 die per attacker after first.<bR> |
+ | • Desperate Defense: '''Dexterity + Athletics, -1 die per attacker after first'''.<bR><br> |
− | • Countermagick: Arete, difficulty 8, as a dodge |
+ | • Countermagick: '''Arete, difficulty 8''', as a dodge |
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|<center>'''Magick and Violence'''</center> |
|<center>'''Magick and Violence'''</center> |
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− | |• 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> |
+ | |• 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> |
− | • 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> |
+ | • 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> |
− | • 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> |
+ | • 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> |
• Fast-Casting:Improvised magickal attack; +1 difficulty on Arete roll. |
• Fast-Casting:Improvised magickal attack; +1 difficulty on Arete roll. |
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|<center>'''Spirit Combat'''</center> |
|<center>'''Spirit Combat'''</center> |
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− | |• Initiative: Spirits roll Willpower for initiative.<bR> |
+ | |• Initiative: Spirits roll '''Willpower''' for initiative.<bR><br> |
− | • Attack: Spirits roll Willpower, difficulty 6, unless using a Charm. <bR> |
+ | • Attack: Spirits roll '''Willpower, difficulty 6''', unless using a Charm. <bR><br> |
− | • Defense: Spirits roll Willpower, difficulty 6, to dodge; or else<bR> split Willpower dice pool between attack and dodge.<bR> |
+ | • 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 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> |
+ | • 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> |
− | • 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. |
+ | • 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. |
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+ | = Action Summaries = |
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+ | !Action!! Description!! Examples |
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+ | |Reflexive|| No roll ||Spending Willpower, soaking damage, saying something brief. |
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+ | |Simple ||One roll, one success needed || Throwing a punch, looking up to spot someone, making a clever remark designed to impress someone. |
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+ | |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. |
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+ | |Extended|| Several rolls, with an assigned number of successes ||Fixing a computer, conducting a ritual. |
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+ | |Resisted || Opposing players roll against each other||Grabbing an angry cat, impressing a potential client. |
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+ | |- |
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+ | |Extended and Resisted ||Several rolls against each other ||Bathing angry cat, arguing online to impress an audience. |
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Latest revision as of 09:43, 4 September 2023
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.
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Action Summaries
Action | Description | Examples |
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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. |