Combat Systems Chart: Difference between revisions
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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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Order of Battle | |<center>'''Order of Battle'''</center> | ||
• Initiative: Initiative Rating (Dexterity + Wits) + one die. | • Initiative: Initiative Rating (Dexterity + Wits) + one die. | ||
• Attack: See whether or not attacks hit their targets. | • Attack: See whether or not attacks hit their targets. | ||
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• Damage: Determine how badly the combatants get | • Damage: Determine how badly the combatants get | ||
hurt. | hurt. | ||
Attack | |- | ||
|<center>'''Attack'''</center> | |||
• Projectile Guns: Dexterity + Firearms. | • Projectile Guns: Dexterity + Firearms. | ||
• Hypertech Force Guns:Dexterity + Energy Weapons. | • Hypertech Force Guns:Dexterity + Energy Weapons. | ||
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• Magickal Attacks: Arete. If attack involves a strike or | • Magickal Attacks: Arete. If attack involves a strike or | ||
weapon, roll appropriate Trait as above. | weapon, roll appropriate Trait as above. | ||
Defense | |- | ||
|<center>'''Defense'''</center> | |||
• Dodge: Dexterity + Athletics, difficulty 6. Each success | • Dodge: Dexterity + Athletics, difficulty 6. Each success | ||
removes one attacker success. | removes one attacker success. | ||
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• Countermagick: Arete, difficulty 8, as a dodge; see | • Countermagick: Arete, difficulty 8, as a dodge; see | ||
Chapter Ten. | Chapter Ten. | ||
Damage | |- | ||
|<center>'''Damage'''</center> | |||
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• Damage: As attack type, difficulty 6; dice pool is | • Damage: As attack type, difficulty 6; dice pool is | ||
attacker’s damage roll + numbers of successes after the | attacker’s damage roll + numbers of successes after the | ||
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under Cinematic Damage option. | under Cinematic Damage option. | ||
• Aggravated: No soak without special protection. | • Aggravated: No soak without special protection. | ||
Magick and Violence | |- | ||
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|<center>'''Magick and Violence'''</center> | |||
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• Violence as Focus: One action, two rolls: Arete/ | • Violence as Focus: One action, two rolls: Arete/ | ||
Enlightenment, to see if magick succeeds; and attack | Enlightenment, to see if magick succeeds; and attack | ||
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• Fast-Casting:Improvised magickal attack; +1 difficulty | • Fast-Casting:Improvised magickal attack; +1 difficulty | ||
on Arete roll. | on Arete roll. | ||
Spirit Combat | |- | ||
|<center>'''Spirit Combat'''</center> | |||
• Initiative: Spirits roll Willpower for initiative. | • Initiative: Spirits roll Willpower for initiative. | ||
• Attack: Spirits roll Willpower, difficulty 6, unless using | • Attack: Spirits roll Willpower, difficulty 6, unless using | ||
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cannot harm un-Materialized spirits, nor can Spheres | cannot harm un-Materialized spirits, nor can Spheres | ||
other than Prime and Spirit/ Dimensional Science. | other than Prime and Spirit/ Dimensional Science. | ||
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Revision as of 09:03, 30 April 2023
For specific wizard duel systems, see the General Mage Help under Duels and Challenges section.
• 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.
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