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For specific wizard duel systems, see the Magickal Duels 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: Dexterity + Melee or Martial Arts, difficulty
variable.
• Desperate Defense: Dexterity + Athletics, -1 die per
attacker after first.
• Countermagick: Arete, difficulty 8, as a dodge; see
Chapter Ten.
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. (For specifics, see Charm entries.)
• 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.

Revision as of 08:56, 30 April 2023

For specific wizard duel systems, see the Magickal Duels 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: Dexterity + Melee or Martial Arts, difficulty variable. • Desperate Defense: Dexterity + Athletics, -1 die per attacker after first. • Countermagick: Arete, difficulty 8, as a dodge; see Chapter Ten. 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. (For specifics, see Charm entries.) • 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.