Combat Systems Chart: Difference between revisions
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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. |
+ | • Initiative: Initiative Rating (Dexterity + Wits) + one die.<bR> |
− | • Attack: See whether or not attacks hit their targets. |
+ | • Attack: See whether or not attacks hit their targets.<bR> |
− | • Defense: See whether or not a defender has avoided |
+ | • Defense: See whether or not a defender has avoided an attack.<bR> |
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− | an attack. |
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− | hurt. |
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|<center>'''Attack'''</center> |
|<center>'''Attack'''</center> |
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− | • Projectile Guns: Dexterity + Firearms. |
+ | • Projectile Guns: Dexterity + Firearms.<bR> |
− | • Hypertech Force Guns:Dexterity + Energy Weapons. |
+ | • Hypertech Force Guns:Dexterity + Energy Weapons.<bR> |
− | • Thrown Weapons: Dexterity + Athletics. |
+ | • Thrown Weapons: Dexterity + Athletics.<bR> |
− | • Hand-Held Weapons: Dexterity + Melee. |
+ | • Hand-Held Weapons: Dexterity + Melee.<bR> |
− | • Bare-Hand Attacks: Dexterity + Brawl, Martial Arts, |
+ | • Bare-Hand Attacks: Dexterity + Brawl, Martial Arts, Athletics, or Do.<bR> |
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− | Athletics, or Do. |
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− | 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 <bR>removes one attacker success. |
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− | removes one attacker success. |
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− | • |
+ | • Parry: Dexterity + Melee or Martial Arts, difficultyvariable.<bR> |
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− | variable. |
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− | variable. |
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− | attacker after first. |
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− | Chapter Ten. |
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|<center>'''Damage'''</center> |
|<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 first.<bR> |
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− | attacker’s damage roll + numbers of successes after the |
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− | first. |
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− | removes one damage success. |
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− | under Cinematic Damage option. |
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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, 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.<bR> |
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− | • Violence as Focus: One action, two rolls: Arete/ |
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+ | • Violence Enhances Magick: Two actions, two rolls: roll attack normally; each success lowers difficulty for subsequent Arete roll by -1 (maximum modifier -3).<bR> |
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− | Enlightenment, to see if magick succeeds; and attack |
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+ | • 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).<bR> |
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− | roll (as above) to see if attack succeeds. If violence is |
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− | focus and character cannot perform one without the |
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− | other, then player does not need to divide dice pool |
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− | as if performing multiple actions. |
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− | • Violence Enhances Magick: Two actions, two rolls: |
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− | roll attack normally; each success lowers difficulty for |
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− | subsequent Arete roll by -1 (maximum modifier -3). |
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− | • Magick Enhances Violence: Two actions, two rolls: |
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− | Arete roll to cast Effect; each success reduces difficulty |
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− | of subsequent attack by -1 for each success (maximum |
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− | modifier of -3). |
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− | on Arete roll. |
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|<center>'''Spirit Combat'''</center> |
|<center>'''Spirit Combat'''</center> |
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+ | |- |
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− | • Initiative: Spirits roll Willpower for initiative. |
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− | • |
+ | |• Initiative: Spirits roll Willpower for initiative.<bR> |
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− | a Charm. (For specifics, see Charm entries.) |
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− | • Defense: Spirits roll Willpower, difficulty 6, to dodge; |
+ | • Defense: Spirits roll Willpower, difficulty 6, to dodge; or else split Willpower dice pool between attack and dodge.<bR> |
+ | • 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.<bR> |
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− | or else split Willpower dice pool between attack and |
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+ | • 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. |
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− | dodge. |
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− | inflicts one health level of damage. Said damage may |
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− | be lethal or aggravated, depending upon Charm. |
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− | Mages with Spirit/ Dimensional Science Sphere can |
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− | soak spirit damage, difficulty 6; mages without Spirit |
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− | can soak with Arete, difficulty 8. |
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− | • Soak Damage: Spirits soak damage with their |
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− | Willpower Trait. Materialized spirits attack and defend as |
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− | physical characters. Most physical attacks and weapons |
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− | cannot harm un-Materialized spirits, nor can Spheres |
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− | other than Prime and Spirit/ Dimensional Science. |
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Revision as of 08:08, 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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