Combat Systems Chart: Difference between revisions

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|<center>'''Order of Battle'''</center>
 
|<center>'''Order of Battle'''</center>
• Initiative: Initiative Rating (Dexterity + Wits) + one die.
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• Initiative: Initiative Rating (Dexterity + Wits) + one die.<bR>
• Attack: See whether or not attacks hit their targets.
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• Attack: See whether or not attacks hit their targets.<bR>
• Defense: See whether or not a defender has avoided
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• Defense: See whether or not a defender has avoided an attack.<bR>
 
• Damage: Determine how badly the combatants get hurt.
an attack.
 
• Damage: Determine how badly the combatants get
 
hurt.
 
 
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|<center>'''Attack'''</center>
 
|<center>'''Attack'''</center>
• Projectile Guns: Dexterity + Firearms.
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• Projectile Guns: Dexterity + Firearms.<bR>
• Hypertech Force Guns:Dexterity + Energy Weapons.
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• Hypertech Force Guns:Dexterity + Energy Weapons.<bR>
• Thrown Weapons: Dexterity + Athletics.
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• Thrown Weapons: Dexterity + Athletics.<bR>
• Hand-Held Weapons: Dexterity + Melee.
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• Hand-Held Weapons: Dexterity + Melee.<bR>
• Bare-Hand Attacks: Dexterity + Brawl, Martial Arts,
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• Bare-Hand Attacks: Dexterity + Brawl, Martial Arts, Athletics, or Do.<bR>
 
• Magickal Attacks: Arete. If attack involves a strike or weapon,<bR> roll appropriate Trait as above.
Athletics, or Do.
 
• 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>
• Dodge: Dexterity + Athletics, difficulty 6. Each success
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• Dodge: Dexterity + Athletics, difficulty 6. Each success <bR>removes one attacker success.
 
Block: Dexterity + Brawl or Martial Arts, difficulty variable.<bR>
removes one attacker success.
 
Block: Dexterity + Brawl or Martial Arts, difficulty
+
Parry: Dexterity + Melee or Martial Arts, difficultyvariable.<bR>
 
• Desperate Defense: Dexterity + Athletics, -1 die per attacker after first.<bR>
variable.
 
 
• Countermagick: Arete, difficulty 8, as a dodge
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.
 
 
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|<center>'''Damage'''</center>
 
|<center>'''Damage'''</center>
 
|-
 
|-
• 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>
 
• Soaking: Stamina roll, difficulty 6; each success removes one damage success.<bR>
attacker’s damage roll + numbers of successes after the
 
 
• Bashing: All characters can soak.<bR>
first.
 
 
• Lethal: Humans cannot soak without armor, except under Cinematic Damage option.<bR>
• Soaking: Stamina roll, difficulty 6; each success
 
 
• Aggravated: No soak without special protection.<bR>
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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|<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>
• Violence as Focus: One action, two rolls: Arete/
 
  +
• Violence Enhances Magick: Two actions, two rolls: roll attack normally; each success lowers difficulty for subsequent Arete roll by -1 (maximum modifier -3).<bR>
Enlightenment, to see if magick succeeds; and attack
 
  +
• 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>
roll (as above) to see if attack succeeds. If violence is
 
 
• Fast-Casting:Improvised magickal attack; +1 difficulty on Arete roll.
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.
 
 
|-
 
|-
 
|<center>'''Spirit Combat'''</center>
 
|<center>'''Spirit Combat'''</center>
  +
|-
• Initiative: Spirits roll Willpower for initiative.
 
Attack: Spirits roll Willpower, difficulty 6, unless using
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|Initiative: Spirits roll Willpower for initiative.<bR>
 
Attack: Spirits roll Willpower, difficulty 6, unless using a Charm. <bR>
a Charm. (For specifics, see Charm entries.)
 
• 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>
or else split Willpower dice pool between attack and
 
  +
• 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.
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.
 
 
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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.
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, difficultyvariable.
• Desperate Defense: Dexterity + Athletics, -1 die per attacker after first.
• Countermagick: Arete, difficulty 8, as a dodge

Damage
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.