Book:Combat

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When the going gets rough, the rough get going. Sometimes all that can be done in a situation is to throw down the gloves and beat the snot out of someone. In the world of combat, some practice an art, some just love a good fight, and still others turn tail and hide.

Combat in the Elysium game is a turn-based encounter where the players face a common foe or group of foes, or possibly even each other. Combat begins when a hostile force is presented to the characters and ends when all hostile threats have been in some way subdued. Combat is divided into rounds: five second intervals within which Reaction order takes place. When a character can take action in a combat depends on the results of a Reaction Check.

Reaction Order

Each player or NPC will make a Reaction Check.

Reaction Check
d10 + Reaction (AGI+CUN)

The higher the resultant number, the more on top of things the character is considered to be. Starting with the lowest number, each participant announces what he or she will do. This way, the participants higher up in the order can decide their actions based on the intended actions of combat participants lower in the order. In layman's terms you see what other folks are doing and you act just a fraction of time ahead of them.

Some GMs prefer that initiative is rolled only at the beginning of the combat encounter. Others enjoy a new initiative roll at the beginning of every round. Your results may vary.

Players should pay attention during combat. Your GM hates nothing more than to be asked "What do I see?" when it's your turn. Having players announce their actions at the beginning of the turn is also a good way of preventing lengthy decision making at the beginning of a player's turn. As soon as your turn is over, start thinking about what to do next turn so that when the next round of combat comes around, you can announce your decision with authority!

Actions in Combat

In the thick of things, the actions your character can perform are only limited by your imagination. Any offensive action is guaranteed to need a roll, as are activities which would require the use of a skill.

Every action you perform costs a specified number of Action Points. Characters start off with 6 AP, but more can be earned through the Speedy Combatant trump.

Here is a brief list of things a character might want to do in combat.

  • Attack another combatant
  • Go on the defensive
  • Aid an injured ally
  • Talk your way out of it
  • Cast a spell
  • Use a Special Power
  • Retrieve and use an item
  • Run away from battle
  • Charge at a combatant
  • Disarm a combatant of a weapon
  • Perform a Feint
  • Grab another combatant
  • Intimidate another combatant
  • Taunt another combatant
  • Trip another combatant
  • Move somewhere

This is by no means a complete list. You will ultimately come up with far more creative things to do while in combat than we can list here.

Attacking

As simple as it sounds, there are actually several ways to martially attack another combatant.

Using a weapon

This is by far the simplest type of attack. A straightforward Attack Roll is opposed by the opponent's Defense Roll (either a Dodge or a Parry). The difference of these two rolls (if positive) is what the defending character takes as damage.

Jon's character Akare attacks Dustin's character Vhaeol. Jon's attack roll is 19. Dustin's defense roll is 14. Vhaeol takes 5 points of damage.

Each weapon lists a different amount of AP that is needed to use it. Large weapons, like an executioner's axe, take a full 6 AP to use. Small weapons, like a dagger, take 2 AP. Speed and damage are trade-offs when choosing a weapon style. Smaller weapons can be used more but incur less damage. Larger weapons deal out lots of damage, but take much longer to use.

Defending

Any offensive action taken against you in combat is countered by a Defense Roll. This is either a Dodge or a Parry at your option. Some spells call for a Spell Defense roll.

When normal attacks come your way, be it from a sword, an arrow, you name it, you get a free chance to get out of the way. Quick characters can opt to Dodge, and clever weaponists can try to Parry.

These rolls usually occur outside of your turn therefore they take no Action Points to perform, they are a free response to an incoming attack.

At times, one's only option is to brace for impact. You can defend yourself in combat and gain a bonus to your Defense Roll. You can resolve yourself to taking no offensive action if only to cover your behind. For every Action Point you spend buckling down and defending yourself, you can add 1 to your defensive rolls. For instance, if you spend 4 AP defending, you can add +4.

Charging

Throwing caution to the wind, you can take up arms and run full-speed at an opponent, using the additional momentum to deal extra damage. To charge, you must have enough AP to use your weapon and move the distance between you and the opponent at full speed. If you don't have enough, you can run during one turn and attack the next.

James' character Ogre wants to charge at Dustin's character Kharza. Unfortunately, Ogre must use 4 AP to close the distance between him and Kharza, but using his greatsword takes 5 AP. James decides to have Ogre charge, using one turn to close the distance, and his second turn to make the attack.

Charging adds +2 to the damage dealt.

Overrun

Instead of attacking at the end of the charge, a character can attempt to Trip the defender. This is called an overrun. The bonus to damage normally offered from charging can go towards the Trip attempt as a bonus to Muscle.

Defending Against a Charge

If a defending character wields a polearm, he or she can attempt to parry the charge and deal damage. Using other weapons to parry a charge can potentially ward off the attack, but they deal no damage to the attacker. If the parry is successful (i.e. the difference between the Attack Roll and Defense Roll is negative) this number is taken from the attacker's Health Points. Note that dealing damage in this manner does not require the defender to have the Counterattack trump.

If a defending character with the Sidestep trump manages to completely dodge out of the way of a charge, he or she can make a free trip attempt against the attacker.

Disarm

You can try to smack or grab the weapon out of someone's hand. This obviously only works on manufactured weapons, and not those that are part of an opponent's body. For instance, working a sword out of someone's grasp can be done, but relieving an angry bear of its claws is unlikely.

Some weapons are better at disarming than others. A whip or chain is well-suited to this task. Some weapons, specifically those that are held with two hands, are better at resisting a disarm.

An attacking character will roll:

Disarm Attack
d10 + Cunning + Weapon Skill + Muscle + Weapon's disarm bonus

For example, a whip has a +3 disarm bonus. Some weapons actually incur a penalty when used to disarm.

The defending character will roll:

Defend against a Disarm
d10 + Cunning + Weapon Skill + Muscle + Weapon's disarm resistance bonus

For example, a scythe has a +2 resistance bonus because one holds it with two hands.

If the attacker's result is greater than the defender's result, the defender's weapon is dropped to the ground. If the attacker is using the Hand-To-Hand skill, he or she can opt to grab the weapon away instead of it falling.

Example

Dustin's character Kharza uses a whip to try to disarm Jon's character Beldo who carries a scythe. Dustin's result is 15, Jon's result is 21. Beldo keeps his scythe.

Feints

Feinting (not to be confused with fainting) is a great way for sneaky characters to get the up on their opponent. A quick fake-out in combat allows you to catch your opponent off-guard.

It takes as many AP to make a feint attempt as it does to use the weapon normally.

Roll a Bluff check. The opponent should oppose it with a Discern check. If the attacker's result is higher, the difference should be added to the attacker's next Attack Roll.

Example

Dustin's character Kharza wants to feint against a well-defended Ogre, James' character. Kharza makes a Bluff check and gets 17 on the roll. Ogre botches and only gets a 5. Kharza can add 12 to his next Attack Roll.

The Grab

Sometimes you just gotta put someone on hold. Those trained in the wrestling arts or those skilled at hand-to-hand fighting are very good at these maneuvers. It can be beneficial to incapacitate an enemy or pry something from their fingers.

Starting a Grab

Attempting a Grab takes 4 AP, and an attacker must roll their normal Hand-to-hand Attack Roll. Defenders must roll a Defense Roll as they normally would. If the attacker is successful, he or she can opt to forgo damage, but either way, the defender is considered pinned, and rendered basically immobile. The attacker is free to release the Grab at any time if so desired.

Note that while in a Grab, the attacker and the defender adds neither Agility nor Dodge to their defense rolls, nor can they parry.

If the defender was casting a spell that required the use of their arms at the time of the pin, the spell is lost but the Magic Points are kept.

After the pin has been established, the attacker can do any of the following (either on the same turn if there's enough AP left, or on later turns)

  • Squeeze – 4 AP. The attacker tightens the Grab and deals crushing damage using a normal attack roll (as noted above, the defender adds neither Agility nor Dodge on the defense).
  • Throw – 4 AP. The attack and defender roll opposed Hold checks (the defender can optionally roll an Escape check). If the defender wins, he or she breaks out of the hold. If the attacker wins, the defender is thrown by that many feet.
  • Move – You can pick up the defender and drag or carry him or her along with you. The attack and defender roll opposed Hold checks (the defender can optionally roll an Escape check). The AP cost is normal for moving.
  • Pry – 2 AP. You can try to pry something out of the defender's hands or equipment. Make opposed Hold checks. If the defender wins, he or she keeps the item. If the attacker wins, the item is taken from the defender.

Escaping a Grab

For 2 AP on his or her turn, a defender can try to break out of the pin. Either a Athletics check or an Escape check can be used for this purpose. If the defending character inflicts damage against the attacker while in the Grab, he or she can add the amount of damage done to his or her next Escape or Hold check.

If the defender doesn't require the use of gestures to cast spells (say, the character has Focus Casting and the item is in hand), he or she can cast normally. Personal-area damage spells such as Full Metal Jacket or Immolate work nicely in this situation.

Intimidating

Street thugs and interrogators have one thing in common: an ability to cow others to do things. Using Intimidate puts the ball in your court when you’ve got the power to back up your claims (Use Bluff when you don’t!). This check doesn’t necessarily mean a growl, scream, or overt display of power. Sometimes a meaningful glance at the bloody weapon at your side is enough. Those who you successfully cow are much, much more likely to do what you ask.

You can use Intimidate during combat to instill a sense of fear and awe into a single opponent, imposing penalties on the opponent's attack, defense, ability, and skill rolls during combat. Performing such an action takes 4 AP. Consult the Morale table below.

(Hey put a Morale table here. Look at the Negotiate table: Unnerved -2, Frightened -4, Terrified -6, Running scared -8, Paralyzed -10)

Intimidate is an opposed roll, so there are no set difficulties. The Intimidate check is opposed by a target's Discern using Courage as the key ability instead of Insight.


Taunting

Taunt is similar to Intimidate in certain regards. Instead of an imposing demeanor, a character with ranks in Taunt uses a silver tongue to upset opponents. Instead of instilling fear, this skill entices anger, which quickly leads to slip-ups.

You can use Taunt during combat to incite rage from a single opponent, imposing −2 penalties on all of his or her attack, defense, ability, and skill rolls during the encounter. Performing such an action takes 4 AP. Taunt is an opposed roll, opposed by a target's Discern using Self-Control as the key ability instead of Insight. Consult the Agitation table below.

(Hey put an Agitation table here. Bothered -2, Flustered -4, Vexed -6, Enraged -8, Meltdown -10)

Tripping

Occasionally you want to pull the rug out from under an enemy. Tripping an opponent in combat is just an opposed roll.

Trip Attack
d10 + Cunning + Weapon Skill + Muscle + Weapon's Trip Bonus
Defend against a Trip
d10 + Agility + Dodge + Athletics + Muscle

If the attacker's result is higher than the defender's result, the defender is tripped. No damage is incurred by a trip.

When a character is tripped, he or she has been thrown to the ground. In game terms this means the character takes a −4 penalty to any Defense Rolls.

Diplomacy

Sometimes words will work where swords cannot. If this is the case, a character can try to make a Negotiate check

Diplomacy is especially useful when you and your companions are outnumbered, outgunned, weak and weary from previous combats, or all of the above.

Casting Spells

Items

What's an adventurer without useful crap? Ammunition, magic salves and potions, enchanted objects, and adventuring gear are all things characters can have on their person and want to pull out and use during combat.

Retrieving an item from a handy location, such as a belt pouch or a bandoleer, takes 1 AP. An inconvenient location, such as a backpack, takes 3 AP. Having to take the pack off and dig through it would take 6 AP or more. Pulling arrows from a quiver takes no time at all and is figured into the AP required for using a bow. If, however, one had extra ammunition in a place that isn't immediately available, it would take AP to retrieve it.

Using a consumable item (quaffing an elixir, dropping a smoke grenade, etc.) will generally take 1 AP. Some items may take longer to use and it will be noted in their descriptions.

As a general rule, activating a supernatural or magic object takes 4 AP unless noted in the item's description.

Moving

Running Away

See Also