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====Combat and Encounters====
===Combat and Encounters===
==== Do ====
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
|-
|-
! Sample Behavior !! Glory !! Notes
! Deed !! Glory !! Notes
|-
|-
| Defeating a Minor Supernatural Threat || +1 ||  
| For non-combatants, contribute in a fight under pressure || +5 - Rank || Under pressure is 3+ non-combat dice rolls in a combat scenario, e.g. running interference, being field medic.
Satisfies 2+ of the following:
* Combat took less than 3 rounds
* Nobody took more than 3 damage
* Nobody spent over 3 WP+Rage
|-
|-
| Defeating an Average Supernatural Threat || +2 ||
| Defeat a Minor Supernatural Threat || +1 || See threat levels defined below.
Satisfies 2+ of the following:
* Combat took 3-5 rounds
* Enemy rolled 5+ damage dicepool
* Shifter took at least 3 damage
|-
|-
| Defeating a Strong Supernatural Threat || +3 ||
| Defeat an Average Supernatural Threat || +2 ||
Satisfies 2+ of the following:
* Combat took 6+ rounds
* Enemy rolled 10+ damage dicepool
* Shifter took at least 5 damage
* Rage/WP had to be spent each turn
|-
|-
| Defeating a Powerful Supernatural Threat || +4 ||
| Defeat a Strong Supernatural Threat || +3 ||  
Satisfies 2+ of the following:
* Combat took 6+ rounds
* Enemy rolled 15+ damage dicepool
* Shifter was Mauled/Incapacitated
* Shifter exhausted all WP + Rage to win
|-
|-
| Permanently destroying said supernatural threat || +1 || Must be average, strong or powerful threat
| Defeat Powerful Supernatural Threat || +4 ||  
|-
|-
| Defeating a threat without a single personal injury || +1 ||Must be average, strong or powerful threat
| ... without a single personal injury || +1 || Must be average, strong or powerful threat
|-
|-  
| Surviving a Toxic Attack || +1 || W20 Toxic Waste/radiation damage mechanics must be applied
| ... without any ally getting hurt under your command || +2 || Must be average threat or greater, you must have actually given commands
|-
| No one in the party was hurt under your command|| +2 || Must be designated the leader prior to a combat
|-
| Fleeing a battle without cause || -Rank || "Without cause" means no IC justification that would satisfy your auspice/tribe/breed elders.
|-  
|-  
| Shielding the weak from danger in combat || +1 ||  
| ... and draw first blood || +1 || Threat must count as "average" or above. Unavailable at Rank 4, 5.
* An ally whose damage has rendered them Crippled (or worse)
|}
* A non-combtant bystander
 
* An ally who is currently outmatched
==== Don't ====
{| class="wikitable" width="100%"
|-
|-
| Contributed in a fight under pressure || +5 - Rank || Under pressure is 3+ non-combat dice rolls in a combat scenario, e.g. running interference, being field medic.
! Deed !! Glory !! Notes
|-
|-
| Combat decisions result in preventable injury of Shifter/Kin or death of human || -Rank ||
| Flee battle without cause || -Rank || "Without cause" means no IC justification would satisfy your auspice/tribe/breed elders.
|-
|-
| Combat decisions result in preventable death of Shifter/Kin || -5x Rank ||
| Make a decision in combat that gets a sept ally killed || -3x Rank || -2xRank Wisdom - Double this penalty if the death is a shifter.
|-
|-
| Decision to stray from an agreed-on plan leads to consequences in combat (or leads to combat itself) || -Rank ||
| Needlessly escalate to combat and then cause lasting consequences || -Rank ||  
* -Rank Wisdom
There was a reasonable non-combat alternative, and now your allies have to deal with a new, preventable enemy or have to cover up for you forensically, etc.
|-
|-
| Your actions started avoidable, physical conflict with lasting consequences. || -Rank ||
| Stray from an agreed-on plan in a way that leads to consequences in combat (or combat itself) || -Rank ||  
* -Rank Honor
* -Rank Wisdom
* For instance, the Battle Master gave you orders. You took artistic liberty, rustling up complications.
|}
 
====Combat Threat Levels====
* '''Minor Threat''': Combat took less than 3 rounds, nobody took more than 3 damage, and/or nobody spent over 3 WP+Rage
* '''Average Threat''': Combat took 3-5 rounds, enemy rolled 5+ damage dicepool at any point, and/or a shifter took at least 3 damage in one hit
* '''Strong Threat''':  Combat took 6+ rounds, enemy rolled 8+ damage dicepool at any point (that could kill you!), and/or a shifter took at least 5 damage in one hit.
* '''Powerful Threat''': Combat took 6+ rounds, the enemy rolled 15+ damage dicepool at any point, and either a shifter was incapacitated at any point, or had to exhaust ''all'' willpower and rage to win.

Latest revision as of 22:31, 8 December 2025

Combat and Encounters

Do

Deed Glory Notes
For non-combatants, contribute in a fight under pressure +5 - Rank Under pressure is 3+ non-combat dice rolls in a combat scenario, e.g. running interference, being field medic.
Defeat a Minor Supernatural Threat +1 See threat levels defined below.
Defeat an Average Supernatural Threat +2
Defeat a Strong Supernatural Threat +3
Defeat Powerful Supernatural Threat +4
... without a single personal injury +1 Must be average, strong or powerful threat
... without any ally getting hurt under your command +2 Must be average threat or greater, you must have actually given commands
... and draw first blood +1 Threat must count as "average" or above. Unavailable at Rank 4, 5.

Don't

Deed Glory Notes
Flee battle without cause -Rank "Without cause" means no IC justification would satisfy your auspice/tribe/breed elders.
Make a decision in combat that gets a sept ally killed -3x Rank -2xRank Wisdom - Double this penalty if the death is a shifter.
Needlessly escalate to combat and then cause lasting consequences -Rank
  • -Rank Wisdom

There was a reasonable non-combat alternative, and now your allies have to deal with a new, preventable enemy or have to cover up for you forensically, etc.

Stray from an agreed-on plan in a way that leads to consequences in combat (or combat itself) -Rank
  • -Rank Honor
  • -Rank Wisdom
  • For instance, the Battle Master gave you orders. You took artistic liberty, rustling up complications.

Combat Threat Levels

  • Minor Threat: Combat took less than 3 rounds, nobody took more than 3 damage, and/or nobody spent over 3 WP+Rage
  • Average Threat: Combat took 3-5 rounds, enemy rolled 5+ damage dicepool at any point, and/or a shifter took at least 3 damage in one hit
  • Strong Threat: Combat took 6+ rounds, enemy rolled 8+ damage dicepool at any point (that could kill you!), and/or a shifter took at least 5 damage in one hit.
  • Powerful Threat: Combat took 6+ rounds, the enemy rolled 15+ damage dicepool at any point, and either a shifter was incapacitated at any point, or had to exhaust all willpower and rage to win.