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==Changing Action==
==Changing Action==
* In drastic circumstances Declared Actions can be changed at a +1 Difficulty.  ((Previous a WP was used, this is no longer the case))
* In drastic circumstances Declared Actions can be changed at a +1 Difficulty.  ((Previous a WP was used, this is no longer the case))

Revision as of 06:36, 27 August 2025

Changing Action

  • In drastic circumstances Declared Actions can be changed at a +1 Difficulty. ((Previous a WP was used, this is no longer the case))
    • Note:** If Attack actions have been declared, the only time actions will be allowed to be changed is for Defense or Fleeing combat.

Defense/Dodge

Maneuver Stats Difficulty Special
Full Defense ** Dex + Athletics/Brawl/Melee 5 Full, -1 dice each additional roll
Dodge Dex + Athletics 5 Firearms are dodged at diff 9/10
Blocking Dex + Athletics 5 Hand to Hand Combat Only
Parry Dex + Melee 5 ---
  • Full Defense was removed from W20.
  • The Dodge Ability was removed from W20, dodging uses Athletics in this system.

Damage

  • Even when someone scores 0 suxx on damage; 1 damage is still inflicted or needs to be soaked.
  • Once Damage has been rolled, Soak Rolls are made. Metis Soak non-silver in All Forms

Incapacitated - Garou

  • Bashing - Any additional bashing "Upgrades" to Lethal and a 2nd Bashing Kills
  • Lethal - Incap is only time non-metis regen in breed form
  • Lethal - Once Incap is reached even 1 HL of Bashing will kill
  • Agg - Incap is rage roll or death; immediate berserk frenzy and active if below incap when out of frenzy they die
Type Incapacitated (7HL) Effects Mechanics Recovery
Bashing Unconscious in what form they were in; heal at form rate Unconscious 1 turn minimum Waking Stamina + Primal Urge; Diff 4 +1/HL
Lethal Reverts to Breed form & collapses Any Damage triggers Rage up Regen slowly 1HL/8 hours
Aggravated Immediately Roll Rage Diff 8 Berserk Frenzy
Silver Soaked as Lethal 6 Breed From

Healing

  • Non-Breed Form - Regenerated healing, heals the worst bashing or lethal every turn
  • Non-Breed Form - Cannot regen agg at the same speed - Heals 1 HL / Day while Resting
  • Non-Breed Form - Combat Healing - Stamina diff 8
  • For Non-Metis
  • Humans (Bashing) Bruised - Wounded may have long term consequences
  • Humans (Bashing) Mauled - Need medical care
  • Humans healing lethal/agg heal 1 HL at a time, accumulative
  • Humans (Lethal) who are untreated gain + 1 wound level/day
  • Humans (Lethal) Bruised - Mauled just need to rest after medical care
  • Humans (Crippled & Incap) need constant medical attention and time listed below
Heath Level Bashing Recovery Time Agg/Lethal Recovery Time
Bruised 1 Hour 1 Day
Hurt 1 Hour 3 Days
Injured 1 Hours 1 Week
Wounded 1 Hours 1 Month
Mauled 3 Hours 2 Months
Crippled 6 Hours 3 Months
Incapacitated 12 Hours 5 Months

Fera Regen

Ananasi Don’t Regen without spending stored blood points to heal 1 bash/lethal per point. Full scene of rest and 5 blood points = 1 level of agg. Otherwise heal the same rate as humans.
Kitsune Heal as humans

Armor & Soak

Natural Soak

Type of Damage Difficulty Form
Bashing 6 All Forms
Lethal 6 Garou All Forms
Aggravated 6 Non-Breed Form
Silver None Unsoakable in all but Breed Form

Armor

Armor Type Soak Bonus Dex Penalty
Heavy/Reinforced Clothing ** +1 --
Hardened Leather ** +2 --
Hardened Leather & Chain +3 -1
Chainmail +3 -1
Dyneema Cloth +2 0
Biker Jacket ** +1 -1
Leather Duster ** +2 -2
Bearskin Coat ** +3 -3
Steel Breastplate +3 -2
Kevlar Vest +3 -1
Flak Vest +4 -2
Riot Suit +5 -3
Trashcan Lid +2 0/ Dex + Melee
  • Thunderwyrm Hide +1 Soak (Total Armor)
  • Spider Silk (must be woven with 5 suxx) + 2 Soak (Total Armor) (Diff 9 to damage, takes 4HL before ruined)
  • Spikes on armor add 1HL of soakable damage to attacker
  • Armor is ruined (unusable) after taking 4 x its Soak Rating; needs to be repaired; No longer soaks.
  • Armor that has taken 6x its Soak Rating needs to be replaced.
  • Armor that has Dyneema Cloth added to it gains +1 Soak
  • * No Protection from Firearms

Cover

This is Cover verse Firearms

  • Shooting through a wall, the wall will soak 3 Dice of Damage
Cover Diff to Hit Target in Cover To Shoot from Cover Diff
Lying Flat (on Ground) +1 0
Moving Target +1 +1
Behind Wall +2 +1
Only Head Exposed +3 +2

Ranged Combat

Guns Dex + Firearms Diff Per Conditions
Bows Dex + Archery Diff Per Conditions
Bows Dex + Athletics +1 Diff; in addition to Conditions
Thrown Dex + Athletics Diff Per Conditions

Aiming

  • Every Turn spent aiming adds + 1 dice to attack up to Perception
  • Scopes add + 2 Dice for a Single Shot Only
  • These do stack

Automatic Gunfire

  • Automatic gunfire adds +10 Dice to the attack roll at +2 Diff; Uses a minimum 1/2 clip
    • Suxx are evenly distributed between each target. If lower suxx than targets; ST Rolls for Random Target Hit.

3 Round Burst

  • Weapons that fire 3 round bursts are made at a +1 Difficulty

Bows

  • Loading an arrow is an Automatic Action [[[rageandactions |Rage and Actions]]]
  • Cross Bows take 2 turns to ready and fire.
  • Fancy Shots such as "Bulls-Eye-The Heart" require to have 5 suxx to hit and 3 damage (after soak)

Firearms Reload

  • Reloading Firearms requires Firearms 1 and no roll is needed under normal circumstances.
  • Reloading Firearms is an Automatic Action [[[rageandactions | Rage and Actions]]]

Types of Immobilization

Action Description Difficulty Special
Blinding Cannot be dodged/parried/blocked Blinded Character Attacks +2 May Take Action to Sense Surroundings
Knockdown Takes an Action to get up Partially Immobilized -
Immobilization When held down/paralyzed/or otherwise unable to move. Attackers against are -2 Diff if able to move Attackers have Auto Hit if not able to move
Stunning Damage after soak equal to or greater than Stamina Attacks against -2 Stunned till the following turn

Combat

  • Multiple Attackers Rule: For every attacker after the 1st, Attackers gain -1 diff to hit

Close Combat

Action Pool Base Diff Base Damage Special
Bite Dex + Brawl 5 Strength +1 Hispo Bite +1 Damage
Claw Dex + Brawl 6 Strength + 2 Crinos/Hispo/Lupus
Disarm Dex + Melee +1 diff Opponent drops weapon Failure: Inflicts weapon damage; Botch: Loses own weapon
Bare-Handed Disarm Dex + Melee (-1 dice) 8 - Failure: Inflicts weapon damage to hands
Rear Attacks - -1 - -
Flank Attack - -2 Req: 2 attackers Stacks with Multiple Attackers
Grapple Strength + Brawl 6 Contested Str + Brawl Held Till Free
Grapple + Clinch Strength 6 - Bashing Crushing Damage Each Turn Till Free
Grapple + Immobilize Contested Str + Brawl 6 - Immobilized Till Free
Grapple + Body Slam Dex + Brawl 6 Strength + 2 Takes Two Actions; Dirty Fighting
Escape Grapple Str + Brawl 6 - Contested
Reverse Hold Grapple Str + Brawl 6 - Need 2 suxx more than attackers Grapple
" " Dex + Brawl 6 - Used when attempting to Shift out of Grapple
Kick Dex + Brawl 7 Strength + 1 Bashing
Punch Dex + Brawl 6 Strength Bashing
Sweep (Leg) Dex + Brawl 8 - Knocks Opponent to the ground
Sweep (Weapon) Dex + Melee 8 - Knocks Opponent to the ground
Body Tackle Dex + Athletics Attacker: 6; Target: 6 + Attack Suxx Strength Req: Min 2 Yard Distance

Dirty Fighting

  • Requires Brawl 3 +
Action Pool Diff Damage Special
Blinding Dex + Subterfuge 9 Blinded 1 turn per suxx; -2 Dice 5 Suxx+ Destroys Eyes
Body Slam Dex + Brawl 6 Strength + 2 Requires Grapple 1st
Curbstomp Str + Brawl 6 Strength + 2 Requires Stunned/Immobilized Target - Takes 1 turn to place in position first
Low Blow Dex + Brawl 7 Strength Strength + Stun for each HL lost; Bashing; Stamina diff 8 to shrug off
Pistol Whip Dex + melee 6 Strength + 2 Stamina diff 8 stunned for 1 turn, If Soak Botched – Lethal

Special Maneuvers

  • Garou may select 1 they know then must learn the others
  • Knowing Hamstring includes Bite, Claw, and Weapon
  • Wishbone damage soak each attackers strength damage (4 attackers = 4 soak rolls possible )
Maneuver Pool Diff Damage Special
Evasive Action Wits + Athletics 6 - Need more Suxx than Attacker -1 Diff on next Attack
Hamstring (Bite) Dex + Brawl 8 As Bite Effect: 2 Leg - Dex + Athletics; diff 8 to stand; 1/4 Normal Movement --
Hamstring (Claw) Dex + Brawl 8 As Claw 4 Legs - Dex + Athletics; diff 7 to remain standing; 1/2 Normal Movement
Hamstring (Weapon) Dex + Melee 9 As Weapon See Above Hamstring Effects
Jaw Lock Dex + Brawl 6 Special Below Req: Grapple
" " Rival Fights Str + Athletcs contested 6 Attacker Wins; Rival Forced to Ground Attacker Loses; Bite Damage Inflicted Fails to Pin
" " Next Turn Rival Fights Str + Brawl Attack = Rival Brawl + 2 // Rival = Attacker Brawl + 4 Special Lose: Remains Pinned; Equal Suxx: Damage is Attackers Suxx (Possible Soak); More Suxx: Freed
Leaping Rake Dex + Athletics 3 Special Success = Out of Enemy Attack Range; Claw/Melee diff 8; Str +1
Taunt (Non-Garou) Man + Intimidation Enemy Wits + 4 - Enemy -1 Dice/2 Suxx from next Action
Taunt (Garou) Man + Expression Enemy Wits + 4 - As Above + Rage Roll for 1+ Suxx
Wishbone Dex + Brawl 6; -1 each attacker Strength Each Attacker Slow pull = Bashing; 3+ Damage (after Soak) extremity is removed

Pack Tactics

  • Pack knows 1 Common maneuver for each point of Gnosis possessed by the packmate with the lowest Gnosis.
  • May also use Flank/Rear, Sweep, Taunt & Wishbone.
  • One by One does not Stack with Multiple Attacker Rule.
  • Blindsiding is done with peril of Gauntlet crossing.
Tactic Steps Pool Req: Packmates Effect
Flank / Rear - As Above - As Above
Sweep - As Above - As Above
Taunt - As Above - Whole Pack Taunting Enemy -1 Diff on Rage Roll
Wishbone - As Above 2 + As Above
Fur Gnarl 2+ 1st - Dex + Brawl; diff 7 2+ Enemy -1 Soak/ 2 Suxx from that spot
"" Step 2 - Bite/Claw Same Spot; + 2 diff - See Above Step 1
Harrying # Pack Dex + Athletics; diff 5 Contested 4+ Special: W20 pg. 300
Savage/Dogpile 2+ 1st Sweep 3+ Str + Athletics; Diff 4 + 1 for each attacker to stand / See Immobilized
Forward Pass 2 Thrower (Crinos) Dex + Athletics; diff 3 + Throwee (Lupus or Homid) Stamina 2 Throwee Dex + Athletics; diff 6 (Land on Feet) to Hit; dmg Stamina + Throwers Suxx - Bashing
One by One Multiple 1 Attacker (spend Rage = # attackers); unable to defend 3+ Packmates gain -2 diff on Attacks
Blindsiding Multiple/Special Real World Attacker spends 2 rage; move in - attack - move out 2+ Packmates in Umbra step out and attack target; -2 diff on attacks

Special Styles

Klaviskar

  • Requires Melee 4 (Klaviskar Speciality) or the Secondary Ability (Klaviskar) AND Melee 3+
  • May be used with a normal sword if Klaviscar is on sheet.


Klaviskar Technique Roll Required Difficulty Damage Actions Effect/Notes
Bind Dexterity + Melee/Klaviskar Opponent’s Dexterity + Melee None Special Each success after the first prevents the opponent from taking one action with their weapon that turn. The opponent loses any Rage she has spent to gain extra actions. The duelist may do nothing but maintain the bind and taunt his foe. After a successful bind, the duellist may attempt a Disarm or Prise d’Argent at -2 diff.
Blind Dexterity + Melee/Klaviskar 8 Weapon - 1 1 If successful, in addition to the blinded status, the opponents attack, dodge, and parry rolls are increased by +1.
Disarm Dexterity + Melee/Klaviskar 6 None 1 Contested roll Strength + Klaviskar (or Melee) – blade will land 1 yard per success above the opponent, if he loses this roll, the duelist loses his own weapon.
Feint Dexterity + Melee/Klaviskar 7 None 1 Resisted roll against opponent’s Perception + Melee, if the duelist is successful, the duelist adds 1 die per success above his opponent, should the opponent score more successes, the duelist loses 1 die per opponent’s success above his. – The bonus dice are lost if the next attack is not made within two actions of the feint.
Fleche Dexterity + Athletics 7 Weapon + 4 3 After the strike, the duelist comes to a halt some distance behind his opponent, and is vulnerable for an action as he regains his balance (cannot dodge for one action after this attack)
Probe Dexterity + Melee 5 Weapon - 2 1 Intended to test defense, rather than injure.
Klaviskar Parry Dexterity + Melee/Klaviskar 6 Special 1 If more successes than attack, As weapon + additional successes, grants an immediate Riposte if any actions remain available, or gives +2 to base Initiative rating for the following turn.
Pris D’Argent Dexterity + Melee/Klaviskar 4 Weapon 1 Can only be carried out after a successful Riposte or Bind, impales opponents heart – cannot be blocked or parried.
Riposte Dexterity + Melee/Klaviskar 4 Weapon 1 May only be performed after a successful parry; maybe parried by opponent
Silver Shield Dexterity + Melee/Klaviskar 7 None 1 Each success scored adds a die to any parry attempt this turn.
Swing Slash Dexterity + Melee/Klaviskar 7 Weapon + 3 2 Single massive attack. Any other action taken this turn is at +2 difficulty
Stop Hit Dexterity + Melee/Klaviskar 7 Weapon + 2; Knockdown 1 Requires Initiative over opponent, if opponent attacks, the duelist attempts to step inside her guard and deliver a deadly blow that stops the opponent in her tracks. This attack cannot be dodged or parried, however if Stop Hit fails to incapacitate or knock down the opponent, the duelist cannot dodge or parry the attack.