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|| Sweep || Dex + Brawl or Melee || 8 || - || - || Knocks Opponent to the ground, can use self or weapon to sweep an opponent's leg. Causes no damage, but target is prone.
|| Sweep || Dex + Brawl or Melee || 8 || - || - || Knocks Opponent to the ground, can use self or weapon to sweep an opponent's leg. Causes no damage, but target is prone.
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|| Grapple || Contested Str + Brawl || 6 || Str || Bashing || Clinch: crushing damage applied per turn.<br>Hold: No damage, Target held until freed<br>Escape: The contested Str + Brawl roll, especially agile chars may use Dex<br>Reverse: The grapple is turned on the attacker if the contested roll scores 2 more successes than the attacker.<br>Damage: Typically Bashing, can be Lethal or Aggravated if grappled opponent has barbs, spikes, extreme size difference, etc. as appropriate.
|| Grapple || Contested Str + Brawl || 6 || Str || Bashing || * '''Clinch:''' crushing damage applied per turn.<br>* '''Hold:''' No damage, Target held until freed<br>* '''Escape:''' The contested Str + Brawl roll, especially agile chars may use Dex<br>* '''Reverse:''' The grapple is turned on the attacker if the contested roll scores 2 more successes than the attacker.<br>* '''Damage:''' Typically Bashing, can be Lethal or Aggravated if grappled opponent has barbs, spikes, extreme size difference, etc. as appropriate.
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|| Tackle || Dex + Brawl || 7 || Str || Bashing || Req: Min 2 Yard Distance<br>Attacker and Target both make Dexterity+Athletics rolls to keep their feet (diff 6 for the attacker, diff 6 + the attackers successes for the target). Failure: you end up on the ground. Botch: trips and falls (one die of dmg for every yard ran); slams into something else (that damage plus his Str in dmg on himself); or crashes into his target and bounces off (opponent’s Stamina in dmg, but leaving the target unharmed)<br>Dexterity+Brawl vs 7 to determine damage dice if target fails his Athletics roll.<br>Damage may situationally become lethal at ST discretion.
|| Tackle || Dex + Brawl || 7 || Str || Bashing || * Req: Min 2 Yard Distance<br>* Attacker and Target both make Dexterity+Athletics rolls to keep their feet (diff 6 for the attacker, diff 6 + the attackers successes for the target). '''Failure:''' you end up on the ground. '''Botch:''' trips and falls (one die of dmg for every yard ran); slams into something else (that damage plus his Str in dmg on himself); or crashes into his target and bounces off (opponent’s Stamina in dmg, but leaving the target unharmed)<br>* Dexterity+Brawl vs 7 to determine damage dice if target fails his Athletics roll.<br>* Damage may situationally become lethal at ST discretion.
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Revision as of 11:17, 27 August 2025

Combat

Sources: W20 Core, pg 288-303

Initiative

Use +help +combat for commands to start/view/add/remove from the Initiative list

  • Certain gifts such as Spirit of the Frey give bonuses to Initiative, these should be automatically added by the code, or added by the ST of the scene.

Declare Actions

Lowest Initiative declares their action first, moving up to highest Initiative.
Highest Initiative acts first, moving down to lowest.

  • Rage spends and actions must be declared at the beginning of your turn (Ex: "I'm going to spend 2 Rage to X, then Y, then Z.")
  • Rage actions will be handled in order after the first "normal" round of actions. Ex: Normal round, Rage round 1, Rage round 2, etc.

Changing Actions

W20 Core, pg 293

  • In drastic circumstances Declared Actions can be changed, adding a +1 difficulty to the new Action. (If a grenade is tossed at a character's feet, a packmate is in mortal danger, etc.)

Holding Actions

An action may be held until a place lower in the Initiative, to better coordinate a special maneuver with a packmate, to let someone else get ahead of your character, to foil an opponent's action stratigically, etc.

Spending Points

Whether it's Willpower, Rage, or Gnosis for gift activation, extra turns, etc., wait until your ST tells you to spend the resource on your turn, for the sake of the scene log having your spends close to your OOC questions and rolls.

  • You can not spend Rage and Gnosis in the same round, except with the Gift: Chaos Mechanics. Spending one means you can not spend the other.
  • Willpower for an automatic success on a roll must be declared before the roll is made.
  • Willpower can not be used for an automatic success on Damage or Soak rolls.

Using Rage

W20 Core, pg 288
Players can spend up to 1/2 of their Rage pool in a single turn (rounded up) to perform the following feats:

  • Take extra Actions: Each point of Rage spent gives the character one extra action that turn. Must declare spending Rage for extra actions at the beginning of the turn.
  • Change forms: At any point in a turn, a player can spend one point of Rage to immediate shift to any form without the usual Stamina+Primal Urge roll.
  • Ignore stunning: Spending a point of Rage negates being stunned and the shifter can keep moving and take an Action normally.
  • Ignore pain: The player can ignore the dice penalties of one health level's worth of wounds per one point of Rage spent for one turn. This does not heal the damage, dice penalties will apply as normal next turn unless more Rage is spent.

Limitations: A player can only take as many extra actions as he has dots in either Dexterity or Wits, whichever is lower. If a player chooses to exceed that limit, she suffers +3 difficulty to all difficulties that turn. If the character is in a Frenzy, his Rage actions are limited only by his Dexterity.

Taking Actions

Close Combat Attacks

W20 Core, pg 296

Action Pool Base Diff Base Damage Damage Type Special
Kick Dex + Brawl 7 Str + 1 Bashing Extreme size difference can make damage Lethal
Punch Dex + Brawl 6 Str Bashing Special punches (uppercut, haymaker, etc) may cause extra dmg with a higher diff. Usually Bashing, but nerve strikes, kidney blows, or extreme size difference can make damage Lethal
Bite Dex + Brawl 5 Str +1 Agg Hispo bite +1 dmg, Glabro bite diff 8 and -1 Lethal dmg
Claw Dex + Brawl 6 Str + 1 Crinos/Hispo Agg, Lupus Bashing
Disarm Dex + Melee +1 diff See: Failure - Successes exceed opponent's Strength score: Opponent drops their weapon. Failure: Inflicts weapon damage; Botch: Loses own weapon
Bare-Handed Disarm Dex + Brawl (-1 dice) 8 - - Failure: Inflicts weapon damage to hands
Flank Attacks - -1 - - May require Rage, move time or another roll at ST's discretion
Rear Attack - -2 - - May require Rage, move time or another roll at ST's discretion
Sweep Dex + Brawl or Melee 8 - - Knocks Opponent to the ground, can use self or weapon to sweep an opponent's leg. Causes no damage, but target is prone.
Grapple Contested Str + Brawl 6 Str Bashing * Clinch: crushing damage applied per turn.
* Hold: No damage, Target held until freed
* Escape: The contested Str + Brawl roll, especially agile chars may use Dex
* Reverse: The grapple is turned on the attacker if the contested roll scores 2 more successes than the attacker.
* Damage: Typically Bashing, can be Lethal or Aggravated if grappled opponent has barbs, spikes, extreme size difference, etc. as appropriate.
Tackle Dex + Brawl 7 Str Bashing * Req: Min 2 Yard Distance
* Attacker and Target both make Dexterity+Athletics rolls to keep their feet (diff 6 for the attacker, diff 6 + the attackers successes for the target). Failure: you end up on the ground. Botch: trips and falls (one die of dmg for every yard ran); slams into something else (that damage plus his Str in dmg on himself); or crashes into his target and bounces off (opponent’s Stamina in dmg, but leaving the target unharmed)
* Dexterity+Brawl vs 7 to determine damage dice if target fails his Athletics roll.
* Damage may situationally become lethal at ST discretion.