Difference between revisions of "User talk:Annapurna"

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(Created page with "This is a page for storing combat stuff. So exciting.")
 
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This is a page for storing combat stuff. So exciting.
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{| style="width:100%;"
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|-
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| colspan="2;" style="font-size:150%; font-family: Palatino, 'Palatino Linotype', 'Palatino LT STD', 'Book Antiqua', Georgia, serif; background: linear-gradient(to right, rgba(28,48,24,1),rgba(78,133,66,1),rgba(28,48,24,1)); text-align:center; color:#ffffff; text-shadow: 0px 0px 8px #70b162;" | '''Combat Summary Chart'''
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|-
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| colspan="2;" style="text-align:center; border-bottom: 1px solid whitesmoke;" | '''Stage One: Intent'''
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || style="background:#ecf5eb;" | <span style="font-size:97%;">The players and the Storyteller describe what their characters want out of the fight.</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || <span style="font-size:97%;">Decide whether characters can surrender and can become Beaten Down.</span>
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|-
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| colspan="2;" style="text-align:center; border-bottom: 1px solid whitesmoke;" | '''Stage Two: Initiative'''
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || style="background:#ecf5eb;" | <span style="font-size:97%;">If the attacker springs an ambush or otherwise strikes when the defender isn’t able to counter, the defender rolls Wits + Composure contested by the attacker’s Dexterity + Stealth. If the defender fails, she doesn’t act on the first turn of combat and cannot apply Defense against attacks.</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || <span style="font-size:97%;">Everyone rolls Initiative: the result of a die roll + Dexterity + Composure. If the character has a weapon readied, apply its Initiative Modifier. If the character is wielding two weapons (say, a sword and shield) choose the higher of the two Initiative modifiers and add +1. This is the character's new modifier.</span>
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|-
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| colspan="2;" style="text-align:center; border-bottom: 1px solid whitesmoke;" | '''Stage Three: Attack'''
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || style="background:#ecf5eb;" | <span style="font-size:97%;">'''Unarmed Combat:''' Strength + Brawl vs. Defense</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || <span style="font-size:97%;">'''Melee Combat:''' Strength + Weaponry vs. Defense</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || style="background:#ecf5eb;" | <span style="font-size:97%;">'''Ranged Combat:''' Dexterity + Firearms</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || <span style="font-size:97%;">'''Thrown Weapons:''' Dexterity + Athletics vs. Defense</span><br><span style="font-size:95%; color:#121f10;">A character’s Defense is normally subtracted from any attack dice pools where it applies. If she chooses to Dodge, the defender rolls her Defense as a dice pool against each attack. Each success reduces the attacker’s successes by one. If the attacker is reduced to zero successes, the attack does nothing. If the attacker has successes remaining, add any weapon modifier to the number of successes to determine how many points of Health the target loses. All weapons deal lethal damage.</span>
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|-
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| colspan="2;" style="text-align:center; border-bottom: 1px solid whitesmoke; background:#ecf5eb;" | '''Stage Four: The ST has the player pose their actions, descriptive, but brief, while the next player declares an action and rolls it.'''
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|-
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| colspan="2;" style="text-align:center;" | <br>'''''Possible Modifiers'''''
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || style="background:#ecf5eb;" | <span style="font-size:97%;">'''Aiming:''' +1 per turn to a +3 maximum</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || <span style="font-size:97%;">'''All-Out Attack:''' +2 with Brawl or Weaponry attack; lose Defense</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || style="background:#ecf5eb;" | <span style="font-size:97%;">'''Armor Piercing:''' Ignores amount of target’s armor equal to item’s rating</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || <span style="font-size:97%;">'''Autofire Long Burst:''' 20 or so bullets, no target limit pending Storyteller approval. A +3 bonus is applied to each attack roll; –1 per roll for each target after the first</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || style="background:#ecf5eb;" | <span style="font-size:97%;">'''Autofire Medium Burst:''' 10 or so bullets at one to three targets, with a +2 bonus to each attack roll; –1 per roll for each target after the first</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || <span style="font-size:97%;">'''Autofire Short Burst:''' Three bullets at a single target with a +1 bonus to the roll</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || style="background:#ecf5eb;" | <span style="font-size:97%;">'''Concealment:''' Barely –1; partially –2; substantially –3; fully, see “Cover”</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || <span style="font-size:97%;">'''Cover:''' Subtract Durability from damage; if Durability is greater than weapon modifier, attack has no effect</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || style="background:#ecf5eb;" | <span style="font-size:97%;">'''Dodge:''' Double Defense, roll as a dice pool with each success subtracting one from the attacker’s successes</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || <span style="font-size:97%;">'''Drawing a Weapon:''' Requires instant action without a Merit and could negate Defense</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || style="background:#ecf5eb;" | <span style="font-size:97%;">'''Firing from Concealment:''' Shooter's own concealment quality (–1, –2 or –3) reduced by one as a penalty to fire back (so, no modifier, –1 or –2)</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || <span style="font-size:97%;">'''Offhand Attack:''' –2 penalty</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || style="background:#ecf5eb;" | <span style="font-size:97%;">'''Prone Target:''' –2 penalty to hit in ranged combat; +2 bonus to hit when attacker is within close-combat distance</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || <span style="font-size:97%;">'''Range:''' –2 at medium range, –4 at long range</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || style="background:#ecf5eb;" | <span style="font-size:97%;">'''Shooting into Close Combat:''' –2 per combatant avoided in a single shot (not applicable to autofire); –4 if grappling</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || <span style="font-size:97%;">'''Specified Target:''' Torso –1, leg or arm –2, head –3, hand –4, eye –5</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || style="background:#ecf5eb;" | <span style="font-size:97%;">'''Surprised or Immobilized Target:''' Defense doesn’t apply</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || <span style="font-size:97%;">'''Touching a Target:''' Dexterity + Brawl or Dexterity + Weaponry; armor may or may not apply, but Defense does apply</span>
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|-
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| style="vertical-align:top; width:25px;" | <span style="color:grey;">&nbsp; •</span> || style="background:#ecf5eb;" | <span style="font-size:97%;">'''Willpower:''' Add three dice or +2 to a Resistance trait (Stamina, Resolve, or Composure) in one roll or instance</span>
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|-
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|}
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__TOC__
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=Template=
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{|
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| width="175px" style="vertical-align:top;" | '''Perception Pool'''
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| width="625px" | What do you roll for perception?  We may roll it for you as needed.
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|-
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| style="vertical-align:top;" | '''Initiative Modifiers'''
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| Anything from your weapon/other traits
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|-
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| style="vertical-align:top;" | '''Defense'''
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| Defense rating (+ any modifiers)
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|-
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| style="vertical-align:top;" | '''Armor'''
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| Armor Bonus (i.e. 1/1 or 2/3 or...)
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|-
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| style="vertical-align:top;" | '''Weapon(s)'''
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| Type (+Modifier)
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|-
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| style="vertical-align:top;" | '''Special Qualities?'''
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| If your weapon does anything fancy, list it here.
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|-
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| style="vertical-align:top;" | '''Active Contracts'''
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| Name them, and if you rolled exceptional, say so.
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|-
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| style="vertical-align:top;" | '''HBC Stats'''
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| If you have a HBC with you, list its stats and abilities.
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|-
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| style="vertical-align:top;" | '''Miscellany'''
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| Anything else which would affect combat, perception, or potentially let you negotiate.
 +
|}

Revision as of 17:35, 11 April 2018

Combat Summary Chart
Stage One: Intent
  • The players and the Storyteller describe what their characters want out of the fight.
  • Decide whether characters can surrender and can become Beaten Down.
Stage Two: Initiative
  • If the attacker springs an ambush or otherwise strikes when the defender isn’t able to counter, the defender rolls Wits + Composure contested by the attacker’s Dexterity + Stealth. If the defender fails, she doesn’t act on the first turn of combat and cannot apply Defense against attacks.
  • Everyone rolls Initiative: the result of a die roll + Dexterity + Composure. If the character has a weapon readied, apply its Initiative Modifier. If the character is wielding two weapons (say, a sword and shield) choose the higher of the two Initiative modifiers and add +1. This is the character's new modifier.
Stage Three: Attack
  • Unarmed Combat: Strength + Brawl vs. Defense
  • Melee Combat: Strength + Weaponry vs. Defense
  • Ranged Combat: Dexterity + Firearms
  • Thrown Weapons: Dexterity + Athletics vs. Defense
A character’s Defense is normally subtracted from any attack dice pools where it applies. If she chooses to Dodge, the defender rolls her Defense as a dice pool against each attack. Each success reduces the attacker’s successes by one. If the attacker is reduced to zero successes, the attack does nothing. If the attacker has successes remaining, add any weapon modifier to the number of successes to determine how many points of Health the target loses. All weapons deal lethal damage.
Stage Four: The ST has the player pose their actions, descriptive, but brief, while the next player declares an action and rolls it.

Possible Modifiers
  • Aiming: +1 per turn to a +3 maximum
  • All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense
  • Armor Piercing: Ignores amount of target’s armor equal to item’s rating
  • Autofire Long Burst: 20 or so bullets, no target limit pending Storyteller approval. A +3 bonus is applied to each attack roll; –1 per roll for each target after the first
  • Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus to each attack roll; –1 per roll for each target after the first
  • Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll
  • Concealment: Barely –1; partially –2; substantially –3; fully, see “Cover”
  • Cover: Subtract Durability from damage; if Durability is greater than weapon modifier, attack has no effect
  • Dodge: Double Defense, roll as a dice pool with each success subtracting one from the attacker’s successes
  • Drawing a Weapon: Requires instant action without a Merit and could negate Defense
  • Firing from Concealment: Shooter's own concealment quality (–1, –2 or –3) reduced by one as a penalty to fire back (so, no modifier, –1 or –2)
  • Offhand Attack: –2 penalty
  • Prone Target: –2 penalty to hit in ranged combat; +2 bonus to hit when attacker is within close-combat distance
  • Range: –2 at medium range, –4 at long range
  • Shooting into Close Combat: –2 per combatant avoided in a single shot (not applicable to autofire); –4 if grappling
  • Specified Target: Torso –1, leg or arm –2, head –3, hand –4, eye –5
  • Surprised or Immobilized Target: Defense doesn’t apply
  • Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may or may not apply, but Defense does apply
  • Willpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, or Composure) in one roll or instance


Contents


Template

Perception Pool What do you roll for perception? We may roll it for you as needed.
Initiative Modifiers Anything from your weapon/other traits
Defense Defense rating (+ any modifiers)
Armor Armor Bonus (i.e. 1/1 or 2/3 or...)
Weapon(s) Type (+Modifier)
Special Qualities? If your weapon does anything fancy, list it here.
Active Contracts Name them, and if you rolled exceptional, say so.
HBC Stats If you have a HBC with you, list its stats and abilities.
Miscellany Anything else which would affect combat, perception, or potentially let you negotiate.