Post by Ebon on Jun 23, 2013 22:20:49 GMT -8
In the game there are some terms as well as rules that go into combat.
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Turn - Each character has a Turn in a Round.
Round - Is a combat round in which all characters including villains go and lasts about 6 seconds.
Initiative - Characters have places in combat in order of highest dice roll to lowest. This makes combat have some semblance of order. To roll for Initiative, roll the character's Agility rank in terms of number.
Dice Rolls:
Feeble 1d2
Poor 1d4
Typical 1d6
Good 1d10
Excellent 1d20
Remarkable 1d30
Incredible 1d40
Amazing 1d50
Monstrous 1d75
Unearthly 1d100
Add the roll number to the dice bot doing this command:
!init character number
Example:
!init Thor 20
!init IronMan 15
The characters will be placed in order of highest to lowest roll. Higher rollers go first when the combat begins. Make sure to not separate names or only part of the name will be accepted into initiative as the script is not made to take the names any other way.
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Rolls to Fight or Contest.
Fighting - Rolls with this are to poke, jab, smack, hit, etc with bare hands or a weapon. Basically, melee or hand to hand combat. It is also used to defend against a melee or brawling attack.
Agility - The ability to hit an opponent with a weapon that is thrown or fired. This is used to also dodge a thrown or projectile attack at you. It is also used to balance, somersault, do other feats which take precision.
Strength - on rolls, it is used to lift, push, and do feats of strength. It is also used for damage on melee or brawling attacks. Wrestling or grappling is also rolled via Strength. The opponent in this case may roll Agility to avoid but if caught must roll Strength to break free on his/her Turn.
Endurance - Rolls for this are for stamina checks and how far a character can take physical pain or repetitive long lasting actions. It is also used to resist poisons, toxins or disease, as well as sleeping agents and tear gas etc. It can be used also for tasks such as holding your breath. Those with Monstrous or Unearthly Endurances can survive in space even. Unearthly individuals with Endurance may also not require much sleep at all.
Reasoning - This is a person's raw smarts. Rolls with this can be made when dealing with tasks that require someone to use his/her head to think such as repairing armor, studying things scientifically, doing a big research paper, etc.
Intuition - Wits and commonsense. Perception to notice things others might miss. Rolls are usually for perception, chance to notice an attack, and finding clues.
Psyche - Mental willpower rolls, magical attacks and/or defense.
Powers - can be used and the defender should roll the Statistic to defend against that power. For example, you cannot dodge with Agility a psychic blast. You would use Psyche to defend against it. However, an energy blast would enable the character to roll Agility to avoid. Powers can also be used to protect against attacks. These should be listed clearly.
Variable Damage - working on.
If a character succeeds in an attack or dodge.
Blue - a critical botch. Something happens and it's usually not good.
White - you totally failed your planned effort or 1/4th damage if in contended battle.
Green - is a grazing hit that does half damage or half the intended effect if the opponent rolls less in Green or White.
Yellow - does full regular damage or the full regular effect. So long as the opponent rolls in the Green or White or rolls less in yellow.
Red - does full damage + 3d6 points more of damage so long as the other character rolls in the yellow, green or white.
100 - A roll of 100 does 5d10 damage.
With this in mind, the damage done is by the rank you have in a Power or in Strength. Below is the list of damage based on if the character does full (yellow result) damage to another character or target. This also conveniently is the amount that if a character has Armor, he/she soaks from damage taken.
Shift 0 - you can't even attack or do crap. You are incapacitated or KO'd.
Feeble - 2 points damage.
Poor - 4 points damage.
Typical - 6 points damage
Good - 10 points damage
Excellent - 20 points damage
Remarkable - 30 points damage
Incredible - 40 points damage
Amazing - 50 points damage
Monstrous - 75 points damage
Unearthly - 100 points damage
Shift X - 150 points damage
Shift Y - 300 points damage
Shift Z - 500 points damage
Class 1000 - 1000 points damage
Class 3000 - 3000 points damage
Class 5000 - 5000 points damage.
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BODY ARMOR & SHIELDS
Characters that wear body armor, have natural body armor or use telekinetic shields, energy shields etc. Carried shields are considered 'body armor' for intents of this section.
Rolls: The attack used whether Power or Strength vs the Armored character's Endurance -or- Armor stat against a specific type of attack if the armor is declared to possess it.
Your character should have a rank set for the armor defense that it covers. If that armor resistance is not covered, the character takes normal damage. The armor also may be damaged, depending on the roll done. With a white or blue result on dice to avoid something where someone else rolled a Critical Success that harms the person, the armor may break, a shield may collapse, the armor may have a malfunction, etc.
Body Armor is given ranks. This rank reduces damage taken or may even indicate that no damage was taken to the character.
i.e. If a character is hit by someone with an Incredible power or Strength, the damage would be 40 (-/+ with the roll). If someone has a Remarkable body armor against the attack, he/she would soak 30 points. Thus on a yellow success roll, the character would only lose 10 points of Health. If a Red success is had, the damage of course overflows past the armor.
If a character has a lower Strength or Power ranking than the Armor but hits with a Critical Success:
The Armor may soak the normal damage, but the hit should be considered strong enough that it rattled the person within the armor/shield or behind it, or something happened to give the person the 5d10 damage bonus of a Crit Success that is victorious, IF the armored character does not also roll in the Red. If the character rolls in the Red, the armor may soak up the max damage it can, but view below to roll 1d100 for damage results.
If the SUCCESSFUL attack to the character is considered +2CS higher than the character's armor, the following should be used to determine damage to the armor, plus the character of course takes damage by whatever the armor does not soak.
1D100 Damage Results
01-20 One Power is at -2CS
21-40 One FASE ability modifier is at -2CS
41-65 One power is inoperative
66-90 All powers are at -1CS
91-94 All FASE ability modifiers are -1CS
95-98 All FASE ability modifiers and powers are at -2CS
99-00 FASE modifiers -2CS, all powers but one (player's choice) are inoperative.
FORCE FIELDS/SHIELDS/MAGICAL BARRIERS/TELEKINETIC SHIELDS etc.
If the character is using some sort of energy shield, barrier or telekinetic shield etc and it is penetrated to give the character damage, the character drops the barrier automatically AFTER subtracting out the bonus the shield/field offered the character and others who may also be protected. The character, if able, may attempt to put up the barrier again on his/her next Turn.
NATURAL BODY ARMOR
Some characters such as Superman, Hulk and Thor have natural body armor due to thicker skin. They follow the same guidelines as with exo-skeleton or worn armor when rolling defense. However, if they are damaged, the damage taken on a Crit Success or from +2CS higher will give the character physical damage rather than just having armor destroyed. This implies the character may be physically wounded. However, the character will still, each round, maintain their armor as it is natural to have. On a Critical Success, the character takes full damage without soak, whether the character who is attacking is weaker or not in Strength or Power.
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Actions - There are some action types characters can take in scenarios.
- Automatic Actions: Actions such as opening doors, taking out an item, picking up something that the character can easily lift, activating some device, putting up a force shield, pulling out guns, standing up after being knocked down, etc. These do not commonly take rolls to accomplish but may take the character's turn unless he/she has a Talent or Power that negates the time. No more than 1 automatic action may be done in a Turn or it is considered an action that forces the character to roll lower on the chart.
- Movement Action: The character is attempting to move from point A to point B. This action takes a Turn unless otherwise specified. If the movement is a short distance away, the GM may allow the character to attack with a simple attack such as hitting a person once or shooting someone once. If the action of movement though requires concentration or an Automatic Action, the character must spend his/her turn moving. Movement can happen before a character rolls to hit someone or after in the Round. You cannot, however, do a movement, hit someone, and then go back away from the being.
- Dice Action: The character is doing something that requires some amount of concentration or is attacking a foe that can defend. There is one dice action per turn under normal circumstances and the task must be able to be completed in a set time. During that time the character may not be able to do anything else than dodge or block if it is longer than a Round. Some actions may actually make it so the character cannot dodge or the action will be forfeited.
- Multiple turns Per Round with Powers: If a character attempts to do multiple actions per Round, the character takes a loss of one shift to the left for each additional action plus the original. I.e. If a character has an Amazing Psyche but tries to make someone stand still through domination and then tries to Telekinetically send the person into a wall, the shift in power lowers for each thing done. The roll then becomes an Incredible for the first task, and Remarkable for the second. For 3 tasks it would become Incredible, Remarkable, Excellent. For four tasks, the 4 rolls are done at Excellent, etc. Powers for damage may also take negative modifers depending on what is attempted.
- Multiple Actions Per Round without Powers: The character must have Talents enabling this or the character slides one shift to the left, on any Statistic rolls. I.e. A character wishes to punch Mr. Lex Luther in the face twice. He has a Remarkable Fighting. His fighting goes to Excellent since he is doing one extra action, and then Good for the second action. This shows that doing more than one action in 5 seconds is rather tough.
- Actions Under Fire: Some automatic actions may need to be rolled for if the character is under fire or the situation is very risky. For example, if a character tries to retrieve a fallen weapon while he/she is being shot at in the round may need to roll to ensure he/she can get it. Especially, actions that fall on the same initiative may warrant rolls.
_____________________________________________________________
Cover
Characters may be behind cover such as using a wall to fire from behind, hiding behind a car door, etc.
CS = A shift to the left.
Target Is__Concealment____ Cover
25% visible___ -3CS ____ -6CS
50% visible___ -2CS ____ -4CS
75% visible___ -1CS ____ -2CS
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Roll with Blow
This option allows characters a way, if called before the roll, for a defense against an attack which can be used against Force, Blunt or Thrown Blunt attacks. Basically, the character
This maneuver allows characters a last ditch defense against one attack directed against the character. Roll with Blow can be used against Force, Blunt, and Thrown Blunt attacks. The character, regardless of his/her roll, will be hit. However, if the roll is successful versus the attacker's, the character will have reduced damage depending on the outcome of the roll. If the character fails to move out of the way, he/she takes damage based on the outcome of the attacking character's roll.
Effects
White - No effect
Green - minus 10 points of damage
Yellow - minus 20 points of damage
Red - minus 40 points of damage
_____________________________________________________________
HEALING
Characters heal Rank points that are possessed in the Endurance Stat each day.
i.e. if your character has an Amazing Endurance, the character heals 50 HP per day.
Serious injuries may reduce the number of HP healed but a GM will declare it so if that is the case.
_____________________________________________________________
MATERIAL STRENGTH
Feeble - cloth, glass, brush, paper.
Poor - ice, common plastic, wood, crystal
Typical - rubber, soft metals such as gold or copper.
Good - mortared brick, aluminum, light machinery
Excellent - concrete, iron, bullet-proof glass.
Remarkable - reinforced concrete, steel.
Incredible - solid stone, vibranium
Amazing - steel alloys, granite, mythril
Monstrous - diamond, heavy super alloys
Unearthly - adamantium steel, orchicalcum
Class 1000 - Mjolnir, Wolverine's pure adamantium skeleton, Cap's shield.
_____________________________________________________________
____________________________________________________________
Turn - Each character has a Turn in a Round.
Round - Is a combat round in which all characters including villains go and lasts about 6 seconds.
Initiative - Characters have places in combat in order of highest dice roll to lowest. This makes combat have some semblance of order. To roll for Initiative, roll the character's Agility rank in terms of number.
Dice Rolls:
Feeble 1d2
Poor 1d4
Typical 1d6
Good 1d10
Excellent 1d20
Remarkable 1d30
Incredible 1d40
Amazing 1d50
Monstrous 1d75
Unearthly 1d100
Add the roll number to the dice bot doing this command:
!init character number
Example:
!init Thor 20
!init IronMan 15
The characters will be placed in order of highest to lowest roll. Higher rollers go first when the combat begins. Make sure to not separate names or only part of the name will be accepted into initiative as the script is not made to take the names any other way.
____________________________________________________________
Rolls to Fight or Contest.
Fighting - Rolls with this are to poke, jab, smack, hit, etc with bare hands or a weapon. Basically, melee or hand to hand combat. It is also used to defend against a melee or brawling attack.
Agility - The ability to hit an opponent with a weapon that is thrown or fired. This is used to also dodge a thrown or projectile attack at you. It is also used to balance, somersault, do other feats which take precision.
Strength - on rolls, it is used to lift, push, and do feats of strength. It is also used for damage on melee or brawling attacks. Wrestling or grappling is also rolled via Strength. The opponent in this case may roll Agility to avoid but if caught must roll Strength to break free on his/her Turn.
Endurance - Rolls for this are for stamina checks and how far a character can take physical pain or repetitive long lasting actions. It is also used to resist poisons, toxins or disease, as well as sleeping agents and tear gas etc. It can be used also for tasks such as holding your breath. Those with Monstrous or Unearthly Endurances can survive in space even. Unearthly individuals with Endurance may also not require much sleep at all.
Reasoning - This is a person's raw smarts. Rolls with this can be made when dealing with tasks that require someone to use his/her head to think such as repairing armor, studying things scientifically, doing a big research paper, etc.
Intuition - Wits and commonsense. Perception to notice things others might miss. Rolls are usually for perception, chance to notice an attack, and finding clues.
Psyche - Mental willpower rolls, magical attacks and/or defense.
Powers - can be used and the defender should roll the Statistic to defend against that power. For example, you cannot dodge with Agility a psychic blast. You would use Psyche to defend against it. However, an energy blast would enable the character to roll Agility to avoid. Powers can also be used to protect against attacks. These should be listed clearly.
Variable Damage - working on.
If a character succeeds in an attack or dodge.
Blue - a critical botch. Something happens and it's usually not good.
White - you totally failed your planned effort or 1/4th damage if in contended battle.
Green - is a grazing hit that does half damage or half the intended effect if the opponent rolls less in Green or White.
Yellow - does full regular damage or the full regular effect. So long as the opponent rolls in the Green or White or rolls less in yellow.
Red - does full damage + 3d6 points more of damage so long as the other character rolls in the yellow, green or white.
100 - A roll of 100 does 5d10 damage.
With this in mind, the damage done is by the rank you have in a Power or in Strength. Below is the list of damage based on if the character does full (yellow result) damage to another character or target. This also conveniently is the amount that if a character has Armor, he/she soaks from damage taken.
Shift 0 - you can't even attack or do crap. You are incapacitated or KO'd.
Feeble - 2 points damage.
Poor - 4 points damage.
Typical - 6 points damage
Good - 10 points damage
Excellent - 20 points damage
Remarkable - 30 points damage
Incredible - 40 points damage
Amazing - 50 points damage
Monstrous - 75 points damage
Unearthly - 100 points damage
Shift X - 150 points damage
Shift Y - 300 points damage
Shift Z - 500 points damage
Class 1000 - 1000 points damage
Class 3000 - 3000 points damage
Class 5000 - 5000 points damage.
____________________________________________________________
BODY ARMOR & SHIELDS
Characters that wear body armor, have natural body armor or use telekinetic shields, energy shields etc. Carried shields are considered 'body armor' for intents of this section.
Rolls: The attack used whether Power or Strength vs the Armored character's Endurance -or- Armor stat against a specific type of attack if the armor is declared to possess it.
Your character should have a rank set for the armor defense that it covers. If that armor resistance is not covered, the character takes normal damage. The armor also may be damaged, depending on the roll done. With a white or blue result on dice to avoid something where someone else rolled a Critical Success that harms the person, the armor may break, a shield may collapse, the armor may have a malfunction, etc.
Body Armor is given ranks. This rank reduces damage taken or may even indicate that no damage was taken to the character.
i.e. If a character is hit by someone with an Incredible power or Strength, the damage would be 40 (-/+ with the roll). If someone has a Remarkable body armor against the attack, he/she would soak 30 points. Thus on a yellow success roll, the character would only lose 10 points of Health. If a Red success is had, the damage of course overflows past the armor.
If a character has a lower Strength or Power ranking than the Armor but hits with a Critical Success:
The Armor may soak the normal damage, but the hit should be considered strong enough that it rattled the person within the armor/shield or behind it, or something happened to give the person the 5d10 damage bonus of a Crit Success that is victorious, IF the armored character does not also roll in the Red. If the character rolls in the Red, the armor may soak up the max damage it can, but view below to roll 1d100 for damage results.
If the SUCCESSFUL attack to the character is considered +2CS higher than the character's armor, the following should be used to determine damage to the armor, plus the character of course takes damage by whatever the armor does not soak.
1D100 Damage Results
01-20 One Power is at -2CS
21-40 One FASE ability modifier is at -2CS
41-65 One power is inoperative
66-90 All powers are at -1CS
91-94 All FASE ability modifiers are -1CS
95-98 All FASE ability modifiers and powers are at -2CS
99-00 FASE modifiers -2CS, all powers but one (player's choice) are inoperative.
FORCE FIELDS/SHIELDS/MAGICAL BARRIERS/TELEKINETIC SHIELDS etc.
If the character is using some sort of energy shield, barrier or telekinetic shield etc and it is penetrated to give the character damage, the character drops the barrier automatically AFTER subtracting out the bonus the shield/field offered the character and others who may also be protected. The character, if able, may attempt to put up the barrier again on his/her next Turn.
NATURAL BODY ARMOR
Some characters such as Superman, Hulk and Thor have natural body armor due to thicker skin. They follow the same guidelines as with exo-skeleton or worn armor when rolling defense. However, if they are damaged, the damage taken on a Crit Success or from +2CS higher will give the character physical damage rather than just having armor destroyed. This implies the character may be physically wounded. However, the character will still, each round, maintain their armor as it is natural to have. On a Critical Success, the character takes full damage without soak, whether the character who is attacking is weaker or not in Strength or Power.
_____________________________________________________________
Actions - There are some action types characters can take in scenarios.
- Automatic Actions: Actions such as opening doors, taking out an item, picking up something that the character can easily lift, activating some device, putting up a force shield, pulling out guns, standing up after being knocked down, etc. These do not commonly take rolls to accomplish but may take the character's turn unless he/she has a Talent or Power that negates the time. No more than 1 automatic action may be done in a Turn or it is considered an action that forces the character to roll lower on the chart.
- Movement Action: The character is attempting to move from point A to point B. This action takes a Turn unless otherwise specified. If the movement is a short distance away, the GM may allow the character to attack with a simple attack such as hitting a person once or shooting someone once. If the action of movement though requires concentration or an Automatic Action, the character must spend his/her turn moving. Movement can happen before a character rolls to hit someone or after in the Round. You cannot, however, do a movement, hit someone, and then go back away from the being.
- Dice Action: The character is doing something that requires some amount of concentration or is attacking a foe that can defend. There is one dice action per turn under normal circumstances and the task must be able to be completed in a set time. During that time the character may not be able to do anything else than dodge or block if it is longer than a Round. Some actions may actually make it so the character cannot dodge or the action will be forfeited.
- Multiple turns Per Round with Powers: If a character attempts to do multiple actions per Round, the character takes a loss of one shift to the left for each additional action plus the original. I.e. If a character has an Amazing Psyche but tries to make someone stand still through domination and then tries to Telekinetically send the person into a wall, the shift in power lowers for each thing done. The roll then becomes an Incredible for the first task, and Remarkable for the second. For 3 tasks it would become Incredible, Remarkable, Excellent. For four tasks, the 4 rolls are done at Excellent, etc. Powers for damage may also take negative modifers depending on what is attempted.
- Multiple Actions Per Round without Powers: The character must have Talents enabling this or the character slides one shift to the left, on any Statistic rolls. I.e. A character wishes to punch Mr. Lex Luther in the face twice. He has a Remarkable Fighting. His fighting goes to Excellent since he is doing one extra action, and then Good for the second action. This shows that doing more than one action in 5 seconds is rather tough.
- Actions Under Fire: Some automatic actions may need to be rolled for if the character is under fire or the situation is very risky. For example, if a character tries to retrieve a fallen weapon while he/she is being shot at in the round may need to roll to ensure he/she can get it. Especially, actions that fall on the same initiative may warrant rolls.
_____________________________________________________________
Cover
Characters may be behind cover such as using a wall to fire from behind, hiding behind a car door, etc.
CS = A shift to the left.
Target Is__Concealment____ Cover
25% visible___ -3CS ____ -6CS
50% visible___ -2CS ____ -4CS
75% visible___ -1CS ____ -2CS
_____________________________________________________________
Roll with Blow
This option allows characters a way, if called before the roll, for a defense against an attack which can be used against Force, Blunt or Thrown Blunt attacks. Basically, the character
This maneuver allows characters a last ditch defense against one attack directed against the character. Roll with Blow can be used against Force, Blunt, and Thrown Blunt attacks. The character, regardless of his/her roll, will be hit. However, if the roll is successful versus the attacker's, the character will have reduced damage depending on the outcome of the roll. If the character fails to move out of the way, he/she takes damage based on the outcome of the attacking character's roll.
Effects
White - No effect
Green - minus 10 points of damage
Yellow - minus 20 points of damage
Red - minus 40 points of damage
_____________________________________________________________
HEALING
Characters heal Rank points that are possessed in the Endurance Stat each day.
i.e. if your character has an Amazing Endurance, the character heals 50 HP per day.
Serious injuries may reduce the number of HP healed but a GM will declare it so if that is the case.
_____________________________________________________________
MATERIAL STRENGTH
Feeble - cloth, glass, brush, paper.
Poor - ice, common plastic, wood, crystal
Typical - rubber, soft metals such as gold or copper.
Good - mortared brick, aluminum, light machinery
Excellent - concrete, iron, bullet-proof glass.
Remarkable - reinforced concrete, steel.
Incredible - solid stone, vibranium
Amazing - steel alloys, granite, mythril
Monstrous - diamond, heavy super alloys
Unearthly - adamantium steel, orchicalcum
Class 1000 - Mjolnir, Wolverine's pure adamantium skeleton, Cap's shield.
_____________________________________________________________