ScariksGPC Battle

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Step 1: Roll Battle vs Intensity

-Your result on this roll determines your options.

  • Crit: As success + opportunity.
  • Success: Attack, Push Deeper, Flank, Disengage
  • Partial Success: Attack vs Two, Stand Fast, Disengage
  • Fail: Stand Fast, Flee
  • Fumble: Stand vs Two, Stand vs Charge

Attack and Stand Fast are nearly identical and are how we normally resolve battle. The difference is that Stand means you have no choice in how many rounds you fight nor which enemy, if there is a choice. You also can't seach or help others when forced to Stand.

Push Deeper gets you to the more dangerous enemies faster at the risk of being disrupted if you lose more than you win. Its basically charging without the bonus.

Attack vs Two and Stand vs Two mean you have to split your skill against 2 enemies. A loss against either counts against you so if you ignore one to use full skill on the other then they attack unopposed and if they hit you take damage and a -1 to your win progress.

Stand vs Charge means an enemy manages to charge you and gets a bonus to their skill and damage for it. This will always be an enemy that is mounted, has longspears, or berserkers.

Disengage is an orderly withdrawal (with a +10 modifier) and let's you begin the next round Disengaged which means you can Charge.

Flee is a disorderly rout (roll Cowardly) and uses Horsemanship instead of you weapon skill. If you succeed you are Disengaged for the next round and can charge, if you fail you take damage and get away but are Disrupted next round which means you have to sit it out to recover or take -10 on your battle and combat rolls. If you succeeded on the Cowardly roll when fleeing then you have to roll valorous successfully each round to re-enter combat. If you crit cowardly or fumble valorous then you quite the field entirely and are out of the battle.

An Opportunity allows you to attempt a rescue (roll battle unopposed to be close enough to help), take a prisoner, or attack a leader. Rescues are any PK that is in trouble or if there are none then you can choose to help an allied knight who just happens to be in need of rescue. Prisoners are whichever enemy you are fighting that round. Your squire takes them to the back and you no longer have access to them for the battle. Fighting a leader is more involved and I'll explain when and if someone wants to try.


Step 2: Fight your enemy

Attack or Disengage

If attacking you may fight until you fail, choose not to continue or 1d3 rounds have elapsed.

If Disengaging you fight 1 round and then are disengaged.


Stand, Push or Flee

If Standing fight 3 rounds win or lose. If Pushing fight 1d6 rounds until you fail (you may not decide to stop early otherwise). If fleeing fight 1 round using Horsemanship vs their weapon as described above.


Step 3: Followers fight the same enemy as you

Followers add to your enemy success count. Those who win give you +0. Follower crits give you +1.

Follower fails cause casualties 15% casualties (minimum 1) and give you -1. You can keep fighting on.

Follower fumbles (or enemy crits) cause 30% casualties (minimum 2) and you have to stop fighting.


Step 4:Squire roll

If you lost your squire and chose Attack roll Awareness vs 2d20 (first is difficulty, second is the roll vs the difficulty). If you win you recover him. If not resolve as below.

If he's still lost make a Squire roll vs the intensity. If he wins he returns.

On a partial he stays lost.

On a failure he is injured and on a fumble (or intensity crit) stop rolling for him this battle and we'll learn his fate at the end. On a crit he returns with a captured horse.

If he's not lost roll normally.