FANGS: Combat Resolution

From RPGnet
Jump to: navigation, search


File:FANGS-Basic Fangs Logo (small original).gifWelcome to FANGS, the Fantasy Adventure Networked Gaming System. The goal of this roleplaying system is to offer rules that allow for fun, dramatic play without losing too much realism, simple and yet elegant rules, and balanced for different styles of players who wish to game together.

Combat Resolution[edit]

  • Death -- After each combat round, any character or creature who has 0 or less Hit Points is helpless and dying. Any character or creature who has negative hit points equal to or greater than his SIZ is dead at the end of the combat round he received the last of the negative hit points. While in a dying condition, the character loses 1 further Hit Point every combat round and the Stun Points of every blow he takes are taken as Hit Point damage - there is no additional Hit Point damage figured from the Stun Points roll. The loss of Hit Points can be stopped by a successful First Aid roll of First Aid Skill + d20 - number of negative Hit Points. The GM may at any time rule that an NPC or NPCreature has died.
  • Stunned -- Any character or creature that has lost more than 50% of its Stun Points during that round from one attack must roll a Characteristic Check vs CO in order to keep from being stunned. Being stunned keeps the character from taking his next action, whether during that combat round or the next. A character cannot be stunned while already stunned, though of course it can lose further Stun Points from further attacks.
  • Unconsciousness -- Any character or creature whose SP is equal to or less than 0 is automatically unconscious. An unconscious character regains 1 Stun point a minute. However, a character with negative Stun Points in excess of his CON goes into a coma, and the excess negative stun points indicate how many hours (if under medical care) or days (if lying alone on a field or with no medical care available) the character is unconscious. A successful First Aid skill roll restores as many Stun Points as the roll was made by +1 (so at least 1 Stun point is restored with a successful effort). A missed First Aid roll has no effect except to reduce the user’s roll by 2 on the next roll, but a Fumbled First Aid subtracts further Stun Points equal to the amount the roll was missed by. This could send a character into a coma. Any further First Aid rolls must be better than the original or no effect happens. If a further First Aid roll is better than the previous, the victim regains only Stun Points equal to the difference between the two rolls.
Example: Willem has taken 20 Stun more than he has. Since this is more than his CON of 13, he is in a coma. Rawn, with a First Aid skill of 10, attempts to help him and rolls 13, making the roll by 4. Willem gets 5 (4+1) Stun back but is still in a coma. Rawn tries again but rolls a 7, which is a failure. Realizing that he has no more to offer (and not wanting to risk a roll with a Skill of 8) Rawn gives way to Sparrow, who has a First Aid of 12. Sparrow’s player rolls 18, for a total of 30. Willem gets 12 Stun back, which means he is still 3 Stun down from consciousness.
  • Fatigue -- After each combat round or other set of action, such as climbing a wall or tree, all characters and creatures subtract 1 from their Fatigue Points. If FP is negative, this value is subtracted from all skill rolls attempted while fatigued.
  • Healing -- Without any special healing HP is restored at the rate of 1 point per day of rest. SP without First Aid heals at 2 points every hour. FP and PP are restored after a full nights sleep.
  • Assisted Healing -- If a healer with the appropriate spell, or a super-scientific medic with a cure kit, uses this ability on a character who is missing HP, the victim gets the full benefit of this Healing only once. Further attempts to heal that wound or condition can only be healed further by the difference between the points of the first Heal and those after. Keep track of how much damage is taken from each wound received. Each wound can be healed separately under the above rule.
Example: if Miraclius the Miracle Mage Heals Gru of five points of damage, then someone coming after Miraclius must roll higher on his Healing and Gru will only get the benefit of the difference. If the next healer rolls a 7, then Gru gets two more points. If the next healer rolls a 4, then Gru gets nothing.