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FANGS: Normal Combat
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==Damage Rolls== * '''Successful Attack''' -- If an attack was successful, damage is rolled based on the weapon and the attacker's damage modifier. This damage is subtracted from the target's Stun Points. One-half (50%) of these points are also subtracted from Hit Points (rounded up). For instance, if 11 points of damage are rolled, that's 11 points of Stun and 6 points of Hit Point Damage. * '''Armor''' -- If the target is wearing armor, the SP of the armor is subtracted from the damage received after Stun and Hit Point damage is calculated. Each is applied against the armor separately. Armor does not lose SP like weapons and shields do. (Although the GM may require players to repair their armor to maintain its SP from adventure to adventure.) For instance, if 11 points of damage hit 4 points of armor, the Stun that gets through is 7 (11-4) and the hit points are 2 (6-4). * '''Dodged Attack''' -- If an attack was dodged, the target does not take any damage. * '''Parried Attack''' -- If an attack was parried, roll the damage. If the SP damage is equal to or exceeds the SP of the weapon or shield, the remaining damage is subtracted from the target's Stun Points. Then 50% (1/2) of these remaining points (rounded up) are subtracted from Hit Points. If the Stun damage exceeds the SP of the weapon or shield, it is 'nicked' and looses 1 SP. A weapon with less than 50% of its SP is unusable as a weapon, but the character may still parry with it. A weapon or shield with 0 SP is shattered and unrepairable. If the HP of an attack exceeds the SP of the parrying item, the entire difference is subtracted from the SP of the item. * '''Special Attack''' -- If there is a Special with a weapon (a roll of 20 for a skill of 0-9, or 19 or 20 for a skill of 10 or greater) and the weapon cannot impale, the weapon does maximum normal damage (100% against SP and 50% against HP) less any armor the target is wearing. If the weapon can impale, 100% of the rolled damage is taken against both Hit Points and Stun Points (less any armor), and the weapon is stuck in the target's body. It takes a check against STx2 (for the attacker) or STx1 (for the target) to remove the weapon. However, for each round the weapon is impaled the target takes normal rolled damage (100% against SP and 50% against HP) with no additional attack rolls necessary and no effect from armor. This extra damage can be avoided by holding very still and not moving. This is unlikely on a battlefield, but a character impaled and then left for dead might be able to manage it. * '''Critical Attack''' -- If there is a Critical with a weapon (a Special followed by a successful second Skill Check) the damage from the Special Attack ignores armor. It does not ignore magical defense spells (or superscientific force fields) but it still ignores any underlying armor. * '''Special or Critical Attack vs. Dodge''' -- This is treated the same as a successful (non-Critical) attack. * '''Special or Critical Attack vs. Special or Critical Dodge''' -- This is treated as a miss. * '''Special or Critical Attack vs. Parry''' -- If there is a successful parry to a Special or Critical attack, the weapon does maximum damage and the parry blocks the damage as with a normal attack. However, the full excess damage is subtracted from the parrying weapon or shield rather than the usual 1 SP. Also, if the attack was parried with a weapon and more than 50% of its SP is lost, the weapon breaks. If the attack was Critical and it was using an impaling weapon and it was parried by a shield, the weapon is impaled in the shield, and it requires a ST check to remove the weapon. * '''Attack vs. Special Parry''' -- With a Special parry to a successful (non-Special) attack, the target takes no damage, but the attacking weapon takes damage to its SP (this is the only time a shield can do damage to a weapon.) * '''Attack vs. Critical Parry''' -- With a Critical parry to a successful (non-Critical) attack, the target takes no damage, but the attacker takes normal damage (100% against SP and 50% against HP) from the shield or parrying weapon as if it was an attack. * '''Special or Critical Attack vs. Special or Critical Parry''' -- This is treated like a successful parry to a successful (non-Critical) attack. * '''Fumbled Attack''' -- A Fumble with an attack usually means that the attacker has failed miserably. The GM decides if the attack hits another player, hits the attacker himself, or if he just drops the weapon (usually determined by a Luck Roll.) * '''Fumbled Dodge or Parry''' -- A Fumble with a Dodge or Parry against a normally successful attack means that the attacker gets to do damage as if he had done a successful Special attack, roll normally to see if the Special is a Critical. * '''Special or Critical Attack vs. Fumbled Dodge or Parry''' -- This is not good at all -- the target takes max. damage to both HP and SP ignoring armor. If the weapon can impale it impales. If it was a Dodge the target stumbles to the ground. If it was a fumbled Parry, the parrying weapon or shield is broken.
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