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Marvelous Adventures:Combat
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== Attacks == {| class="wikitable" style="float: right; margin-left: 0.5em;" |+ Common Attack FEAT Modifiers !Shift!!Circumstance |- | -X||Weapon range (X = distance to target, in areas) |- | -X||Ranged powers (X= 2 + range - power rank) |- | -4||Target is moving faster than 10 APR |- | -2||Target is moving faster than 4 APR |- | -1||Target is moving faster than 1 APR |- | -3||Target is smaller than 1cm |- | -2||Target is smaller than 4cm |- | -1||Target is smaller than 16cm |- | +1||Target is larger than 2.25m (~7ft) |- | +2||Target is larger than 4.5m (~15 ft) |- | +3||Target is larger than 6.75m (~22 ft) |- | -1||Attacking from a crowded or cluttered area |- | -1||Ranged attack in the rain |- | -1||Ranged attack in fog |- | -1||Ranged attack at night |- | -1||Fighting in extreme heat or cold (without appropriate Powers) |- | -1||Fighting underwater (without appropriate Powers) |- | -3||Ranged attack against opponent in close combat |- | -2||Must break through obstacle to hit target |- | +1||Target has been grappled by another character |- | +1||Ranged attack after aiming 1 full round |- | +1||Ambush (poised in advance to attack target area) |- | +2||Luring (target actively baiting attacker) |- | +3||Point blank range (adjacent but not facing) |} {| border="1" style="float: left; border-collapse: collapse; margin-right: 1em;" |+ '''Attack FEAT Results''' |- style="background: black; color: yellow;" !Blunt!!Edged!!Shooting!!Force!!Entangle |- |Miss||Miss||Miss||Miss||Miss |- style="background: LightGreen" |Hit||Hit||Hit||Hit||Hit |- style="background: yellow" |Slam||Stun||Bullseye||Bullseye||Snare |- style="background: red" |Stun||Kill||Kill||Stun||Trapped |} A close combat attack (punch, kick, weapon strike, etc.) is a Fighting FEAT opposed by the opponent's Fighting. Read results from the Blunt column for punches, kicks, or blunt weapon attacks, and from the Edged column when wielding claws or sharp weapons. A character using a club or other blunt weapon adds +1 to damage, up to the durability rank of the weapon. A character performing a ''charging attack'' makes an Endurance FEAT opposed by the higher of the opponent's Fighting or Agility, and read the results from the Blunt column. They add +1 to their Endurance when attempting the FEAT for each full area they move before reaching the opponent (up to +3, or +4 if charging straight downward). Charging characters moving 3 areas/round or faster also add +1 to their damage, and an additional +1 for every full 5 areas faster they are moving. A ranged attack is an Agility FEAT opposed by the target's Agility; read results from the Shooting column for firearms, arrows, sharp throwing weapons, or energy attacks (like fire, lasers, or electricity), and from the Force column for blunt throwing weapons, concussive blasts, or similar attacks. The maximum range (in areas) of a thrown weapon is the character's Strength rank-2 (minimum of Β½ area). A character may make a single Blunt, Escape, Energy, or Force attack against a number of adjacent foes, by taking a -4 to the FEAT. A character making blunt, force, or grappling attacks may ''choose'' to reduce the damage they inflict by however much they wish, or to ignore the extra effects of higher color results. === Combat Results === * A '''Hit''' result means the attack connects, and the opponent subtracts the damage rank (usually the Strength of the attacker) from their Health. Damage may be reduced by appropriate powers (Body Armor, Force Field, etc.) * A ''' Slam''' result inflicts ''double'' the usual damage, and may require the opponent to make a ''Slam?'' check. * A ''' Stun''' result inflicts ''double'' the usual damage, and may require the opponent to make a ''Stun?'' check. * A ''' Kill''' result inflicts ''double'' the usual damage, and may require the opponent to make a ''Kill?'' check. === Entangling Attacks === Attempting to use a net, bola, lasso, webbing, or similar entanglement attacks is an Agility FEAT opposed by the target's Agility, with results read on the Entangle column. * A '''Hit''' result means the target must make an Agility FEAT against the durability rank of the entangling weapon or power to avoid being caught. * A '''Snare''' result is the same as a Hit, but the target's Agility FEAT has a -2 penalty. * A '''Trapped''' result means the target is automatically caught.
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