Mano a Mano:Combat Example: Difference between revisions
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'''1. Establishing Initiative''' | '''1. Establishing Initiative''' | ||
Steven tries to ambush the Clone. He uses stealth to sneak up on the clone, but Steven does not have the stealth ability so his success modifier is 0. Steven rolls a 13 and adds his modifier (0) to get a total of 13. | Steven tries to ambush the Clone. He uses stealth to sneak up on the clone, but Steven does not have the stealth ability so his success modifier is 0. Steven rolls a 13 and adds his modifier (0) to get a total of 13. The difficulty of this roll is 10 plus the Clone's detection ability modifier, which is 0 because the clone does not have the detection ability. Steven's ambush is successful because Steven's total of 13 is greater than the difficulty of 10. | ||
'''2. Combat Begins''' | '''2. Combat Begins''' | ||
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Now on his first turn in the combat round, Steven is able to attack first and while the Clone is not prepared to defend or counter attack, because of Steven's successful stealth roll. | Now on his first turn in the combat round, Steven is able to attack first and while the Clone is not prepared to defend or counter attack, because of Steven's successful stealth roll. | ||
Steven does a powerful strike with his machete. The attack modifier of this attack is Steven's attack modifier with the machete, which is 2. Steven's player rolls a 2, and adds Steven's attack modifier (Atk) with the machete (2) so that his total attack roll is 4. | Steven does a powerful strike with his machete. The attack modifier of this attack is Steven's attack modifier with the machete, which is 2. Steven's player rolls a 2, and adds Steven's attack modifier (Atk) with the machete (2) so that his total attack roll is 4. The difficulty of the attack is the clone's defense. The clone's best defense is his hands and feet which have a defense (Def) of 11. Steven's total of 7 total is less than the Clone's 11 defense, so Steven's attack misses. | ||
The difficulty of the attack is the clone's defense. The clone's best defense is his | |||
At the end of Steven's turn he can recover one stun, but he has no stun yet. | At the end of Steven's turn he can recover one stun, but he has no stun yet. | ||
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The Clone launches a combo attack. The Clone's speed is 1, but he has two hands and two feet. Because the clone has multiple weapons he can do an extra attack (as long as he doesn't use the same hand and foot for both attacks.) The Clone's player decides that the Clone's combo will be 2 quick strikes with his hands. Both of these quick attacks have an attack modifier of +1. | The Clone launches a combo attack. The Clone's speed is 1, but he has two hands and two feet. Because the clone has multiple weapons he can do an extra attack (as long as he doesn't use the same hand and foot for both attacks.) The Clone's player decides that the Clone's combo will be 2 quick strikes with his hands. Both of these quick attacks have an attack modifier of +1. | ||
Steven defends using his machete, so the difficulty of the attack is his defense (Def) with the machete, which is 15. | |||
*On the first attack in the combo, the Clone rolls an 11, for a total of 12 (after adding the Clone's +1 attack modifier.) Because the Clone's total is only equal to Steven's defense, the attack misses. | |||
*On the first attack in the combo, the Clone rolls an 11, for a total of 12. Because the Clone's total is only equal to Steven's defense, the attack misses. | *On the second attack in the combo, the clone rolls a 4, for a total of 5 (after adding the Clone's +1 attack modifier.) Because the Clone's total (5) is not greater than Steven's defense (12), the clone's second attack also misses. | ||
*On the second attack in the combo, the clone rolls a 4, for a total of 5. | |||
At the end of the | At the end of the Clone's turn he can recover one stun, but he has no stun yet. | ||
''' | '''4. Steven's Second Turn''' | ||
It is Steven's turn again, and the beginning of the second combat round. | It is Steven's turn again, and the beginning of the second combat round. | ||
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If he had any stun he would recover it now, but he doesn't. | If he had any stun he would recover it now, but he doesn't. | ||
''' | '''5. The Clone's Second Turn''' | ||
The clone decides to do a powerful | The clone decides to do a powerful strike, but Steven gets to attack first because of his counter attack. Steven's response is a powerful attack of his own. Steven rolls a 14 for a total of 16 after adding his +2 attack modifier. The clone's defense is 11. Because Steven's total (16) is higher than the Clone's defense (11), his attack succeeds. This is a full power attack, so the attack power is 6. The Clone has no armor with absorption to reduce the attack's power. Because Steven's machete is Sharp, the clone takes 6 damage and no stun. | ||
The clone now has more damage than his healthy, so he can no longer do powerful | The clone now has more damage than his ''healthy'' number, so he can no longer do strenuous actions like the powerful strike he was planning. Instead, the clone chooses to evade, giving him a +4 defense modifier against all attacks until his next turn. | ||
' | If the Clone had any stun he would recover it now, but he doesn't. | ||
Steven decides to follow up his attack with a combo. He can only use the machete once in the combo because his speed is 1, but he can also use his other hand, head | '''6. Steven's Third Turn''' | ||
* Steven first attacks using a kick. | |||
* For Steven's second attack he uses the machete, and he rolls a 17, for a total combat roll of 19. The clone's defense and evasion | Steven decides to follow up his attack with a combo. He can only use the machete once in the combo because his speed is 1, but he can also use his other hand, legs, elbows, knees, head, etc. as a secondary weapon for a second attack. | ||
* Steven first attacks using a kick (a quick attack with one of his legs.) Steven's attack bonus with his head and legs is 1, and he rolls a 12, for a total of 13. The clone's defense is 11, but this is raised to 15 because the Clone is evading. Steven's kick attack misses because Steven's total (13) is not greater than the Clone's defense (15). | |||
* For Steven's second attack he uses the machete, and he rolls a 17, for a total combat roll of 19. The clone's defense and evasion together is only 15, so Steven's attack is successful. This is a half power attack, so it's attack power is 3. Steven's weapon is sharp so the attack does 3 damage. The Clone is now totally incapacitated because the Clone's damage (9) is equal to or higher than the Clone's toughness (8). | |||
If Steven had any stun he would recover it now, but he doesn't. |
Revision as of 04:32, 6 July 2008
Combat Example
To demonstrate the basic hand-to-hand combat system, Steven - the character from our character generation example - has a clone exactly like Steven, except the clone has not made itself a machete. Steven decides to take out the clone before it can get started on an machete of it's own. (See Character Creation/Character Generation Example.)
Steven, adult male human robber, 95 kg, 1.6 m height, 201 CP
1 speed, 0 agility, 3 strength, 7 toughness, 14 stamina, 5 running
2 unarmed combat, 4 one-handed weapons, 2 craftsmanship
2 hands (hand, 3 power, 2 attack, 12 defense)
2 feet (3 power, 2 attack, 12 defense)
1 machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack, 14 defense)
14 melee defense, 10 missile defense, 13 grapple defense, 3 grapple attack
0 best absorption, 0 total cover, ____ stun, ____ damage
1. Establishing Initiative
Steven tries to ambush the Clone. He uses stealth to sneak up on the clone, but Steven does not have the stealth ability so his success modifier is 0. Steven rolls a 13 and adds his modifier (0) to get a total of 13. The difficulty of this roll is 10 plus the Clone's detection ability modifier, which is 0 because the clone does not have the detection ability. Steven's ambush is successful because Steven's total of 13 is greater than the difficulty of 10.
2. Combat Begins
Now on his first turn in the combat round, Steven is able to attack first and while the Clone is not prepared to defend or counter attack, because of Steven's successful stealth roll.
Steven does a powerful strike with his machete. The attack modifier of this attack is Steven's attack modifier with the machete, which is 2. Steven's player rolls a 2, and adds Steven's attack modifier (Atk) with the machete (2) so that his total attack roll is 4. The difficulty of the attack is the clone's defense. The clone's best defense is his hands and feet which have a defense (Def) of 11. Steven's total of 7 total is less than the Clone's 11 defense, so Steven's attack misses.
At the end of Steven's turn he can recover one stun, but he has no stun yet.
3. The Clone's First Turn
Now the Clone has initiative because his player is sitting next in order.
The Clone launches a combo attack. The Clone's speed is 1, but he has two hands and two feet. Because the clone has multiple weapons he can do an extra attack (as long as he doesn't use the same hand and foot for both attacks.) The Clone's player decides that the Clone's combo will be 2 quick strikes with his hands. Both of these quick attacks have an attack modifier of +1. Steven defends using his machete, so the difficulty of the attack is his defense (Def) with the machete, which is 15.
- On the first attack in the combo, the Clone rolls an 11, for a total of 12 (after adding the Clone's +1 attack modifier.) Because the Clone's total is only equal to Steven's defense, the attack misses.
- On the second attack in the combo, the clone rolls a 4, for a total of 5 (after adding the Clone's +1 attack modifier.) Because the Clone's total (5) is not greater than Steven's defense (12), the clone's second attack also misses.
At the end of the Clone's turn he can recover one stun, but he has no stun yet.
4. Steven's Second Turn
It is Steven's turn again, and the beginning of the second combat round. Steven decides to wait and counter attack. If he had any stun he would recover it now, but he doesn't.
5. The Clone's Second Turn
The clone decides to do a powerful strike, but Steven gets to attack first because of his counter attack. Steven's response is a powerful attack of his own. Steven rolls a 14 for a total of 16 after adding his +2 attack modifier. The clone's defense is 11. Because Steven's total (16) is higher than the Clone's defense (11), his attack succeeds. This is a full power attack, so the attack power is 6. The Clone has no armor with absorption to reduce the attack's power. Because Steven's machete is Sharp, the clone takes 6 damage and no stun.
The clone now has more damage than his healthy number, so he can no longer do strenuous actions like the powerful strike he was planning. Instead, the clone chooses to evade, giving him a +4 defense modifier against all attacks until his next turn.
If the Clone had any stun he would recover it now, but he doesn't.
6. Steven's Third Turn
Steven decides to follow up his attack with a combo. He can only use the machete once in the combo because his speed is 1, but he can also use his other hand, legs, elbows, knees, head, etc. as a secondary weapon for a second attack.
- Steven first attacks using a kick (a quick attack with one of his legs.) Steven's attack bonus with his head and legs is 1, and he rolls a 12, for a total of 13. The clone's defense is 11, but this is raised to 15 because the Clone is evading. Steven's kick attack misses because Steven's total (13) is not greater than the Clone's defense (15).
- For Steven's second attack he uses the machete, and he rolls a 17, for a total combat roll of 19. The clone's defense and evasion together is only 15, so Steven's attack is successful. This is a half power attack, so it's attack power is 3. Steven's weapon is sharp so the attack does 3 damage. The Clone is now totally incapacitated because the Clone's damage (9) is equal to or higher than the Clone's toughness (8).
If Steven had any stun he would recover it now, but he doesn't.