TOTE:Combat

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Combat Rules 1.0

Initiative

At the beginning of combat, each participant or group (for group enemies) must determine their starting Initiative value.

Heroes calculate this by making a T8 Plan test, and adding the number of successes to their Hawk totem value.

Enemies calculate this by making a T8 Plan test, and adding the number of successes to their base Initiative value.

Distance Rounds

Depending on the circumstances, heroes may find themselves able to make one or more rounds of attacks at a distance or find that their enemies have that advantage. The GM will determine the Distance (Far or Close).

In a distance round, there are three choices for each combatant:

ActionInit CostResult
Move0Combatant adds to or reduces the distance to the foe. Combatants that move from Close go into Melee Rounds, Combatants that move away from Far are attempty to Escape Foes, see below.
Shoot0Combatant remains still, and makes a Shoot test, if a target is in range.
Shoot & Move1Combatant makes a Shoot test at current range and then moves into another range category.

In a distance round, no one gains Initiative at the beginning of a round. Actions occur in Initiative order (heroes win ties against foes and break ties using their Hawk totem).

Melee Rounds

At the beginning of a melee round, all unengaged combatants gain 1 Initiative. An unengaged combatant is one that neither dealt nor received melee damage in the previous round.

Actions for the Round:

ActionInit CostResult
Assault2You make an attack against a foe (if already engaged, must be that foe) with a +2 bonus for the To-Hit roll. The foe may immediately make a return attack with the same +2 bonus, for no Initiative cost. The return attack does count as the foe's action for the round.
Assist1Nominate an ally, that ally gains 1 Initiative. Make a Strike test at a foe (if you are engaged, it must be that foe).
Defend0All attacks against you suffer a -2 penalty this round. You may make a Strike test at a foe (if you're engaged, it must be that foe). Gain 1 Initiative.
Disengage3Move away from a foe. You will count as disengaged for the next round.
Grapple0Make a Brawl attack against a foe.
Intimidate1Make a Impress test against a Target of 7 + the Enemy's Rating (or the hero's Stag totem value). For each success, reduce the foe's Initiative value by one point.
Protect2If you are unengaged, nominate an ally. If that ally is attacked, you are instead the target of the attack.
Shoot3If you are unengaged, make a Shoot test against any one foe.
Strike1Make a standard Strike test against a selected foe (if already engaged, must be that foe).

Actions are resolved in Initiative order, starting from the highest to the lowest.

Engaged: Once a foe has done damage to you or you have done damage to a foe, you are engaged with that foe. Any actions must be focused on that enemy, unless you choose to Disengage from the enemy or have defeated them.