Mano a Mano:Combat Example

From RPGnet
Revision as of 22:00, 27 July 2007 by 65.102.137.35 (talk) (Combat Example)
Jump to: navigation, search

Combat Example

Basic Hand to Hand Combat - Here is a demonstration of the basic combat system. (See Action Rules.) Modre (see Characters/Character Generation Example) has an clone who is exactly like Modre in every way, except that the clone has not had the time to make an Ice Blade. Modre decides to take out the clone before it can get started on an Ice Blade of it's own. This is what happens, and how it works.

1. Establishing Initiative - Because Modre has a weapon with reach and his clone does not, Modre has a longer reach and therefore goes first.

2. First Round Begins - Both Sabretooth Penguins have 5 health (see Character Generation Example.)

3. First Turn - Because Modre has initiative, the first turn is his.

Modre does an outreaching powerful attack, giving his attack a power of 6 and a +7 to his combat roll. Modre's player rolls a 1, so that his total combat roll is 8. (Because his powerful attack was an outreaching attack, Modre also now gets a +2 defensive bonus against anyone with shorter reach than him until his next turn.)

The Clone's player rolls a 6, makes for a total (unarmed) combat roll of 10. Modre's 8 is less than the Clone's 10, so Modre's attack misses.

4. Second Turn - Now the Clone has initiative because his player is next in the circle.

The Clone launches a combo attack. The clone speed is two, but he's using two sets of claws (which count as multiple weapons), so he gets to attempt 3 quick attacks in his combo. The power of each of these quick attacks is 2, and they each have a +4 combat roll bonus.

Modre defends using his Ice Blade, so he gets a +7 to defend against each attack in the Clone's combo, plus the extra +2 he has from having just done an outreaching attack (for a total of +9.)

  • On the first attack in the combo, the Clone rolls a 6, for a total of 10, while Modre rolls a 1, for a total of 10. Because the rolls are the same, the attack only does half damage, inflicting one stun (which Modre has no absorption protection against.)
  • On the second attack in the combo, the Clone again rolls a 6, for a total of 10, while Modre again rolls a 1, for a total of 10. Again, because the rolls are the same, the attack only does half damage, inflicting one stun. Modre now has two points of stun (which Modre has no absorption protection against.)
  • On the third attack in the combo, the clone rolls a 4, for a total of 8. Modre rolls a 2, for a total of 9. Because 9 is higher than 8, the clone's third attack misses.

This is the end of all of the characters' turns and therefore the end of the round.

5. Second Round/ First Turn - It is Modre's turn again.

At the beginning of Modre's turn, he discards a stun point, which still leaves him with 1 stun. However because he has no damage and this one stun is not greater than his health/2, the stun from this combat round is not slowing him down yet. However, Modre decides to wait and counter attack (on the Clone's turn.)


6. Round Two/Second Turn - It is now the Clone's turn again.

The clone decides to do a flanking attack to Modre, giving the clone an extra +1 to his usual +4 combat bonus (for a total of +5.) The clone rolls a 5, for a total combat roll of 10.

Modre has his usual power of +3 and combat bonus of +7, and rolls a 4 (for a total of 11.) Because 11 is greater than 10, Modre's attack is actually successful instead of the Clone's attack, even though it's the clone's turn. Because Modre's Ice Blade's sharpnes is 2/3, the clone gets 2 damage and 1 stun from the power (+3) of Modre's counter attack (which the Clone has no absorption protection against.)

This is the end of the second round.

7. Third round and beyond - The third round (and following rounds) follows the same general pattern that the first and second round followed, as far as what characters act in what order, while the players continue to control their characters by moving hit points around in the various pools.