Mano a Mano:Combat Example

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Combat Example

To demonstrate the basic hand-to-hand combat system, Modre the Sabretooth Penguin has a clone exactly like Modre, except the clone has not had 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. (See Character Creation/Character Generation Example.)

NAME                                AGE     SEX     TEMPLATE
Modre                                       male    Sabretooth Penguin

OCCUPATION(S)                                       BUILD
Robber                                              average

Length/Height  1.0 m   Power        2-4    MOVEMENT       CHARACTER POINTS (CP)
Mass           60 kg   Grip          8      Stride   0     Template CP (  1200 )
Health          5      CC           3 kg    ground   1 m   Ability  CP (  1300 )
Health/2        3      Equip. Mass  7 kg    water   10 m   Build    CP (    0  )
Agility         4      Encumbrance   2      air            Other    CP (    0  )
Speed           2      Spd-Enc       0      climb    1 m   Total    CP (  2500 )

ABILITIES/disabilities Mod Lvl   (CP)                           Mod Lvl   (CP)
swimming                5   2  (  300 )  ______________________ ___ ___ (______)
one-handed weapons      3   3  (  600 )  ______________________ ___ ___ (______)
fishing                 1   1  (  100 )  ______________________ ___ ___ (______)
craftsmanship           2   2  (  300 )  ______________________ ___ ___ (______)

EQUIPMENT          special modifiers Qty Mass Heft Cmb Reach Cvr Abs  Power  Shp
claws and teeth          0 Dex        3    0    0   4  0.5 m  0   0    2-4    3
Ice Blade                             1   0.5   8   7  1.5 m  0   0    3-6    2
NAME                                AGE     SEX     TEMPLATE
The Clone                                   male    Sabretooth Penguin

OCCUPATION(S)                                       BUILD
Robber                                              average

Length/Height  1.0 m   Power        2-4    MOVEMENT       CHARACTER POINTS (CP)
Mass           60 kg   Grip          8      Stride   0     Template CP (  1200 )
Health          5      CC           3 kg    ground   1 m   Ability  CP (  1300 )
Health/2        3      Equip. Mass  7 kg    water   10 m   Build    CP (    0  )
Agility         4      Encumbrance   2      air            Other    CP (    0  )
Speed           2      Spd-Enc       0      climb    1 m   Total    CP (  2500 )

ABILITIES/disabilities Mod Lvl   (CP)                           Mod Lvl   (CP)
swimming                5   2  (  300 )  ______________________ ___ ___ (______)
one-handed weapons      3   3  (  600 )  ______________________ ___ ___ (______)
fishing                 1   1  (  100 )  ______________________ ___ ___ (______)
craftsmanship           2   2  (  300 )  ______________________ ___ ___ (______)

EQUIPMENT          special modifiers Qty Mass Heft Cmb Reach Cvr Abs  Power  Shp
claws and teeth          0 Dex        3    0    0   4  0.5 m  0   0    2-4    3

1. Establishing Initiative

Modre tries to ambush the clone. His player rolls a 3, and Modre has no stealth ability bonus to add to it. The Clone's player only rolls a 1 and also has no detection ability to add to it, so Modre's ambush is successful. Now on his first turn in the combat round, Modre is able to attack first and while the Clone is not prepared to defend or counter attack, because of his successful stealth roll.

2. Combat Begins

Both Sabretooth Penguins have 5 health.

3. Modre's First Turn

Because Modre has initiative, the first turn is his.

Modre does an outreaching attack, which has an attack 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, for a total (unarmed) combat roll of 10. Modre's 8 is less than the Clone's 10, so Modre's attack misses.

At the end of Modre's turn he can recover one stun, but he has no stun yet.

4. The Clone's First Turn

Now the Clone has initiative because his player is next in the circle.

The Clone launches a combo attack. The Clone's 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 each has 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 barely grazes Modre and has no power, causing no damage or stun.
  • 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 has no power.
  • 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.

At the end of the clone's turn he can recover one stun, but he has no stun yet.

5. Modre's Second Turn

It is Modre's turn again, and the beginning of the second combat round. Modre decides to wait and counter attack. If he had any stun he would recover it now, but he doesn't.

6. The Clone's Second Turn

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's response is a counter attack with an attack power of 3 and combat bonus of +7. He rolls a 4 (for a total of 11.) Because Modre's combat roll is higher, Modre's counter attack is successful instead of the Clone's attack, even though it's the clone's turn. The Clone has no armor with absorption to reduce the attack's power. Because Modre's success level (1) is less than his Ice Blade's sharpness (2) the the clone takes 3 stun instead of 3 damage.

The Clone recovers one point of stun at the end of his turn, so his stun is now 2.

7. Modre's Third Turn

Modre decides to follow up his attack with a combo. He can only use the ice blade twice in the combo because his speed is 2, but he can also use his teeth or the claw he isn't using to hold the ice blade as a secondary weapon for a third attack.

  • For his first attack with the ice blade, Modre rolls a 3, for a total combat roll of 10. The clone rolls 1, for a total combat roll of 5. Modre's success level (5) is higher than his weapon's sharpness (2), so the attack does 3 damage. The Clone is now incapacitated and falling down because the Clone's damage (3) plus stun (2) is equal to the Clone's health (5).
  • Modre continues to press the attack to keep the clone from recovering and getting back up. For his second ice blade attack he rolls a 2 for a total combat roll of 9. The clone rolls a 4 for a total combat roll of 9. Modre's attack is only half successful with no power.
  • Modre has one last attack with his other claw. He rolls a 1 for a total combat roll of 8, but the Clone rolls 2 again for a total combat roll of 9. Modre's final attack in this combo misses.

Modre does not have any stun, so he does not recover any at the end of his turn.

8. The Clone's Third Turn

The Clone is incapacitated at the beginning of his turn because the Clone's stun (2) plus damage (3) is 5, which is equal to his health (5). The Clone recovers one stun at the end of his turn, so the Clone's stun is now 1.

9. Fourth round and beyond

The players continue taking turns controlling their characters in the same order until one side gives up or is unable to fight back even after recovering stun. Modre is intent on destroying the Clone so the fight will only end when the clone's damage is greater than or equal to the Clone's health.