Editing Atlanta Files Mechanics:Combat

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'''Defend'''
 
'''Defend'''
  
Succeed- You are unaffected by the consequences and gain a boost.
 
 
Succeed with Style- You are unaffected by the consequences and gain a success.
 
 
Fail- You suffer the consequences based on the number of shifts.
 
 
Tie- You are unaffected by the consequences.
 
 
 
===When your opponent has scale advantage===
 
'''Overcome'''
 
 
Succeed- You eliminate or reduce some threat, but face consequences.
 
 
Succeed with Style- You eliminate or reduce some threat.
 
 
Fail- You face consequences and the target number is increased by 2.
 
 
Tie- You face consequences.
 
 
 
'''Attack Action'''
 
 
Succeed- You gain a single success and face consequences or you gain a boost. Your choice.
 
 
Succeed with Style- You gain a single success. 
 
 
Fail- You face consequences and the target number is increased by 2.
 
 
Tie- You face consequences.
 
 
'''Create Advantage'''
 
 
Succeed- You gain a boost or you face consequences and create the aspect with a single compel.
 
 
Succeed with Style- You create an aspect with a single free compel.
 
 
Fail- You face consequences.
 
 
Tie- You face consequences and gain a boost.
 
 
'''Defend'''
 
 
Succeed- You are unaffected by the consequences.
 
 
Succeed with Style- You are unaffected by the consequences.
 
 
Fail- The consequences are equal to twice the number of shifts.
 
 
Tie- You take a box of stress or the target number is increased by 2 on your next action.
 
  
  
 
==Opponents==
 
==Opponents==
Opponents are made to be player facing. So their numbers are mostly known and the players can roll and resolve both their attacks and defenses without the GM.
 
 
Opponents have four common stats:
 
 
Toughness- The number of successes your side needs to accumulate to eliminate the opponent.
 
 
Power- The target number you must hit in order to succeed on an overcome or attack action against the creature.
 
 
Tactics- The target number you must hit in order to succeed on a create advantage action against the creature.
 
 
Danger- The target number you roll against when using the defend action. This determines the number of shifts for damage.
 
 
Creatures also have consequences when you fail against them. This is generally them hurting you by making you roll against their Danger value, but sometimes it can be them creating an advantage that increases one of their stats or else sticking you with a negative aspect.
 
 
 
 
===Triggered Actions===
 
Opponents sometimes have triggered actions. These are things that the opponent does in response to what the characters do. Generally, the players are not aware of this and the GM will trigger them in their next post after the triggering action took place. These actions can be triggered by a specific number of successes being achieved, a character using a specific approach or action/approach combo, or by something within the fiction.
 
 
'''Success Triggered'''
 
 
The most common type of triggered action is probably going to be the success triggered action. This could be something like, after two successes the opponent will trigger some diversion and attempt to flee. Or maybe it puts on its vampire face and becomes meaner after it has taken a few hits.
 
 
'''Approach or Action/Approach Triggered'''
 
 
This usually represents a creatures inherent ability to counter or resist certain things better than others or else a creature having a specific strategy. Usually, this means that when this is triggered the creature gets to negate, partially negate, or else make you face consequences for what you just did.
 
Ex. So a troll might be better at resisting force and so when you use your force approach to hit it with a lead pipe, you get your successes, but it gets a chance to just shrug off the pipe. Or a mind manipulating creature might be good at messing with your thoughts and so when you attack it with intellect, it gets a chance to blast you with psychic damage.
 
 
 
'''Fiction Triggered'''
 
 
These are more nebulous and cover pretty much everything else. Basically, its something that makes sense for the opponent to do based on what's happening in the story. ex. The fire elemental gets stronger when it gets blasted with a fire spell and its danger rating increases. Or, you have several successes representing taking out several members of the pack and have the others pinned down. They may transform back into humans and try to negotiate a surrender.
 
 
 
 
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