Difference between revisions of "Mano a Mano:Combat Example"

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{{:Mano a Mano:Character Sheet
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<i>The Clone, adult male human robber, 95 kg, 1.6 m height, 201 CP<br>
| name=The Clone | age=adult | sex=male | template=human
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1 speed, 0 agility, 3 strength, 7 toughness, 14 stamina, 5 running<br>
| occupations=robber | portrait=[[Image:Minimam-rogue-healthy.png]]
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2 unarmed combat, 4 one-handed weapons, 2 craftsmanship<br>
| mass=95 | tmass=75 | length=1.6 | tlength=1.7 | lengthtype=height | variability=medium
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2 hands (hand, 3 power, 2 attack, 12 defense)<br>
| speed=1 | tspeed=1 | agility=0 | tagility=0 | power=4 | tpower=4 | toughness=8 | ttoughness=6
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2 feet (3 power, 2 attack, 12 defense)<br>
| cp=151 | tcp=120
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14 melee defense, 10 missile defense, 13 grapple defense, 3 grapple attack<br>
| aq1=unarmed combat     | mod1=1 | tmod1=0
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0 best absorption, 0 total cover, ____ stun, ____ damage</i>
| aq2=one-handed weapons | mod2=2 | tmod2=0
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| aq3=craftsmanship     | mod3=2 | tmod3=0
 
| item1=2 hands | features1=hand                       | halfpower1=2 | power1=4 | atk1=1 | def1=11
 
| item2=2 feet                                         | halfpower2=2 | power2=4 | atk2=1 | def2=11
 
| carryingcapacity=3 | equipmentmass=0.5 | encumbrance=0
 
| ground=4 | water=0 | air=0 | climbing=0
 
| meleedefense=14 | missiledefense=13 | bestabsorption=0 | totalcover=0
 
| healthy=4
 
}}
 
  
  
 
'''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. 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.
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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'''
  
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.
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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.
 
 
Steven does a powerful strike with his machete. This is a full power attack so it's attack power is 6. 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 his attack modifier (2) so that his total combat roll is 4.
 
 
 
The Clone's defense with his hands (and feet) is 11. Steven's 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.
 
 
 
'''4. The Clone's First Turn'''
 
  
Now the Clone has initiative because his player is sitting next in order.
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Steven does a powerful strike with his machete. The attack modifier of this attack is Steven's attack modifier with the machete, which is 4. Steven's player rolls a 2, and adds Steven's attack modifier with the machete (4) so that his total attack roll is 6. The difficulty of the attack is the clone's defense. The clone's melee defense is 12. Steven's total of 6 is less than the clone's 12 defense, so Steven's attack misses.
  
The Clone launches a combo attack. The Clone's speed is one, but he's using two limbs (which count as multiple weapons), so he gets to attempt 2 quick attacks in his combo.  The power of each of these quick attacks is 2, and each has a +1 combat roll bonus.
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'''3. The Clone's First Turn'''
  
Steven defends using his machete, so he has a 15 to defend against each attack in the Clone's combo.
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Now the clone has initiative because his player is sitting next in order.
*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.
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15
*On the second attack in the combo, the clone rolls a 4, for a total of 5.  Because 12 is higher than 5, the clone's second attack misses.
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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 2.
 +
The difficulty of the attack is Steven's melee defense which is 14.
  
At the end of the clone's turn he can recover one stun, but he has no stun yet.
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*On the first attack in the combo, the clone rolls a 14, for a total of 16 after adding the clone's attack modifier (2). Because the clone's total (16) is greater than Steven's defense (14), the clone's first strike is successful. The power of this attack is 3. Because the clone's hands and feet are not sharp (or padded) half of the power, rounded down becomes damage (1) and the rest (2) becomes stun. Steven now has 2 stun and 1 damage.
 +
*On the second attack in the combo, the clone rolls an 12, for a total of 14 after adding the clone's attack modifier (2).  Because the Clone's total is only equal to Steven's defense, the attack misses.
  
'''5. Steven's Second Turn'''
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'''4. The second round'''
  
It is Steven's turn again, and the beginning of the second combat round.
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When it is Steven's turn again, he decides to wait and counterattack.
Steven 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'''
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[[Image:Minimam-rogue-injured.png|right]]Now it is the clone's turn, and the clone decides to do a powerful strike, but Steven gets to attack first because of his counterattack. Steven's response is a powerful attack of his own. Steven rolls a 14 for a total of 18 after adding his attack modifier (4). The clone's defense is 12.  Because Steven's total (18) is higher than the clone's defense (12), his attack succeeds. This is a double power attack, so the attack power is 10. The clone has no armor with absorption to reduce the attack's power. Because Steven's machete is Sharp, the clone takes 10 damage and no stun.
  
The clone decides to do a powerful attack to Steven, but Steven gets to attack first because of his counter attack. Steven's response is a powerful attack of his own, with an attack power of 6 and combat bonus of +2. Steven rolls a 14 (for a total of 16.) The clone's defense is 11.  Because Steven's combat roll is higher, his attack succeeds. 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.
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The clone's stun plus damage (0 + 10 = 10) is now has more than his toughness (7) but less than his stamina (14). This means the clone is injured and can no longer do strenuous actions like the powerful strike he was planning. Instead, the clone chooses to evade, giving him a +5 defense modifier against all attacks until his next turn.
  
The clone now has more damage than his healthy, so he can no longer do powerful actions.  Instead, the clone chooses to Evade, giving him a +4 bonus against all attacks until his next turn.
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'''5. Steven's Third Turn'''
  
'''7. Steven's Third Turn'''
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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. to do a second attack.
  
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 or legs he isn't using to hold the machete as a secondary weapon for a second attack.
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* Steven first attacks using a kick (a quick attack with one of his legs.) Steven's attack bonus with his head and legs is 2, and he rolls a 12, for a total of 14.  The clone's defense is 12, but this is raised to 17 because the clone is evading. Steven's kick attack misses because Steven's total (14) is not greater than the clone's defense (17).
* Steven first attacks using a kick. His combat 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 is raised to an 15 because he is evading, so Steven's kick attack misses (because 15 is greater than 13.)
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* [[Image:Minimam-rogue-incapacitated.png|right]]For Steven's second attack he uses the machete, and he rolls a 17, for a total combat roll of 21. The clone's defense and evasion together is only 17, so Steven's attack is successful.  The power of this attack is 5. Steven's weapon is sharp so the attack does 5 damage. The clone is now totally incapacitated because the clone's damage plus stun (0 + 15 = 15) is equal to or higher than the clone's stamina (14).
* 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 bonus together is only 15, so Steven's attack is successful.  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).
 

Latest revision as of 00:25, 17 January 2009

Combat Example[edit]

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


The Clone, 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)
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 4. Steven's player rolls a 2, and adds Steven's attack modifier with the machete (4) so that his total attack roll is 6. The difficulty of the attack is the clone's defense. The clone's melee defense is 12. Steven's total of 6 is less than the clone's 12 defense, so Steven's attack misses.

3. The Clone's First Turn

Now the clone has initiative because his player is sitting next in order. 15 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 2. The difficulty of the attack is Steven's melee defense which is 14.

  • On the first attack in the combo, the clone rolls a 14, for a total of 16 after adding the clone's attack modifier (2). Because the clone's total (16) is greater than Steven's defense (14), the clone's first strike is successful. The power of this attack is 3. Because the clone's hands and feet are not sharp (or padded) half of the power, rounded down becomes damage (1) and the rest (2) becomes stun. Steven now has 2 stun and 1 damage.
  • On the second attack in the combo, the clone rolls an 12, for a total of 14 after adding the clone's attack modifier (2). Because the Clone's total is only equal to Steven's defense, the attack misses.

4. The second round

When it is Steven's turn again, he decides to wait and counterattack.

Minimam-rogue-injured.png

Now it is the clone's turn, and the clone decides to do a powerful strike, but Steven gets to attack first because of his counterattack. Steven's response is a powerful attack of his own. Steven rolls a 14 for a total of 18 after adding his attack modifier (4). The clone's defense is 12. Because Steven's total (18) is higher than the clone's defense (12), his attack succeeds. This is a double power attack, so the attack power is 10. The clone has no armor with absorption to reduce the attack's power. Because Steven's machete is Sharp, the clone takes 10 damage and no stun.

The clone's stun plus damage (0 + 10 = 10) is now has more than his toughness (7) but less than his stamina (14). This means the clone is injured and can no longer do strenuous actions like the powerful strike he was planning. Instead, the clone chooses to evade, giving him a +5 defense modifier against all attacks until his next turn.

5. 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. to do 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 2, and he rolls a 12, for a total of 14. The clone's defense is 12, but this is raised to 17 because the clone is evading. Steven's kick attack misses because Steven's total (14) is not greater than the clone's defense (17).
  • Minimam-rogue-incapacitated.png
    For Steven's second attack he uses the machete, and he rolls a 17, for a total combat roll of 21. The clone's defense and evasion together is only 17, so Steven's attack is successful. The power of this attack is 5. Steven's weapon is sharp so the attack does 5 damage. The clone is now totally incapacitated because the clone's damage plus stun (0 + 15 = 15) is equal to or higher than the clone's stamina (14).