Post by Nanie on Apr 19, 2011 3:41:08 GMT -5
Insulting Attacks:
An Insulting attack is something that is very much not life threatening. Anyone may perform an insulting attack. If it connects, they roll strength. If their strength roll is greater than or equal to the target's spirit roll, then the one that gets hit loses one current courage. Note that it is a spirit roll that is used, not courage. Meaning that it will always be at the target's maximum value, unless they have some ability which grants a bonus.
Rolls Involved:
Attacker rolls Speed.
Defender rolls Defense.
If Speed is Less than Defense:
**Attack Failed.
If Speed is Greater Than or Equal to Defense:
**Attacker rolls Strength.
**Defender rolls Spirit.
**If Strength is Less than Spirit:
****Attack Failed.
**If Strength is Greater Than or Equal to Spirit:
****One damage is dealt to defender's current courage. As wounded pride.
Counter Attacks:
If an attack fails by 3 points or more, if the defender attacks next turn and remembers this bonus he or she gains +2 to his speed roll to hit, as well as connect other attack types during this round.
Unarmed Attacks:
If you attack but in the RP you use no weapon, or a weapon your character does not properly understand how to use, any inflicted damage is cut in half then rounded up.
Subdual and Sparring Attacks:
If an attack is meant to be non lethal, the damage dealt is halved as though it were an attack made by a fist. However, if a weapon is still being used, if a character is knocked into the negative they still very much require medical attention. If you are sparring with your raw fists however, you will only fall unconscious and damage stops at zero. Sparring with a character in a friendly manner will yield no real experience, but it can serve as a good way to estimate your combat potential compared to them and strengthen your character's bond. If enough sparring happens, experience may be awarded.
Grapple:
Grapple first requires a successful hit of the attacker's Speed vs the defenders Defense. If the grapple connects, an opposed Strength roll is initiated. This one is in favor of the defender. If the attacker rolls higher than the target, the target is restrained. The defender must roll equal to or higher than the attacker to resist the first turn, and each following turn this same strength roll is made to see if the character can escape.
Resolving Attacks:
The attacker rolls a die with as many sides as his speed score. The defender rolls a die with as many sides as his defense score. If your die has an odd amount of sides, roll Custom Dice to accommodate as needed. Please note that a person who gets attacked without knowing the enemy is hostile is at a -2 penalty. If it is completely by surprise and the target has no clue the other exists, the defender is at a -4 penalty.
If the defense roll was higher than the attacker’s speed roll, then no damage was dealt. If the speed roll is equal to or greater than the defenders defense roll, the attack connects.
The attacker then gets to roll a die with as many sides as his strength score holds.
Example of a Missed Insulting Attack
The attacker's roll missed. Therefore, the attack missed by some means. When an attacker misses, the RP should be the one who got attacked so they can RP just how it was the attack was avoided.
Example of a Connecting Insulting Attack
In this instance, the attack connected. Arios now has one ounce of courage gone due to demoralization.
Example of a Counter Attack and a Grapple Attack (Working Together)
If a character does more than one action that would merit the Counter bonus, each action gains this bonus. Any roll that would determine the success chance of the action is boosted by two; be it physical or magical in nature at the target.
An Insulting attack is something that is very much not life threatening. Anyone may perform an insulting attack. If it connects, they roll strength. If their strength roll is greater than or equal to the target's spirit roll, then the one that gets hit loses one current courage. Note that it is a spirit roll that is used, not courage. Meaning that it will always be at the target's maximum value, unless they have some ability which grants a bonus.
Rolls Involved:
Attacker rolls Speed.
Defender rolls Defense.
If Speed is Less than Defense:
**Attack Failed.
If Speed is Greater Than or Equal to Defense:
**Attacker rolls Strength.
**Defender rolls Spirit.
**If Strength is Less than Spirit:
****Attack Failed.
**If Strength is Greater Than or Equal to Spirit:
****One damage is dealt to defender's current courage. As wounded pride.
Counter Attacks:
If an attack fails by 3 points or more, if the defender attacks next turn and remembers this bonus he or she gains +2 to his speed roll to hit, as well as connect other attack types during this round.
Unarmed Attacks:
If you attack but in the RP you use no weapon, or a weapon your character does not properly understand how to use, any inflicted damage is cut in half then rounded up.
Subdual and Sparring Attacks:
If an attack is meant to be non lethal, the damage dealt is halved as though it were an attack made by a fist. However, if a weapon is still being used, if a character is knocked into the negative they still very much require medical attention. If you are sparring with your raw fists however, you will only fall unconscious and damage stops at zero. Sparring with a character in a friendly manner will yield no real experience, but it can serve as a good way to estimate your combat potential compared to them and strengthen your character's bond. If enough sparring happens, experience may be awarded.
Grapple:
Grapple first requires a successful hit of the attacker's Speed vs the defenders Defense. If the grapple connects, an opposed Strength roll is initiated. This one is in favor of the defender. If the attacker rolls higher than the target, the target is restrained. The defender must roll equal to or higher than the attacker to resist the first turn, and each following turn this same strength roll is made to see if the character can escape.
Resolving Attacks:
The attacker rolls a die with as many sides as his speed score. The defender rolls a die with as many sides as his defense score. If your die has an odd amount of sides, roll Custom Dice to accommodate as needed. Please note that a person who gets attacked without knowing the enemy is hostile is at a -2 penalty. If it is completely by surprise and the target has no clue the other exists, the defender is at a -4 penalty.
If the defense roll was higher than the attacker’s speed roll, then no damage was dealt. If the speed roll is equal to or greater than the defenders defense roll, the attack connects.
The attacker then gets to roll a die with as many sides as his strength score holds.
Example of a Missed Insulting Attack
The attacker's roll missed. Therefore, the attack missed by some means. When an attacker misses, the RP should be the one who got attacked so they can RP just how it was the attack was avoided.
Example of a Connecting Insulting Attack
In this instance, the attack connected. Arios now has one ounce of courage gone due to demoralization.
Example of a Counter Attack and a Grapple Attack (Working Together)
If a character does more than one action that would merit the Counter bonus, each action gains this bonus. Any roll that would determine the success chance of the action is boosted by two; be it physical or magical in nature at the target.