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scion2:rules:combat

Combat Reference

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Actions

  • Actions: In the general sense
    • Simple Action: Do something that requires a roll
    • Reflexive Action: An action so minor that no roll is needed but does have important effect
      • draw weapon
      • stand up
      • move around unimpeded (within the Range Band)
    • Inconsequential Action: An action yet even so minor no roll is needed and it is merely cosmetic:
      • “brush dirt off your shoulder”
      • “tilt your face down to look over your sunglasses”
    • On a Turn, you may do all of the following
      • One Simple Action
        • This can be a Mixed Action
      • One or more Reflexive Actions within reason
      • One or more Inconsequential Actions
  • Combat Actions
    • Move: (Reflexive) Move one Range Band. Once per Round.
      • Dangerous Terrain: Adds a complication if a character must pass through it
      • Difficult Terrain: Move action becomes a Simple action, (Athletics + Dex) must be rolled. All other movement actions are done so at +1 Difficulty.
    • Overcome Barrier: (Simple) ST decides Difficulty and roll/pool
    • Disengage: (Reflexive) You attempt to move one range band away. If an opponent contests (Atheltics + Dexterity) or (Close Combat + Might) and you fail, you don't move. You may take this action in addition to the reflexive move. Tie favors Disengager.
    • Drop/Stand: (Reflexive) Rising from prone uses your movement for the round.
    • Rise from Prone: (Reflexive) if not engaged, (Simple) if engaged w/opponent (roll required)
    • Rush: Charge one range band toward an opponent (in addition to Move action). Can be opposed if opponent doesn't want you to approach. Tie favors defender.
    • Utilize Cover: (Simple) Expendable, Light, Heavy, Full.
      • Expendable: absorbs 1 injury before destroyed
      • Light: absorbs 4 Injuries before destroyed
      • Heavy: absorbs 10 Injuries before destroyed
      • Full: character cannot be targeted
    • Withdraw: If necessary, Disengage first, then make (Athletics + Dex) to continue to cross range bands. If enemies pursue, will require additional Disengaging.

Order of Battle

Why is movement calculated in feet but Shove and Throw stunts are in meters?

  • Initiative
    • roll (Combat-related Skill + Cunning)
    • players decide who goes first on ties between players
    • players go first when a tie between player and npc
  • Round:
    • Characters perform their Simple Action in the Initiative order
      • Can be a Mixed Action
      • Only 1 attack per Turn though
    • Characters can perform X Reflexive actions at any time (even when not their turn)
    • Characters can perform Y Inconsequential actions at any time (even when not their turn)
  • One Character's Turn in a Round
    • One Simple Action (can be a Mixed Action) performed on the Character's Initiative
    • One or more Reflexive Actions taken at any time in the Round
    • One or more Inconsequential Actions taken at any time in the Round
  • Attacking
    • Attacker declares Target (or Targets)
    • Attacker chooses Dice Pool.
      • Attribute is determined by Range Band (see Range section)
      • Skill is determined by Weapon Tag (see Weapons section)
    • Target(s) declare Defense action they wish to take and roll if first time attacked this round
    • If your Target is in range of your weapon, make an attack roll.
    • Total successes, adding Enhancements to total.
    • Spend successes to overcome the Target's Defense. (ATTACK SUCCESSES MUST EXCEED DEFENSE)
      • If equal or lower than Defense, the attack fails/misses
    • Spend additional successes on Stunts ('Xs' means 'x successes')
      • Inflict Damage (0s + opponents Armor): MELEE/RANGED/THROWN. Deal an Injury Condition to your Target.
        • Note: All of Target's Armor tags must be considered before resolving this.
      • Blinding (1s): MELEE. Target takes an increased Difficulty of 1 on all Shoot/Thrown attacks on next action
      • Blinding (2s): THROWN. Same as above.
      • Break Up Grapple (1s): MELEE. When targeting a char who is part of a grapple that you are not in, you may use this stunt to break up their grapple
      • Critical (4s): MELEE/RANGED/THROWN. Deal an additional Injury Condition to your Target
        • Note: All of Target's Armor tags must be considered before resolving this.
      • Disarm (2s): MELEE. Target drops their weapon. You may spend an additional success to knock the item a Short Range Band away
      • Disarm (varies): RANGED/THROWN. Successes must equal opponent's Combat Skill. Same result as melee version.
      • Establish Grapple (varies): MELEE. You may only take Grapple-related actions until the Grapple Condition is over. See Grapple section.
      • Feint (varies): MELEE. Each success adds an Enhancement bonus to your ally's next attack against same opponent.
      • Knockdown/Trip (1s): MELEE. Knock your opponent prone where they stand
      • Knockdown (varies): RANGED. Successes must equal opponent's Stamina. Same result as melee version.
      • Knockdown (varies): THROWN. Successes must equal opponent's Might. Same result as melee version.
      • Seize (2s): MELEE. You take an object held by (but not strapped/attached to) your opponent. You must be strong enough to hold it and must have a hand free.
      • Shove (varies): MELEE. For every 1s, you may push your opponent back a number of meters equal to your Might.
      • Sunder (3s): MELEE. you use your weapon to damage your opponent's gear, making it useless for the rest of the scene.
      • Emptying the Clip (0s): RANGED. For an Automatic (tagged) weapon, attacker can choose to add a +1 Enhancement bonus to the attack. Must reload after this action.
      • Pin (varies): RANGED. Applies a Complication of +2 on the opponent's next attack. If opponent doesn't buy it off, they receive an automatic Injury Condition. A character can spend additional successes to increase Complication.
    • Target takes Injuries based on the Inflict Damage Stunt
    • Next Character's Turn
  • Defending
    • Base Defense (Difficulty) is 1
    • Defender can reflexively roll Defense Pool: highest Resistance Attribute (no Skills)
    • Apply the successes on this roll to generate Defensive Stunts
    • A Defensive Stunt persists until the end of the Round
    • Penalties to Defense from Injury Conditions, etc, can never bring Defense below a 1
    • Full Defense
      • This is a Simple Action
      • Cannot be part of a Mixed Action
      • Spend your action in the round to do a Full Defense
      • Roll double your Defense pool
      • Each success increases the Difficulty required to inflict Injury, or may be split among Defensive Stunts
      • This includes Defensive Knacks
    • Defensive Stunts:
      • Defend: Increases base Difficulty for opponent to inflict Injury
      • Dive to Cover (Difficulty 1): Incoming ranged attack - move one range band away to reach cover. Cover absorbs incoming Injuries
      • Roll Away (Difficulty = opponent's Composure): Move one range band away

Cover

  • Utilize Cover: (Simple) Cover absorbs Injury Conditions you would've otherwise taken.
    • Expendable: absorbs 1 injury before destroyed
    • Light: absorbs 4 Injuries before destroyed
    • Heavy: absorbs 10 Injuries before destroyed
    • Full: character cannot be targeted

The Dreaded Grapple Section

  • Perform an Attack on your Initiative Turn
  • One of the stunts you can choose to perform is Establish Grapple
  • This attack must be performed with a grapple tag weapon (or unarmed)
  • The person who initiates the grapple starts with Control of the grapple
  • While in a grapple, you can only use weapons with the grapple tag
  • While in a grapple and not in control, you cannot use Withdraw (Defense action)
  • Grapple Stunts
    • Inflict Damage (0s): Deal an Injury condition to your Target
    • Break Free (varies): If you are in control, this is a (0s) stunt that auto succeeds. If you are not in control, you must spend successes equal to the number of success your opponent spent establishing.
    • Critical Hit (4s): Deal an additional Injury Condition to your Target
    • Gain Control (varies): equal to the number of success your opponent spent establishing.
    • Pin (2s): Must be in Control. Deny opponent their Defense against all other attacks.
    • Position (varies): Generate an Enhancement bonus to your next grappling attack against the target equal to the number of successes spent on this Stunt.
    • Takedown (1s): Must be in Control. You and your opponent are rendered prone. May combine with Inflict Damage or Throw.
    • Throw (varies): Must be in Control. Hurl your opponent a number of meters = Might in any direction. Each additional success increases distance by a meter. Throwing counts as Breaking Free.

Prone

  • +2 Defense vs Ranged
  • -1 Defense vs Melee
  • Standing Up
    • Reflexive if no opponents adjacent to you
    • Simple (Mixed Action = ok) if opponents in clash range band of character
    • Athletics roll with a Complication of 1
    • If the player fails to buy off the Complication, he takes an Injury Condition

Ambush

This is (I think??) jumping out of the bushes at someone who is probably on alert but hasn't heard you sneak up.

  • Single vs Single: Ambusher's roll (Agility + Dexterity) vs opponents' (Integrity + Cunning)
    • Other pools may be acceptable
  • Group vs Group: Average the roll on each side (ROUND DOWN)
  • The Opponent's roll (successes) becomes the Difficulty for the Ambusher.
  • If Ambusher exceeds Difficulty, spend remaining successes to:
    • Surprise (varies): Impose a Complication on the Initiative roll for the opposing team by one per success spent. If anyone cannot buy off the Complication on their initiative roll, then they do not get an action on the first Round of combat.

Surprise Attack

This is (I think??) starting a fight unexpectedly in the middle of a calm situation (or by someone who wasn't expected to be an adversary).

  • Single vs Single: Roll (Subterfuge + Dex) or (Intellect) vs (half the target's Composure), (ROUND DOWN)
  • Group vs Group: Roll (same) vs (half of the highest Composure rating among group), (ROUND DOWN)
  • Ties favor the Defender
  • On a successful Surprise Attack, characters have a full round to act before Initiative is rolled.
  • After, Initiative is rolled as normal and the enemies join the fight.
  • Stealth cannot be reestablished in a fight w/o Knacks or Boons

Range

  • Range Bands Range bands dictate the Attribute you use as part of your attack pool.
    • Note: weapon tags determine the Skill you use as part of your attack pool.
    • Attributes determined by Range bands are as follows:
      • (Clash?) Mentioned in Prone section but not listed in Range Modifiers section
      • Close: (Might) Melee range.
      • Short: (Might or Dex) Just outside of melee range.
      • Medium: (Dex or Cunning) A fair distance. Good distance for thrown weapons and handguns.
      • Long: (Cunning) Very far. Good distance for ranged weapons (rifles/bows).
      • Extreme: (Intellect): Opponents are distant specks. Communication and Combat are impossible w/o Magic or really powerful specialized equipment. All range bands beyond Long are Extreme, even if a character is several Extreme bands away.
      • Out of Range: For each band beyond the max range of the weapon, add +2 Difficulty to the roll.

Healing

  • Once per session, a character can receive first aid
  • Roll (Medicine + Intellect) [note: book had (Reason + Medicine), but no such thing as Reason]
  • Roll vs Difficulty based on Severity of Injury
    • Bruised Level: 2
    • Injured Level: 3
    • Maimed Level: 5
    • Taken Out Level: 1 success per Condition the target has on them

Weapon and Armor Tags

  • Weapons
    • Design your own
    • Any given weapon may have up to (3) total points of tags
    • Tags
      • Aggravated (2): Deals grievous magical damage. Can only be healed by magic.
      • Arcing (1): Can be fired in an arc. Light cover is ignored, Heavy becomes Light, etc.
      • Automatic (2) : This weapon fires in bursts. Can perform a specal attack that adds +1 Enhancement bonus to deal a Critical Injury. Incompatible with Melee/Shockwave tags. Even if applied thru Knack/Boon. After using Empty the Clip Stunt, the player must roll for Out of Ammo with a -2 Complication each time they've rolled this scene.
      • Bashing (0): Allows for Broken and Battered Injury Conditions. Cannot be used to slice.
      • Brutal (1): Reduces successes necessary for a Critical Stunt by 1.
      • Concealable (1): +1 Enhancement when sneaking the weapon into a location w/o someone noticing
      • Firearm (0): Firearms Skill
      • Grappling (1): +1 Enhancement to making a grapple attack
      • Lethal (0): Scratched, Cut, Bleeding Out Injury Conditions. Cannot inflict Bruised or Battered Injury Conditions.
      • Long Range (1): Firing at close and short range bands, +1 Difficulty.
      • Loud (-1): Noisy and cannot be silenced and will draw attention
      • Melee (0): Close range. Close Combat Skill.
      • Messy (-1): Leaves behind a distinctive trail of destruction
      • Piercing (2): Reduce a target's hard armor value by 1 or soft armor value by 2 when dealing damage
      • Pushing (1): After dealing Stress or an Injury Condition, you can also choose to knock prone.
      • Ranged (0): When fired at close range +1 Difficulty. Firearms or Athletics.
      • Reach (1): Close combat and Short range (whips, pole weapons, etc).
      • Returning (1): Weapon returns when fired or thrown. (boomerang, harpoon)
      • Shockwave (4): AoE. Reserved for weapons at large Scale. Magical effects from Boons/Knacks. Not avail to mundane weaponry.
      • Slow (-1): Simple Action to reload, setup, move, etc.
      • Stun (1): When a target is Taken Out, they are knocked unconscious.
      • Thrown (0): Weapon can be thrown out to Short range band. Athletics Skill.
      • Two-Handed (-1): Requires the use of two hands (no free hand)
      • Unconcealable (-1): It must be put in a container or case but even still it may arouse suspicion
      • Versatile (2): +1 Enhancement when using the weapon to perform Stunts
      • Worn (2): Cannot be disarmed.
  • Armor
    • Design your own
    • Any given armor may have up to (3) total points of tags
    • Tags
      • Cumbersome (-1): +1 Difficulty to Athletics rolls
      • Concealable (2): can be hidden under clothing (within reason)
      • Hard (1 or 3): For 1, add (1) Injury Condition box (-0). For 3, add (2) Injury Condition boxes (both -0). Once filled remain filled for the rest of the scene. Mutually exclusive with Soft tag.
      • Innocuous (2): This armor like an ordinary object. Typically for Relics.
      • Resistant (2): Protects vs a certain type of damage. Bulletproof = ignores Piercing tag. Magical can also be fire, frost, acid, including assoc Conditions. May purchase this tag more than once.
      • Soft (1): +1 Difficulty of Inflict Damage Stunt. Mutually exclusive with Hard tag. Magic/Relics may allow for both tags though.
      • Weighty (-1): Extended Feats/labor in armor prompts Difficulty 3 (Athletics + Stamina) roll or gain a Fatigued Condition.
scion2/rules/combat.txt · Last modified: 2018/11/18 07:28 by tara