Distat-Combat

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(Physical)
(Movement)
 
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=====Movement=====
=====Movement=====
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A character may move through the area of an encounter until reaching a single target (such as a wall to climb up, an enemy or an ally). There is normally no check necessary to receive this movement, except in the following cases:
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Once per turn, a character may move through the area of an encounter until reaching a target (such as a wall to climb up, or combatants). Moving up to a target makes the character join the '''group''' that the target is part of, which may provide bonuses or penalties. Creatures inside a group are considered '''adjacent''' to one another. A character takes a -1 penalty to their Body EPV for every enemy beyond the first that they are adjacent to. There is normally no check necessary to receive this movement, except in the following cases:
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*'''Time Constraint:''' A character that has a time constraint on movement (for example, to reach a closing gate or interpose themselves between an attacking enemy and an ally) must use their Physical action for the round, and make an opposed Body check against the cause of the time constraint.
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*'''Time Constraint:''' A character that has a time constraint on movement (for example, to reach a closing gate or interpose themselves between an attacking enemy and an ally) must use his Physical action for the round, and make an opposed Body check against the cause of the time constraint.
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*'''Threatened:''' When a character is attempting to move away from an enemy who is adjacent to them and aware of them, they must make an opposed Mind or Body check (character's choice). On a failure, they are unable to take their move action for the round, but may act normally otherwise.
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*'''Threatened:''' When a character is attempting to move away from an enemy who is adjacent to him and aware of him, he must make an opposed Mind or Body check (character's choice). On a failure, he is unable to take his move action for the round, but may act normally otherwise.
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**''Threatened by multiple enemies'': A character only ever makes one check to move away, regardless of how many opponents Threaten him. The character is opposed by the enemy with the highest relevant EPV.
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**''Presence of allies'': Each side in this check gains a +1 bonus for every one of their allies adjacent to them. If the character attempting to move has more allies than enemies in the group, he does not need to make the opposed check to move away.
*'''Incapacitated:''' A character that is incapacitated (such as restrained or unconscious) cannot take move actions.
*'''Incapacitated:''' A character that is incapacitated (such as restrained or unconscious) cannot take move actions.
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=====Restraining=====
=====Restraining=====
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Restraining is a special opposed check that can be taken with either action and checks the appropriate effective stats. On a success, the target is denied the appropriate action for its next turn. A character may not attempt to restrain a target that's already restrained.
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Restraining is a special opposed check that can be taken with either action and checks the appropriate effective stats. On a success, the target is denied the appropriate action for its next turn. A character may not attempt to restrain a target that's already restrained. A restrained character cannot Threaten. A character can't take a move action in a round after it has Restrained an opponent, but may move and then attempt to Restrain.
=====Identify=====
=====Identify=====
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A character may, instead of a move action, make a stat check against a target to determine what talent it used. This check uses the appropriate stat with the target number of the minimum stat point expenditure for the talent (for example, a 3rd level talent would have a target number of 6 to identify it). Every time the character sees that talent used by the target, the target number decreases by one.
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A character may, instead of a move action, make a stat check against a target to determine what talent it used. This check uses the appropriate stat with the target number of the minimum stat point expenditure for the talent (for example, a 3rd level talent would have a target number of 6 to identify it). Every time the character sees that talent used by the target, the target number decreases by one. If the character has the same talent, the target number is halved (rounding up).
====Opposed Checks====
====Opposed Checks====
An opposed check represents a clash between a force and an obstacle (usually someone attacking someone else). All attacks are opposed checks. The initiator compares their Effective Active Value to the target's appropriate Effective Passive Value. The character with the higher of the two compared stats wins the check. A failure only damages the losing side if it was the defending side (so an initiator that fails to harm their target takes no penalty). A tie always counts as a failure on the initiator's part.
An opposed check represents a clash between a force and an obstacle (usually someone attacking someone else). All attacks are opposed checks. The initiator compares their Effective Active Value to the target's appropriate Effective Passive Value. The character with the higher of the two compared stats wins the check. A failure only damages the losing side if it was the defending side (so an initiator that fails to harm their target takes no penalty). A tie always counts as a failure on the initiator's part.
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=====Active Talents in Opposed Checks=====
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If a target of an opposed check that is using an active talent knows the talent (and has Identified it), the target gets a +1 bonus to its EPV on that check. This bonus is cumulative; if the target has Identified more than one active talent it knows being used with the check, it receives the bonus for each one.
=====Taking Damage=====
=====Taking Damage=====
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A character's effective value is reduced by failing attacks made against them; unless otherwise specified, taking damage in this way incurs a 1 point damage penalty to the EV of the stat that was used in the opposed check. Whenever a character's effective value drops to 0, that character is subject to a number of restrictions. They may no longer take the respective action in combat, and automatically fail all opposed checks using that stat. A character with an effective value reduced below 0 falls unconscious, and further damage will kill the character. At the end of an encounter, allowing a short rest, an unconscious character's effective values return to 0, and if medical attention is available, to 1 (if it was higher than 0 to begin with). A character whose effective values have dropped under half of their normal maximum (round down) has them return to that value, allowing a similar short rest. For every two points from the bonus pool spent at this time (and only at this time), a character recovers an additional point of damage penalty. A full night's rest recovers 2 points of damage penalty. Otherwise, characters do not automatically recover effective values. All automatic recovery affects both stats: a character reduced below 0 in both Mind and Body will recover up to 0 in both stats, and a night's rest will heal him 2 points in each stat.
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A character's effective value is reduced by failing attacks made against them; unless otherwise specified, taking damage in this way incurs a 1 point damage penalty to the EV of the stat that was used in the opposed check. Whenever a character's effective value drops to 0, that character is subject to a number of restrictions. They may no longer take the respective action in combat, and automatically fail all opposed checks using that stat. A character with an effective value reduced below 0 becomes unwilling or unable to continue fighting (such as unconscious). At the end of an encounter, allowing a short rest, such a character's effective values return to 0, and if medical attention (for Body) or something to rally (for Mind) is available, to 1 (if it was higher than 0 to begin with). A character whose effective values have dropped under half of their normal maximum (round down) has them return to that value, allowing a similar short rest. For every two points from the bonus pool spent at this time (and only at this time), a character recovers an additional point of damage penalty. A full night's rest recovers 2 points of damage penalty. Otherwise, characters do not automatically recover from damage. All automatic recovery affects both stats: a character reduced below 0 in both Mind and Body will recover up to 0 in both stats, and a night's rest will heal him 2 points in each stat.
[[Category:Distat]]
[[Category:Distat]]

Current revision as of 02:19, 27 June 2012

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