Combat: Difference between revisions
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'''Combat Sequence''' | '''Combat Sequence''' | ||
{| class="wikitable" | |||
|+ Combat Sequence | |||
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! Step Name !! Definition | |||
|- | |||
| 1. Declaration || Challenger declares his action and bids a Trait. Defender | |||
either relents, or declares her response and bids a Trait | |||
|- | |||
| 2. Expenditures || The Challengers and Defenders declare any Trait Expenditures such as blood etc | |||
|- | |||
| 3. Initiative || Each Character determines their order they will be acting. A Character Initiative is determined by the Character takes their Attribute Total (Named traits Only) for their declared action + Their level of the Celerity Discipline (1-5). In the case of a numerical tie, the Players roll 1 d10. Whoever gets the highest will go first. You may not contest actions. | |||
|- | |||
| 4. Determine Trait Pool for Ties || This is the total of the Character’s Base Attributes for the Challenge they are engaging in + Any Bonus Traits or Named Traits from powers then – Any Trait Penalties or Down Traits. After this Math is complete, the total max regardless is 30. | |||
|- | |||
| 5. Test || • The Challenger rolls a number of d3s equal to 1+ the Number of Retests they would have in the challenge. The Challenged Rolls a number of d3s equal to 1+ the number of retests they would have in the challenge. | |||
• The players compare these two scores. 1 Equals a Success, 2 Equals a Tie, and 3 Equals a failure. Compare total number of Success to determine who won the challenge. The person with the most successes wins. In the case of any true ties in this number; the challenge is considered a draw and nothing happens. | |||
|- | |||
| 6. Lose Traits || The character currently in the losing position loses the Trait(s) they initially bid (in the case of a draw, both lose their bid Traits) or any traits lost from negative traits. | |||
|- | |||
| 7. Overbid || The loser of the test can attempt to overbid, depending on the characters’ relative Traits (They must be bidding double what the other character is bidding). This creates a New Test. Repeat Step 5. This may be done once. | |||
|- | |||
| 8. Resolution || Determine the results of the challenge. If the Challenger wins their victory condition is met. If the Challenged Wins their Victory condition is met. | |||
|- | |||
|} |
Revision as of 17:07, 24 August 2023
Glossary
- Turn: A turn in Combat is defined as an individual character’s first action. The end of a character’s turn is the end of their first normal “every man” action.
- Round: A Round is defined in combat as the collective total of all characters actions (including extra actions). End of the Round is when all characters have finished taking their actions.
- Action: An Action is defined when a character may act or use a power etc. When it comes to a characters turn, they will take all their actions one after the other immediately during their turn.
- Challenger: The aggressor character who is taking their action against another.
- Challenged: The Defender against the Challenger.
Combat Sequence
Step Name | Definition |
---|---|
1. Declaration | Challenger declares his action and bids a Trait. Defender
either relents, or declares her response and bids a Trait |
2. Expenditures | The Challengers and Defenders declare any Trait Expenditures such as blood etc |
3. Initiative | Each Character determines their order they will be acting. A Character Initiative is determined by the Character takes their Attribute Total (Named traits Only) for their declared action + Their level of the Celerity Discipline (1-5). In the case of a numerical tie, the Players roll 1 d10. Whoever gets the highest will go first. You may not contest actions. |
4. Determine Trait Pool for Ties | This is the total of the Character’s Base Attributes for the Challenge they are engaging in + Any Bonus Traits or Named Traits from powers then – Any Trait Penalties or Down Traits. After this Math is complete, the total max regardless is 30. |
5. Test | • The Challenger rolls a number of d3s equal to 1+ the Number of Retests they would have in the challenge. The Challenged Rolls a number of d3s equal to 1+ the number of retests they would have in the challenge.
• The players compare these two scores. 1 Equals a Success, 2 Equals a Tie, and 3 Equals a failure. Compare total number of Success to determine who won the challenge. The person with the most successes wins. In the case of any true ties in this number; the challenge is considered a draw and nothing happens. |
6. Lose Traits | The character currently in the losing position loses the Trait(s) they initially bid (in the case of a draw, both lose their bid Traits) or any traits lost from negative traits. |
7. Overbid | The loser of the test can attempt to overbid, depending on the characters’ relative Traits (They must be bidding double what the other character is bidding). This creates a New Test. Repeat Step 5. This may be done once. |
8. Resolution | Determine the results of the challenge. If the Challenger wins their victory condition is met. If the Challenged Wins their Victory condition is met. |