Combat Basics

Combat in this system is a fairly straightforward process.

Step 1: Do +combat/start. This will create a Combat Tracker which will keep track of initiative (determined by a roll of 1d10, adds the character's dexterity stat, and adds any modifiers for Fast Reaction Time). Everyone should then +combat/join (see +help +combat).

Step 2: Everyone takes their actions in initiative order. All characters receive 1 attack and 1 defense action automatically. Characters with the dexterity stats 5-6 receive 1 extra action, dexterity stats 7-8 receives 2 extra actions, dexterity stats 9-10 receive 3 extra actions, and so on, with each additional 2 pts. giving another action. Each successive action beyond the first action suffers a cumulative -2 penalty. Extra actions can either be used for attack or defense.

Attacks are fairly simple; you choose an appropriate weapon or combat maneuver (news combat maneuvers), roll Dexterity plus either Gun Fu, Kung Fu, or Getting Medieval as appropriate. The target either uses Dodge or Parry (also in the combat maneuvers chart) to try and avoid or block the hit. If the target rolls better than the attacker, the attack misses. If not, the target takes damage. When fighting with allies, each attacker gains +1 to hit per ally actively fighting with them, to a maximum of +4 (kung fu and melee attacks only; ranged attacks get a flat +1 and no more).

When using a ranged weapon, there's a -1 penalty to hit at Medium range, and a -3 to hit at Long range (see NEWS RANGE). If using a gun, multiple shots can be taken as part of your attack action. Each additional shot removes 1 point from the attack roll, but does damage multiplied by the number of shots taken. Fully automatic weapons can fire bursts. Make 1 attack roll, and multiply the base damage by the Success Levels. Bows use the multiple action penalties. Crossbows, and other single-shot weapons, must be reloaded after each shot.

Each combat maneuver or weapon (news weapons) has a different base damage. Add to this +1 pt. per Success Level of the attack, and subtract -1 pt. per point of Armor Value (see NEWS ARMOR) the target possesses. Bashing damage reduces life points normally. Slash/Stab and bullets do double damage, though some creatures (like vampires), take much less. Healing occurs at 1 LP per CON level, per day (see NEWS HEALING).

Page tags: combat news system
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