Trace: combat

Combat

Combat

Combat and turn orders are controlled by the GM.

  • The GM describes enemies taking actions or dealing damage, and gives you a chance to respond.
  • If you're not sure that something is possible to do, ask the GM.
  • Reply with a post that describes your character taking your actions,
  • Follow the instructions from the move.
  • The GM will describe the outcome of the events.

Turn order is not The GM controls who gets to act when and should evenly present opportunities to the players. At their discretion, they may let players or other NPCs to interject into situations unexpectedly.

Dual Wielding

Players using two Fast or Medium speed weapons can attack with both simultaneously. Speeds may not be mixed.

Damage rolls are changed to: Attacking Weapon + (Other Weapon / 2)

When dividing odd damage numbers in half, round up.

So if your weapons are:

Primary Weapon: Lt. Stick+1 (1d6/Fast) - A lightweight whippin' stick.
Secondary Weapon: Lt. Stick (1d5/Fast) - A lightweight beatin' stick. 

You would roll: 1d6+1d3

Unarmed Damage

Some moves call for unarmed damage, or a player may find themselves without one.

By default, all players start with an unarmed damage value of 1d4+0. This can be improved by spending LP.

Unarmed damage is considered Fast but not a weapon, and is only rolled once no matter how many extremities you have. Attack+ and other damage modifiers apply as usual.

Hand-to-Hand Weapons

Hand-to-Hand weapons augment your unarmed damage, providing different effects or modifications to your damage output, and otherwise treated the same as any other weapon.

Hand-to-Hand weapons are not given base damage, and instead specify damage as Unarmed+/-X where X is any number or roll such as +1, or +1d3.

Weapon effects are only considered once per attack, regardless of the number of limbs someone has.

For example:

Brass Knuckles (Unarmed+1d4-1/Fast) - 1/Session: Roll might to stun an enemy. 6+: Stun.

Examples

Let's go through an example. In this case we'll use a SlowDoll and a FastPlayer. Their combat goes like this;

  1. GM informs FastPlayer that SlowDoll is about to take a swipe at them with a post, prompting FastPlayer to react.
  2. FastPlayer decides to AttackSlowDoll, and writes a short post about how they're doing it.
  3. GM instructs them to roll for it.
  4. FastPlayer rolls a 10 and their damage, and chooses to avoid an incoming counterattack.
  5. GM describes the results in order (in the same post);
    1. FastPlayer evading the counterattack.
    2. FastPlayer hitting SlowDoll.
    3. SlowDoll winding up again.
  6. FastPlayer announces that they're going to use Attack again, making another post about how.
  7. GM tells them to roll again.
  8. FastPlayer rolls a 7, and their damage.
  9. GM describes in order (in the same post):
    1. FastPlayer grazing Slowdoll
    2. SlowDoll hitting FastPlayer in the teeth, giving them a debility and damage
    3. SlowDoll winding up another swing.
  10. FastPlayer declares an attack and describes it.
  11. GM instructs them to roll again.
  12. FastPlayer rolls a 6.
  13. GM describes;
    1. What their failure looks like
    2. How much damage they're taking from SlowDoll.
  14. Repeat until someone dies or retreats!
1e/combat.txt · Last modified: 2021/07/30 13:51
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