Friday, January 17, 2014

CYBER-PULP FANTASY CORE-Game Rules-Combat

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)


This setting builds off of the Fantasy Core and Pulp Fantasy Core rules.  However, there are some inconsistencies between them, and I wanted to make a few edits.  There’s nothing terribly new here though.  I should mention that I’ve modified the Spell list because of playtesting results.  Essentially, I’ve upped the initial damage and added aftereffects, but probably lessened the scaling damage at higher levels.  The spells are the same for all the settings and the spellcasting mechanics are unchanged.

NOTES

--All calculations involving 1/2 level or two abilities divided are to be rounded up.  Always at least +1, if more than 0.
--Natural Roll: The number as rolled on the dice without modification.
--"Ref" is the game referee.  NPC is a Non-Player character controlled by the Ref.
--BAB is Base Attack Bonus, the attack bonus not including Ability bonuses. 
--AC is Armor Class.
--A Turn equals about 10 minutes of game time. 
--A Round (rd) is an exchange of combat attacks.
--An Encounter is a complete combat encounter, which is considered ended when there is 1 turn of rest following it.  A turn or an encounter may be considered equivalent for spell duration purposes.  Spells lasting multiple turns however will only last for one encounter.  A Day can be considered ended after 8 hours of sleep.


COMBAT

Surprise: One side catches the other by surprise.  This may require a successful Stealth roll or a failed Detection roll to execute, or the situation itself may automatically grant surprise.  The attackers may act without a counterattack from the other side.

Initiative: First, anyone with a +3 or more in Dex bonus will act first in every rd.  (Assume most monsters have a 0 Dex bonus unless the Ref rules a monster has high Dex.)  Have a roll off, if there are multiple high-speed combatants, and rank them in order.  

Next, group the other combatants and roll for each on a d20.  (For example, the characters will be one group, Orcs another, their Ogre another.  Just logical groupings, not necessarily by species.)  Have a roll off between any ties.  The groups will then be ranked from high roll to lowest and attack, in order, each rd. 

Attack Rolls:
Melee: For characters and NPC's, add BAB + Str bonus.
Ranged: For characters and NPC's, add BAB + Dex bonus.  This includes thrown weapons. 

AC: For characters and NPC's, add any Dex bonus to AC.

Disadvantaged: Attacks from behind, or against the blinded or deafened, or some other debilitating condition, but not totally helpless foes.  Damage caused by a hit will be maximum.

Knocked Down: A combatant rendered prone may still defend themselves, but cannot move or make melee attacks without standing up first.

Withdrawal: If orderly, the retreating may defend themselves or use Covering Fire, but not attack.  If routed, the retreating automatically takes a hit while within Close Range to their opponent.  They are in a Disadvantaged state while at Short Range.  This also applies if someone disengages from an opponent they are fighting in melee.

Helpless: A combatant is in a condition where they are unable to defend themselves or attack, like Knocked Out.  At Close range, a helpless combatant is automatically hit for maximum damage (See Execution rule if that applies).  Beyond that range, a helpless combatant is considered AC 10 to hit in combat.

Invisibility or Blinded: Attackers lose all bonuses against invisible foes or if they are blinded.

Subdual: Must be called before rolling attack and must be using a non-edged weapon (like a club), subdual rds in a gun, or brawling.  Defender takes non-lethal damage to hp.  At 0 hp, the victim is knocked out for a turn, all subdual hp damage healed.   A knockout may also occur on a hit with a where maximum damage is scored.  A DC 12 Fort save is required to stay standing.

Stunt Attack (Special Attack): Anyone may make an extra move or action (not an additional attack) or specialized attack in a round.  But next rd, they may not attack or move, though they can still defend.  Typically works as an ability roll plus an attack roll.  Examples: Bull rush-attack roll plus Str roll, Swing from chandelier-attack roll plus Dex roll.  If the ability roll fails, the attack automatically fails, and the Ref may narrate the results of the failure.  DC 12 normally, DC 18 for a truly outlandish act.

Grapple: Works like a stunt attack.  If the grapple fails, the grappler cannot move or attack the next rd.  The grappler must have strength at least equal the grappled.  Roll attack, if successful, the grappled may make one DC 12 Str check or Escape Artist skill (if roughly equal in Str, DC 18 if the grappler is significantly stronger) to break.  If successfully grappled, the defender may be bound in some fashion in 1 rd.  If just held, the defender may not try to escape again until a turn has passed or the situation otherwise changes.  Also, the attacker cannot defend themselves until the grappled is bound, or let go, or the attacker is assisted.  (So, the grappler and the grappled are both in a Helpless state.)

A swarm or grapple attack may also be used to pull down a mounted rider.  Grappling or swarming larger creatures is unlikely unless they are very weak.  A large creature may grapple (instead of doing dam) with a successful attack roll.  One DC 18 Str check or Escape Artist skill can be made to break loose.

Swarm: In a swarm, up to three additional attackers may join in (for normal man-sized opponent).  Make one attack roll with the best combatant and add +1 to the attack for every participant.  One DC 18 Str check or Escape Artist skill can be made to break loose. 

Called Shot: Attacking a certain area or spot or attempting a disarming attack with either a ranged or melee weapon.  Must be called before roll.  For the attack to succeed, it must be at least a Natural 12 for a fairly easy to hit target (Close range or fairly big target), a Natural 18 for very hard one.  Otherwise it is only a normal hit if the attack is successful versus target's AC. 


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