Attributes

Brainstorming:

  • Attack
  • Defense
  • Skill
  • Initiative
  • Vitality
  • Energy
  • Will
  • Perception

An example combat

Foo vs. bar have a gunfight in the desert.

Round 1

Intentions
  • Foo wants to take cover behind a nearby rock. (10 initiative points)
  • Bar wants to take a quick shot at Foo. (10 initiative points)
Initiative
  • Foo has 24 initiative points. He bets 16.
  • Bar has 22 initiative points. He bets 20.
Positioning
  • Bar goes first. He stands his ground. (+0 positioning)
  • Foo goes next. He runs for cover. He doesn't reach it, but he is moving. (+5 positioning)
Action
  • Bar takes his attack. He has a +5 to hit against Foo's 20 Defense (+5 from positioning). He rolls 12...the result is 17, a miss!
  • Foo reaches his destination and takes cover. (+10 positioning)

Round 2

Intentions
  • Foo will fire from cover. (10 init)
  • Bar will run for cover. (10 init)
Initiative
  • Foo gains 8 initiative points, and now has 16. He bets 10.
  • Bar gains 8 initiative points, and now has 10. He bets 10.
  • Initiative is tied, so roll off! Bar wins.
Positioning
  • Bar goes first. He runs for cover and reaches it. (+10 positioning)
  • Foo goes next. He does not change position.
Action
  • Bar takes no action.
  • Foo fires. He has a +7 to hit against Bar's 24 Defense (+10 from positioning). A roll of 3...a result of 10, miss!

Round 3

Intentions
  • Foo will keep firing from cover. (10 init)
  • Bar will throw a grenade. (10 init)
Initiative
  • Foo gains 8 initiative points, and now has 14. He bets 10.
  • Bar gains 8 initiative points, and now has 8. He bets 8. He now has -2 initiative points.
Positioning
  • Foo goes first. He does not change position.
  • Bar goes second. He does not change position.
Action
  • Foo goes second. He fires...a roll of 14...result 21...miss!
  • Bar goes second. He throws the grenade. Bar now has negative initiative.

Round 4

Intentions
  • Foo will run the fuck away. (10 init)
  • Bar will fire from cover. (10 init)
Initiative
  • Foo gains 8 initiative points, and a bonus of 4 from the live grenade, and now has 16. He bets 10.
  • Bar gains 8 initiative points, and now has 6. He cannot take his action.
Positioning
  • Foo goes first. He runs away.
Action
  • Foo takes cover. The grenade explodes, but Foo is safely away.

Round 5

Intentions
  • Foo will charge Bar. (15 initiative points)
  • Bar will fire at Foo. (10 initiative points)
Initiative
  • Foo gains 8 points, now has 14, bets 14. Now has -1.
  • Bar gains 8 points, now has 14, bets 14.
  • Roll-off! Foo wins!
Positioning
  • Foo charges toward Bar.
  • Bar does not change position.
Action
  • Foo attacks Bar in melee. He attacks at +3 vs 14 (positioning +0). He rolls a 12...result of 15...hit! Inflicts 5 damage. Bar's Vitality is 14, so he's still okay.
  • Bar fires at Foo in melee (-5 from positioning). He attacks at +0 against Defense 15...rolls 20...a critical hit! Inflicts 8 damage...plus bonus dice...6 extra damage, for a total of 14! Foo's Vitality is 16, so he's up...for now.

Round 6

Intentions
  • Foo will disarm Bar. (5 initiative points)
  • Bar will brawl Foo. (10 initiative points)
Initiative
  • Foo gains 8 points, now has 7, bets 7.
  • Bar gains 8 points, now has 8, bets 8, now has -2.
Positioning
  • No change.
Action
  • Bar goes first! Attacks at +4 vs Defense 15...miss!
  • Foo goes second! Opposed checks...Foo wins! Bar is disarmed!

Round 7

Intentions
  • Foo will brawl.
  • Bar will brawl.
Initiative
  • Foo gains 8, now has 8, bets 8. Now has -2.
  • Bar gains 8, now has 6, cannot take action.
Positioning
  • None.
Action
  • Foo attacks! A critical hit! 5 plus bonus dice...11 damage! Bar has lost all Vitality and has suffered a light wound (2 damage)!

Round 8

Intentions
  • Foo will brawl. (10)
  • Bar will draw a knife and stab. (14)
Initiative
  • Foo gains 8, has 6, cannot take action.
  • Bar gains 8, now has 14, bets 14.
Positioning
  • Bar draws knife.
Action
  • Bar attacks! A hit! Inflicts 7 damage. Foo's Vitality is gone! He suffers a moderate wound (5 damage).

Round 9

Intentions
  • Foo will draw a knife and stab. (14)
  • Bar will stab. (10)
Initiative
  • Foo +8 = 14 - 14 = 0
  • Bar +8 = 8 - 10 = -2
Positioning
  • Foo draws knife.
Action
  • Foo attacks! Critical hit! Inflicts 11 damage. A grevious injury (11 damage)!. Bar is disabled and dying.

COMBAT OVER: FOO WINS.

files
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  • A Player's Primer
  • Abstract
  • Aeon Korr
  • Aisling Teague
  • An Adventurer's Guide
  • Attributes
  • Character Creation
  • Design Monologue 10: The Reality of Colonization: Lessons from Cowboy Bebop
  • Design Monologue 11: What to do, what to do
  • Design Monologue 12: Adaptation
  • Design Monologue 13: Human Potential
  • Design Monologue 14: Homeworlds Trek
  • Design Monologue 15: Brave New Homeworlds
  • Design Monologue 16: Second Life
  • Design Monologue 17: Founding the Foundation
  • Design Monologue 18: Classes and Roles
  • Design Monologue 19: Tech Talk
  • Design Monologue 1: Creating a Game
  • Design Monologue 20: Diaspora
  • Design Monologue 21: History of the World, Part 2
  • Design Monologue 22: The Not-so-long Arm of the Law
  • Design Monologue 23: EVE Offline
  • Design Monologue 24: Faces of Man
  • Design Monologue 25: Character Advancement
  • Design Monologue 26: 95 Theses
  • Design Monologue 27: The Powers That Be
  • Design Monologue 28: The History of Warfare
  • Design Monologue 29: Let's Talk Politics
  • Design Monologue 2: Basics of the Setting
  • Design Monologue 30: Sufficiently Advanced Technology
  • Design Monologue 3: Technology
  • Design Monologue 4: Objects of Value
  • Design Monologue 5: Adventures...in Spaaaaaaace!
  • Design Monologue 6: Protocols and Designations
  • Design Monologue 7: What's in a Name
  • Design Monologue 8: Spaceships and Other Cool Shit
  • Design Monologue 9: Rules Rule
  • Design Monologues
  • Design: Classes
  • Design: Equipment
  • Design: Feats
  • Design: Races
  • Design: Skills
  • Earth That Was
  • Example Characters
  • Glossary of Terms
  • History
  • Ian Sterling
  • Kieran Chase
  • NARR
  • Overview
  • PPP1-1
  • PPP1-2
  • Phobos
  • Phoebe the Pirate Princess
  • Purpose and Style
  • Rules (Version 1)
  • Rules
  • Session 2, Monologue 10: A Bunch of Homos
  • Session 2, Monologue 11: Trees In Space, or One Hell of a Fungal Infection
  • Session 2, Monologue 13: Home Worlds
  • Session 2, Monologue 14: Braver New Homeworlds
  • Session 2, Monologue 1: Races of the Homeworlds
  • Session 2, Monologue 2: The Great Space Arms Race
  • Session 2, Monologue 3: Homeworlds' Home Worlds
  • Session 2, Monologue 4: Current Events
  • Session 2, Monologue 5: The What-If Machine
  • Session 2, Monologue 6: Space Chivalry
  • Session 2, Monologue 7: Making Magic
  • Session 2, Monologue 8: On the Road again
  • Session 2, Monologue 9: If You Could Tell Time, What Would You Tell It
  • Session 3, Monologue 12: Stars Without Number
  • Special:Menu
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  • Terra Delta
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