Showing posts with label Combat. Show all posts
Showing posts with label Combat. Show all posts

Friday, February 19, 2010

Scene Lord's Advice of the Day: Guerrilla War

Guerrilla War might be a better knowledge than you thought it was. This knowledge is one of those few who can apply to other skills, here is how.

The basics: Guerrilla War is the knowledge of finding battlefield positions that provide better cover and firing positions. It can be used in any type of environment without penalty. During combat, a victim may make two actions per turn (usually one check and one war), often the Guerrilla War check will be the most important.

Using your DoS: The degree of success (DoS) of a Guerrilla War check gives a value for how well the victim uses cover to their advantage. Once a position has been taken up the DoS may be applied to other checks and wars. The DoS may be applied to a single roll, after which it is "used up" and may not be used until after the next Guerrilla War check.

Stealth: The victim may use their position to hide, apply the DoS to their next Stealth check. This would apply to planning a route which provides cover as well as finding sniping positions.

Sniper and Marksmanship: Once a good firing position has been found it can be very difficult to avoid any fire originating from a hidden point. If the victim wishes, they may add the Guerrilla War DoS to their next to hit roll, providing it is at range. Once the first shot has been fired the position has been given away and a new check must be made.

Soaking: A good position can be the best defense against incoming fire. Against the first ranged attack (by a weapon or magic) the victim may add their Guerrilla War DoS to soak the damage.

Sharing Your DoS: Any of the above uses can be applied to multiple victims. This represents the victim sharing their knowledge and leading their group. Simply make a Guerrilla War check, then divide the DoS by how many victims will be benefiting from the skill (round down to a minimum of one). The other victims may use the bonus modifier any legal way they see fit (even if it differs from how the other victims use theirs).

I hope that helps, happy sniping!
Ricalope, SL.

Friday, February 12, 2010

Scene Lord's Advice of the Day: Totals

Hey out there, thought I would like to pass on some modifiers to your next game.

Lets look at something that will help make game go faster and more seamlessly, knowing your victim's totals. What I am talking about are the to hit, dodge and soak totals primarily as they often get altered each turn. Scrap paper! If you write down all your base totals on a spare sheet, and keep track of temporary modifiers there, life might get easier. As a SL, I often do this for the various adversaries I toss at you, this way I can keep track of multiple spells and creatures/people. The various things I find to be important to note during combat are:
Weapons to hit
Weapon damage
Pool to hit
Soak damage
Magical Stamina (MS)
Some victims find that they use knowledges like stealth, guerrilla war and the like, if so add those to this list. I hope that helps out your next round of combat.

Ricalope, SL.

Monday, February 1, 2010

Some (Kinda) New Stuff

Here is some new stuff I dug up...

Subrace:
Fate-Touched
There are some who wander the dominions incomplete. A fate-touched' soul is split in two, and they usually live out their lives separately. Although, when one corpus dies, the fate-touched is awakened to the missing element of the other. Most of the time, the fate-touched has no clear idea of the reason for the path they take to the joining. When the two essences meet, they join to become whole once more.
Base Race: Any.
Bonuses: The joining; when the two victims meet they will spend one hour per CL joining into a single form. Add all like stats together and divide by two, add like pools and knowledges together, and combine all abilities, gear and penalties (including xp penalties and CL adjustments). The victim's new base race becomes the base race of the victim with highest CL, the subrace becomes the other victim's. The joining is a combining of the two victims, in all ways, and will be combined on a single victim sheet. The two minds share the knowledge and memory of the other in a completely natural way.
Restrictions: The victim must begin as a fate-touched, and only if the player has a recently dead victim. The fate-touched must have the same sources and disposition as the diseased victim. The victim must be CL12 to attempt the joining.
SL's Note: This is the compromise for killing off a beloved victim. With this subrace a player has the possibility of getting their murdered victim back, but changed. This is written so the SL has the opportunity to devise a test (or quest) to see if the diseased is worthy to reincarnate.

Parries:
-In order to attempt a parry, the victim must have one action (war) remaining in their turn, such as a saved attack. Or a victim can use a "free" parry given by the dueling weapon use.
-Declare what attack roll the victim attempts to parry.
-Roll as if the victim was attacking with the parrying weapon.
-If the attacker wins, they hit, roll to wound as normal.
-If the parry is higher the attack was stopped, roll a weapon vs weapon roll (both weapons add their unsoakable to the die roll, the DoS equals wounds dealt to the weapon).