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Dreams of Battle(Combat Stats)

Started by VySaika, February 23, 2009, 06:40:39 PM

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VySaika

Alright, here's where we have a basic summary of combat, and where I'll be keeping people's quick and simple combat numbers you need to know.

This is a work in progress, of course.

Combat Flow
1: Initiative
Because this is on IRC and thus goes a bit slower then in person games, we roll Init once and use that order thereafter. Makes thing a bit less dynamic, but rolling init every round will bog down an IRC game.

2: Action
Simple here. When your turn comes around, you decide on an action. This can be an attack, a non combat action, whatever.

2.5: Hold
You can also hold your action and choose to act on a lower init.

3: Attack/Defense Phase
This is where rolling gets nutsy.

To attack, you roll 2d8 and compare the number to your ACV(which gets modified by various stuff). If what you roll is LOWER then your modified ACV, you hit. If it's higher, you miss. Also a natural roll of 2 is a Critical Hit which cannot be negated by the opponent's defense check, while a natural roll of 16 is a complete miss and no amount of modifiers can save you.

When someone is successfully attacked, they get to make a defensive roll. There are 3 kinds of defenses.

Dodge/Parry Defense: Avoids the attack entirely. Roll 2d8 and check against your DCV(with modifiers, yadda, yadda). Roll under and you dodge.

Block Defense: Only usable if you have something to block with. Roll 2d8 and check against your DCV+2(and additional mods). However, does not avoid the damage entirely, but reduces it by the Armor value of whatever you blocked with.

Attribute Defense: Really just a fancy version of Dodge/Parry Defense using an Attribute that could be argued to let you avoid the attack(Teleport is the classive example). Same as D/P Defense, you roll 2d8 and check against your DCV.

Multiple Defenses: Every Defense you take in a round after the first suffers a cumulative -4 penalty to your DCV. So if you have a DCV of 8 and you dodge once, then try to dodge again in the same round, you have to roll against a 4 instead of an 8. A third time and you have to roll agianst a 0(meaning natural 2 or bust).

4: Damage
Damage is it's own can of worms. Whenever you land an attack, you roll 2d8 to determine damage, as per the following:
2-4=100% Damage
5-8=75% Damage
9-13=50% Damage
14-16=25% Damage

Your ACV is added to the final damage, AFTER the roll. No worries on doing these calcs though, I'll have that all taken care of in your individual posts after this one.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

#1
Mykasi's Combat Information

HP: 75
EP: 100
ACV: 10
DCV: 12 (+1 vs Ranged attacks)

Ranged Defense: 1

Attacks
Naginata Stab: 10/8/5/3 +10, Physical Damage

Anvil of Light: 60/45/30/15 +10, Light Damage
Roll vs 10

Ghost Waltz: 20/15/10/5 +10, Light Damage
Linked to Illusions. If the targets fail thier check to disbelieve the illusions, Mykasi can damage them without needing an attack roll.

Cold As Ice: 60/45/30/15 +10, Ice Damage
Roll vs 10

Waterblade: 40/30/20/10 +10 Ice Damage
Roll vs 10
Melee Attack.
Flexible: targets make DCV checks against this attack with a -2 penalty

Defenses
Extra Defenses 1 (Mike may make 2 DCV rolls per round before taking penalties)

Weakness to Fire attacks.

-----------------

Real World Stats

HP: 55
EP: 70
ACV: 6
DCV: 4

Attacks
Naginata Stab: 10/8/5/3 +6, Physical Damage
Roll vs 6

Unarmed Strike: 6 Physical Damage
Roll vs 6
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

#2
Hikari's Combat Information

HP: 110
EP: 80
ACV: 11
DCV: 8

Special Ranged Attack combat skill: 2
Melee Attack combat skill: 1

Attacks
Bow Shot: 10/7/5/3 +11, Physical Damage

Golden Lightblade: 40/30/20/10 +21, Physical Damage.
Roll vs 12
Melee Range, Muscle powered

Helreio Brynhildar: 60/45/30/15 +11, Physical Damage
Roll vs 13(Special Ranged Attack)
Effect Incorporeal Opponents

Betrayal: 40/30/20/10 +11, Physical Damage
Roll vs 13(Special Ranged Attack)
Reduces target's Body stat by 2.

Firewall: 40/30/20/10 +11, Fire Damage
Roll vs 13(Special Ranged Attack)
Burns 10 EP/use

Defenses
Physical Armor: 20
Mind Shield 2(+2 on certain defensive mind checks, Armor 20 vs mental damaging attacks)
Regeneration: Heal 5hp/minute

Weakness to Dark attacks.

-------------------------------

Real World Stats

HP: 85
EP: 80
ACV: 7
DCV: 5

Bow Shot: 10/7/5/3 +7, Physical Damage
Roll vs 7

Unarmed Strike: 7 physical damage
Roll vs 7
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

#3
Val's combat stats are compressed for ease of navigation

Spoiler: ShowHide
Valeriya's Combat Information

HP: 80
EP: 80
ACV: 8
DCV: 6


Attacks
Fallen Cry: 20/15/10/5 +8, Almighty Damage
Ignores 30 points of Armor
Deals equal damage to HP and EP

Forgotten Night: No Damage
Attack Roll checks against ACV+2 to hit
Target must check against Soul+1 or be killed/knocked out.

Volt Spire: 40/30/20/10 +8, Electric Damage
Covers a 3 Meter(roughly 9ft) radius.

Defenses
Electric Armor: 40
Wind Armor: 40
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

#4
Nagare's Combat Information

HP: 90
EP: 100
ACV: 9
DCV: 7

Special Ranged Attack combat skill: 1

Attacks
The Lying Prince: 40/30/20/10 +9, Dark Damage
Roll vs 10
Reduces Target's Soul stat by 2
Burns 10 EP/use

Summon Lilim - Sealing Kiss: 20/15/10/5 +9, Dark Damage
Roll vs 10
Does no damage to targets HP. Damage applies to EP instead.

Summon Fiddler - Earworm: No damage.
No roll needed.
All within 8m/26ft of Nagare make Soul checks at -3.
Failure = Distracted(-2 penalty to all checks) for a number of rounds equal to how much you failed by.
Affects any who have a mind and can hear, including incorporeal creatures. Mind Shield ranks apply as defense against Fiddler.
Does not affect those who are Mindless or cannot hear the music at all.
Special Restriction: Fiddler may only be summoned once in any given scene.

Defenses
Universal Armor: 20
Dark Armor: 20(so reduces Dark by 40)

Weakness to Light attacks.

---------------------------------

Real World Stats

HP: 65
EP: 80
ACV: 7
DCV: 5

Unarmed Strike: 7 Physical Damage
Roll vs 7
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

#5
Shiro's Combat Information

HP: 150
EP: 75
ACV: 10
DCV: 8

Unarmed/Melee Attack Skill: 2
Unarmed/Melee Defense Skill: 2

Attacks
Fengjia(Wind Ride): 80/60/40/20 +20 Wind Damage
Roll vs 12.
Melee Range, Muscle Powered
Can only be used with Leap Attack. Requires a spear/polearm type weapon to use.

Qinglong yanyue daodeyun(Blue Dragon Rushing Spear): 40/30/20/10 +10 Physical Damage
Roll vs. 12
Melee Range, "Autofire"
Cannot move and use this attack in the same round. Requires a spear/polearm type weapon to use.

Baofengyu zasi(Tempest Crash): 60/45/30/15 +20 Wind Damage
Roll vs 12
Melee Range, Muscle Powered
Knockback: Sends target flying back 1 meter(~3 feet) for every 2 points of damage inflicted.

Spear stab: 10/7/5/2 +20 Physical Damage
Roll vs 12
Melee Range, Muscle Powered

Defenses
Physical Armor: 20
Light/Dark Armor: 20

Regeneration: Heal 5hp/minute

Weakness to Fire attacks.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

#6
Dami's Combat Information

HP: 70
EP: 175
ACV: 8
DCV: 10 (+2 vs ranged attacks)

Special Ranged Attack Skill: 1
Ranged Defense Skill: 2

Attacks
Thunder Blade: 40/30/20/10 +8, Lightning Damage
Roll vs 11
Burns 10 ep/use

Thunderhead Spire: 60/45/30/15 +8, Lightning/Dark Damage
Roll vs 9
Spreading: primary target takes -1 penalty on defense, can effect up to 3 nearby targets.
Burns 30 ep/use

Defenses
Lightning Armor: 40
Darkness Armor: 20
Wind Armor: 20

Flight: Dami can fly by expending EP for periods of time, rendering him immune to most melee attacks.

Extra Defenses: Dami can make 3 DCV rolls in a round before he begins taking penalties.

Weakness to Physical attacks.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks