Just a few changes/clarifications to the rules.

Started by Corwin, September 02, 2003, 12:36:07 PM

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Corwin

First is the Combat Value. Those with the Focused Combat attribute, for example, understandably have more than a single value for their CV. You call your action before the shooting starts, and in case you are attacking (or defending) with a power for which you grabbed Focused Combat, you'd use that CV. It'll last until your next action.

(In case anyone is not clear on this, Attack Combat Value equals the Combat Value, and Defense Combat Value is two points below it.)

Example:

Venus is attacking with a Crescent Beam, and her Focused Combat at level 3 raises her CV by 3 (so for a CV of 5, she'll have an ACV of 8 and a DCV of 6). If attacked in that round, she'd defend with a Defence Combat Value of 6.


Second is regarding the rolls. I've decided to make a roll of 2 (without modifiers) on two dice a critical success, even if ungodly penalties bring the final result over the limit. Same thing with rolling 12 (without modifiers) on two dice, which would result in a critical failure.

Note, that if you attack a youma or another character and score a critical success on your attack, it doesn't mean you've dealt your target damage. They still get a defense roll. All this rule does is ensure a fighting chance in any situation.


Third is about attributes. Either during char creation (as I've already mentioned to some of you in private), or over the course of the game, you may pick any attribute specified in the SM RPG book at a level up to and including 5. If, for some reason, you find your char needing to be level 6 in something, poke me and tell me your reasons. With Energy Bonus, Damn Healthy! and similar attributes, it'd probably just be a formality. With Supernatural Training, Elemental Control and certain others, you'll have to work at it.  ^^

Fourth, the Initiative. You first roll 1d6, and then add the result to your relevant CV. If you only have one value, use that. If you have more than one, choose the right CV accorrding to what was mentioned in the first clarification. If you have the Speed attribute of level 3 or higher, add the Initiative bonus specified for it to your result as well.

Example:

Mars has the Speed attribute at level 4, which gives her a bonus of +2 to Initiative. She also has Focused Combat at level 1 with a sword, and her normal CV is 4. She rolls 5 on the 1d6.

If she is attacking with her sword, her Initiative would be 5+(4+1)+2=12. If Mars is not using her sword to attack, though, her Initiative becomes 5+4+2=11.

Note, that you may also attack at an Initiative value lower than what you got. Or, in other words, you could wait till later in that round to attack, so that you would attack simultaneously with another character, for example.

Fifth, a bonus for Defense Combat Value in certain situations. If case you have a high level of Acrobatics (4, 5 or 6), you'll get a bonus of 1, 2 or 3 (respectfully) to your DCV in the case that your character isn't attacking that turn. Or, if you have the Extra Attacks attribute, in case your character still has one unused attack that turn.

Example:

Mercury has a CV of 6 (DCV of 4), and Focused Combat with Senshi Attacks at level 1. That makes her ACV with any senshi attack 7, and her DCV in that case 5. Assuming she has Acrobatics at level 6, she has two choices: either use that senshi attack, and then defend from an opponent's attack at a DCV of 5, or not attack that turn, and defend at a DCV of 4+3=7.

Sixth, flashy attacks. If trying for some special acrobatic feat in battle, or just something really cool, you'd roll an acrobatics check along with a normal attack. If you fail the Acrobatics check but score with the attack roll, then you'll hit but just land badly, for example. Other combinations are possible, too.

The Acrobatics check is done against the body, with a high level of Acrobatics (4, 5 or 6) giving you a bonus of 1, 2 or 3 (respectfully). Same principle as using Acrobatics while defending.

Example:

You're flipping over your opponent, and trying to tag them on the back of their head. Your Acrobatics check would be a single roll on two die for both the flip and your landing, and you'd need to roll for your attack, too. the opponent gets to defend at no penalties, but if they fail at it, the result is really cool.  :p

Seventh, called shots. You could decide where you want to hit, or how strongly. The latter can be decided by you at any time you made a successful attack roll and the opponent failed to defend. The place where you hit, however....

Large, very easy to hit places (the torso, for example) get no penalty to attack rolls. Fairly easy to hit places get a +2 penalty to rolls (an uppercut to the chin, or a leg sweep). Blows to well-guarded or hard to reach places would get the +4 penalty, and seemingly-impossible targets would get the vaunted +6 penalty to rolls.

Eighth, feinting in combat. So you want to feint. Sure, why not? Just roll your Art of Distraction check (relevant stat, Mind), and if you pass that, your enemy gets a +2 penalty for their defense rolls. However, fail the check and you get a +2 penalty to your attack rolls instead.

As already stated, the Art of Distraction check is done against the mind stat, with a high level of Art of Distraction (4, 5 or 6) giving you a bonus of 1, 2 or 3 (respectfully) to your feint rolls. Art of Distraction levels gotten from Appearance apply, but only under normal situations (if the opponent can see you, and isn't in a rage frenzy, for example).


* More stuff to be added as I think about it, or get any questions.
<Steph> I might have made a terrible mistake