Combat Tutorial


Advanced Hand to Hand Combat - Here we'll demonstrate how the combat system works. (See Action Rules.) Modre (see Tutorials/Character Generation Tutorial) has a twin who is exactly like him in every way, by the name of Podre. One day they get into a fight. This is what happens, and how it works.

1. First Round Begins - We begin the action round by determining how many Ready Hit Points each character starts the round with. Each brother has 4 Strength and no damage, so we give them each 5 hit points. (5 Hit Point counters are put in each character's Ready hit point pile on each character sheet - See Characters/Character Sheet.)

2. First Turn Begins - The first turn is a good time to start maneuvering. Use all the hit points you think you'll want to use for maneuvering in this turn. Podre spends 2 of his hit points to maneuver around Modre before making an action, adding 2 to any combat rolls against Modre. (2 hit point counters are moved from Ready to Target A hit points on Podre's sheet. In this case Target A is his brother.) Modre also maneuvers. He uses 2 hit point to maneuver around Podre. He also prepares to hit Modre by using one hit point to wind-up. (2 hit points move from the "ready" pile to the Target A pile, and a different hit point moves from the ready pile to the "wind-up" pile. Modre's and Podre's initial preperations will be combined with their first actions (see step 3): (see Action Rules/Maneuvering)

3. First Turn Actions - Podre throws 2 claws at Modre simultaneously with his primary and secondary limbs, using his last 3 hit points. 1 hit point adds 1 attack power to the primary limb's attack, and 2 hit points add 2 to the attack power of the secondary limb's attack. Modre tries to counter by sidestepping for a better attack angle, and thrusting with his claws. This is done by using the manditory 1 hit point from "ready" and (optional) 1 hit point from "wind-up" to increase his attack power by 2, and using 1 hit point for manuevering. (1 more hit point counter is moved to from Ready to Target A, 1 is moved from the "ready" pile to the "other used" pile, and 1 is moved from the "wind-up" pile to the other used pile on Modre's character sheet.) (See Action Rules/Maneuvering and Action Rules/Attacking.)

4. First Turn Conclusion - First Modre defends against Podre's primary limb attack. Both brothers have a combat bonus of 5, and both roll a 3, giving Modre a success level of 1 (11 vs. 10,) because of his extra manuevering, over Podre. Podre's natural toughness (-2) is now subtracted from the attack power of Modre's attack (-2 attack power plus 2, from the hit ponts he spent, makes the attack's attack power 0) to get the damage bonus (2). This means Podre takes 2 hit points out of the "other used" pile and puts them in the stun damage pile. Then we calculate the lasting damage by adding the sharpness of Modre's claws (-1) to the damage bonus (2). 2 plus -1 is 1, so we take one hit point out of Podre's "other used" pile and put it in his lasting damage pile. After that they roll again to see if Podre's secondary limb attack is successful. Modre rolls a 6 and Podre rolls a 2, giving Modre a success level of 5. Since Podre was rolling against Modre's passive defense bonus, he is merely unsuccessful and takes no further damage..

5. First Round Ends - The round is over because both character's hit points are now completely used. (If any hit points were still in the "ready" pile, a character with ready hit points could start another turn in this round by attempting some action, as in step 2.) Now half of the Used (but not damaged) HP becomes ready. Modre has take no damage and decides to return all of his hit points to the "ready" pool (not just the manditory one half). Podre has only two non-damaged hit points, and decides to return both to the "ready" pool.

6. Repeat - The next step is to start a new round as in step 1. This process repeats until the fight is over for some reason.

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Copyright © 1997 - 2003 Seth Galbraith and Benjamin Galbraith