1672 Seventh Sea
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Vitale's 7th Sea Combat Rough

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Vitale's 7th Sea Combat Rough Empty Vitale's 7th Sea Combat Rough

Post by Lady Hat Tue Apr 16, 2013 1:42 pm

(Vitale asked me to cut and paste his google drive here since he can't access either from work. - Lady Hat)

Traits
Brawn -used for dmg

finesse- used atk roll

wits -Def

resolve- soak

panache- Init,



Actions in combat
active def 1 action for interrupts
weight chooses position on a phase
2 additional action to add extra action current action
after falling/ swinging player chooses place in landing phase

Initiative
At the start of a combat round, you roll a number of dice
equal to your Panache. These are Action Dice, and they
don’t explode. The numbers shown on the Action Dice are
the Phases in which you will get to act. If you roll the same
number on more than one Action Die, you will simply be
able to act more than once during that Phase.

Next, your GM will begin to count upwards from Phase 1
until he reaches Phase 10 (usually shown as 0 on a die).
When he calls a Phase in which you get to act, you may do
one of two things with each die showing the current Phase:
• Spend the Action Die in order to perform an Action or lose the Action.

If more than one Hero or NPC wants to perform an Action
in the same Phase, each adds up all his current Action Dice
to get a number known as the Initiative Total. Note that
Action Dice that have already been spent do not count
towards the Initiative Total. The character with the highest
Initiative Total chooses their position in this phases initiative . If there is a tie, the character with
the highest Panache chooses. If this doesn’t break the tie,
then determine who goes first at random (flip a coin, play
Rock-Paper-Scissors, whatever). After the highest Initiative total is determined. The phases order is set with the second highest to lowest with highest choosing his/her position in the phase.
Exceptions: the only exception is during the phase in one lands from a swing or fall. On this phase you may choose your position in initiative but before the player with the highest initiative chooses. Disregard this exception if you are the highest Initiative player.

Move
Movement zones are defined logical areas to separate buildings,battlefields other open spaces.
Personal Zones are the normal effective range of a hostile target. this range 2m from target, some school and weapon have longer ranges. One cannot move thru a hostile’s personal space without spending an action to make an opposed roll relevant to the method to which you are moving thru their space.

Falling DMG 1D10 per zone hits as gun. Hint don’t fall more than 3 zones it will proably kill you, 6 zones will kill you.

IE:
Aggressively advancing (charging climbing) -Brawn
"standard" fighting movements- Finesse
Defensively withdrawing +to def -to ATK - Wits
Meat shielding/ holding ground-Resolve
Tumbling, swinging, leaping- Panache...




Other options:
Movement Knack When Used
Footwork (wits) At any time, unless overruled by another Knack.
Balance(finesse) Must be used when fighting on an unstable surface such as
gravel, a ship, or a moving carriage.
Climbing(brawn) Must be used when climbing.
Leaping(brawn) Must be used when leaping.
Riding(wits) Must be used when riding an animal.
Rolling(panache) Must be used when rolling or sliding.
Sprinting(finesse) Must be used when running. (negates run penalty above)
Swimming(brawn) Must be used when swimming.
Swinging(panache) Must be used when swinging.


Attack
Making An Attack
When you spend an Action Die, you may choose to attack
an opponent with that Action. You roll Finesse + Attack (for
the weapon or fighting style being used), Keeping Finesse.
This is known as your Attack Roll; remember its total for
the next step. If you roll equal to or higher than your
opponent’s TN to be hit, you are going to hit him, unless
your opponent uses an Active Defense successfully

Defense
passive: wits-1*5 + defense knack

Active Defense
Once the attacker has rolled equal to or higher than your
TN to be hit, you get one last chance to avoid the damage.
First, you must spend an Action Die showing this Phase.
You roll Wits + Defense Knack, keeping Wits. You must use
the same Defense Knack that you were using as your
Passive Defense against the attack. Your TN is the attacker’s
Attack Roll. If your roll equals or exceeds the TN, you have
successfully avoided all damage from that attack. The
Defense Knack Table below lists the different possible
Defense Knacks and the instances when you can use them.
Some circumstances demand that a particular Knack be
used (for instance, if you’re riding a horse, you must use the
Riding Knack to make any Active Defense); they are noted
on the chart.
You may use Held Actions or Interrupt Actions to pay for
an Active Defense roll. Remember that Interrupt Actions
cost you two dice instead of one.

Defense Knack When Used
Footwork At any time, unless overruled by another Knack.
Parry (Weapon) May only be used when holding the appropriate weapon.
Balance Must be used when fighting on an unstable surface such as
gravel, a ship, or a moving carriage.
Climbing Must be used when climbing.
Leaping Must be used when leaping.
Riding Must be used when riding an animal.
Rolling Must be used when rolling or sliding.
Sprinting Must be used when running.
Swimming Must be used when swimming.
Swinging Must be used when swinging.

Hold
gone


Interrupt emphasize defenses

Interrupt Actions
What if you didn’t roll any low numbers at all, but you
really need to get your Action off before the bad guys? In
this case, you can perform an Interrupt Action: you
exchange any two Action Dice showing later Phases for one
Action Die showing the current Phase. You must still
compare Initiative Totals if someone else wants to act in this
Phase to determine who goes first, but at least you have a
chance to act. It’s cheaper to use a Held Action instead, but
if you simply don’t have one, you’ll have to use an Interrupt
Action. You cannot use an Interrupt Action to make an
attack. It costs 1 die to interrupt to perform an Active
Defense.
2 additional action to add extra action current action

Thing to add
Gear
weapon ratings
high ready/ dmg =low speed/style
ie Knife rdy1 dmg 2k1 spd /style 3 or Zweihander rdy3 dmg 4k4 spd/ styl

Overwatch forranged combat
presence for brutes
new Nation bonus -2pt per rank for trait and legendary
Lady Hat
Lady Hat
Henchman
Henchman

Posts : 3
Join date : 2013-03-31
Age : 50
Location : Tucson, Az

http://Hatsgames.com

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