Post by dorkknight23 on Dec 27, 2005 0:13:49 GMT -5
Wolverine: “Listen up, you maggots! You may think your high-fallutin’ mutant powers give you the edge over everyone else in a fight, fair or unfair, but don’t you go thinkin’ that just yet! If you can’t scrap worth a damn and learn to take your licks, you’ll be left out in the cold with The Fabulous Frog-Man and the Hypno-Hustler. And, if anyone can teach you to be the best at what you do, it’s me. But, talkin’ ain’t exactly my strong suit, so I had to bring in some help…”
Beast: “That would be me. Doctor Henry McCoy, at your service.”
Wolverine: “Save it, Beast. Let’s get this over with, my jaws are hurtin’ already.”
Part 1: Who’s On First?
Wolverine: “Let’s start easy. You can’t go through combat unless you know when to hit. Hitting first is sometimes more important than hittin’ at all, and if you’re fast enough. How do you go first? Well, if you’re quick enough on your toes, you can get the drop on your opponent, then do it!”
Beast: “Basically, whoever has the highest Agility score goes first in terms of resolving their actions. Certain individuals, like Quicksilver, use their speed to determine their order in initiative. You too can gain this advantage by paying an extra white stone for your speed.”
Wolverine: “Yeah, what he said.”
Part 2: Ability Bonus, Weapon Modifiers, and Combat Modifiers, Oh My!
Wolverine: “Combat isn’t just simple hitting one guy and getting hit back, there’s strategy to it, too. You can just bareknuckle it and use your raw power to overwhelm your opponent, or you can use a weapon, like Cap America and his damned shield, or you can do what I do best,“ *snikt* “Go in with claws a-blazin’”
Beast: “Like Logan said, you have three options: using an ability bonus, a weapon modifier, or close combat modifiers. An ability bonus may be very effective if you have a high ability score and the energy to use it, but a weapon modifier allows you free stones in combat, which may help low-energy characters in combat situations. A combat modifier can be combined with combat irregardless of it using an ability bonus or weapon modifier: the Claws modifier is one such modifier for Close Combat; Targeting is a similar modifier for Ranged Combat (although, it’s limited to half the weapon modifier of the ranged combat weapon being used.) Close Combat comes with the choice to use either an ability bonus or a weapon modifier. Ranged Combat comes with just a weapon modifier.“
Wolverine: “Slow down, Hank, you’re makin’ my head hurt…”
Part 3: Resolving Damage
Beast: “Now, the cornerstone of this system: the Action Resolution System is built purely around, discerning damage. Damage is based on multiples of three. Your attack is compared to your opponents success, if your attack is greater than his defense, you do damage. This number (Attack minus Defense) is used to determine how much damage you do in terms of your opponent’s white stones of health. This is based on multiples of three, so if you do 1 to 3 red of damage, you remove 1 of your opponents white stones of health, 4 to 6 red of damage takes away 2 of your opponents white stones, and so on. But, beware, if you don’t shift enough stones into defense, your opponent’s attack could succeed and he’ll end up damaging you.”
Wolverine: “Yeah. Wait…what?”
Beast: “If you get through their defenses, you hurt them. The same is true of your opponents.”
Wolverine: “Oh, yeah, I like the sound of that…”
Beast: “Luckily, we have some pre-prepared footage to show you of the proper way to manage combat.”
Example Combat #1: Gambit vs. The Blob
Wolverine: “Aww, hell, not the Cajun…”
Beast: “Wait, Logan.”
GM: Okay, Gambit, you’re checking out the back of the warehouse, and you see The Blob sneaking out from the other corner. Neither of you spotted each other until just now. You practically jump out of your skin! How do you handle the situation?
Gambit’s PC: Damn! How far away is he?
GM: About 10 feet.
Gambit’s PC: Ok, and I’m back on full energy right?
GM: Yeah, you recovered from the last panel’s use of Thieving.
Gambit’s PC: Excellent. Ok, I need to make some distance between myself and the big lug: I’m going to put 2 into speed to get away from the Blob. 1 to move away at speed 2, and 1 shifted to defense. On top of that, I’m going to throw a card at Blob, putting the rest of my stones into Charge Object.
GM: Are you sure you can do that?
Gambit’s PC: Yeah, pretty sure. I bought that Agility bonus with Charge Object, so I can put in up to my full total of 9, but I’m still spending those 2 to move away. So, I’ll put 7 stones into Charge Object. Ha! And you told me not to buy that Agility bonus to Charge Object!
GM: (rolls eyes) Right… Okay, let’s figure this out. You put 1 stone to move at speed 2, and 1 into defense, and 7 stones into charge object. You’re throwing one of your playing cards at the Blob?
Gambit: Right.
GM: Ok, that’s a +1 weapon modifier. So, you’re getting a +8 attack total, against the Blob.
Gambit: Double damage, don’t forget the double damage!
GM: I won’t…Oh, and you get a +2 defense, 1 from the speed, and 1 from your Kevlar.
Wolverine: “I hate GM’s like that.”
Beast: “Okay, now the GM is figuring out stone allocations for Blob, which the GM does since the Blob is an NPC. The Blob is at full energy as well, and Gambit’s currently in Close Combat range, so the GM decides the big lug’s going to try and hit Gambit as hard as he can. He puts 8 stones of Close Combat towards Gambit, none in defense, and that’s his only action for the panel. But remember, Blob has toughness +4 that nullifies armor penetration and the 2x damage from firearms. Also, remember that Gambit’s Agility is 3, 2 points higher than the Blob’s agility of 1.”
Wolverine: “Can’t wait to see how this turns out.”
GM: Okay, Blob motions to take a swipe at you, but you move beforehand, spoiling his action, since you made a mad dash away, your quick reflexes allowing you to rush a sizeable distance away, as you throw your playing cards at the big lug. You hurt him pretty hard. He’s still standing, but he’s been hurt.
Beast: “Gambit’s attack of 7 stones gets 3 stones through Blob’s Defense of 4, and since he has…”
Gambit’s PC: Don’t forget about the double damage!
GM: I didn’t…
Beast: “Double damage, he does 6 stones of damage, which ends up being 2 white stones of health, dropping the Blob’s health to 4. Okay, here’s the beginning of the next panel.”
GM: What’s your next move, Gambit?
Gambit’s PC: Okay. I’m going to whip out my quarterstaff.
Wolverine: “Sigh…”
GM: Okay. You regenerate 3 stones this panel, how are you going to spend them?
Gambit’s PC: I’m going to put 2 stones into close combat, and put all of my stones, including my weapon modifier, into defense. Can I do that?
GM: Yep. So, that’s 2 plus 3 from the weapon mod, plus 1 from the Kevlar, so that’s a +6 defense. And you saved 1 red stone.
Beast: “Now, it’s the GM’s turn to figure out the Blob’s actions. He has only 4 health now, so he regenerates only 4 energy, putting his total energy to 14; had he not been injured, he would have regenerated 6 stones. The Blob decides to pick up a trash can and throw it at Gambit, using ranged combat. The GM puts 2 stones into Ranged Combat, and gives the Blob a +1 weapon modifier for throwing the trash can at Gambit, for a +3 attack total. He also puts 1 into speed to move speed 1 (the Blob’s max, as can be seen on the D&R chart) over towards him.”
GM: Okay, you drop to the defensive using your Quarterstaff. The Blob throws a trashcan, but you deflect it expertly, as he moves closer and closer to you. It looks like he’s still got plenty of fight in him. Okay, regenerate, what’s your action this panel?
Gambit’s PC: Not for long! I regenerate 3 stones this panel, so now I’m up to 4 stones. I’m going to put all of those into Charge Object, and throw a charged spike at Blob. That’s a +2 weapon modifier.
GM: So that would be a…+6 attack, total, against the Blob.
Wolverine: “Kid’s makin’ a mistake…”
Gambit’s PC: Wait, I change my mind! Is it too late.
Wolverine: “He might be learnin’ something after all…”
GM: Almost. Why?
Gambit’s PC: I’m going to put 3 into Charge Object, and 1 into speed, to keep the distance between me and tall, dark, and rotund over there. So it’s a just +5 attack.
GM: Okay. If you had told me after I allocated my stones I wouldn’t allow it. Glad you caught me on a nice day.
Beast: “The GM plays the Blob as he should: big, dumb, and headstrong. He regenerates 4 more stones, putting his energy reserve at 17. He spends 1 stone to move (Blob presumes) into close combat range with Gambit, and puts 12 stones into Close Combat. Were that to hit, it would do 10 red stones of damage to Gambit [10 stones getting past Gambit’s 2 defense,] which would end up being 4 white stones of health, more than enough to take our good friend Gambit out of the fight.”
GM: Okay, thanks to some last minute maneuvering, you outrun the Blob, and throw your charged spike at him. You injure him even further. Is there any way of taking down this guy?
Beast: “The 1 stone of damage that gets through is…that’s right, doubled, but 1 red and 2 red both equal one white of health, which is what the Blob loses. He’s now at 3 health, the same as Gambit.“
[FAST FORWARD…]
Wolverine: “What the hell?”
Beast: “Time’s a factor, I’m afraid. Can’t keep these kids beyond the 50 minutes. Okay, a few agonizing panels pass (3 panels, to be precise.) Gambit keeps dodging and outmaneuvering Blob, barely, while saving a single red of his regenerated 3 every panel, and Blob is using up all his energy. As of this point, Gambit is at 6 energy, and Blob is at 3.“
GM: Can we get on with this, or should I start composing my will?
Gamibt’s PC: I’m getting to it, I’m getting to it… I regenerate 3 more red, that puts me at 6.
GM: And, let me guess…1 into speed, and 1 into Close Combat with your weapon modifier, all 4 stones shifted to defense?
Gambit’s PC: No, it’s better than that. I’m going to throw a card.
GM: Oh, thank God.
Gambit’s PC: All 6 stones are going into Ranged Combat.
GM: Ok…
Beast: “The GM decides to spend Blob’s last 3 energy for this panel. He puts 3 into Close Combat, none shifted to defense.”
GM: You throw your card at Blob as he closes, and it hits him, hard. He staggers, he’s on the ropes. He finally gets a good shot at you, and he lucks out, and hits you. You lose 1 white of health.
Beast: “Gambit just lost a health, and is down to 2, but his doubled damage does another 2 white of health, knocking Blob to his last white of health.”
Gambit’s PC: Ouch! Well, I guess it’s now or nothing. I regenerate 2 into Close Combat, and put it all into attack, using my Quarterstaff’s +3 weapon modifier.
Wolverine: “Kid has class.”
GM: Okay.
Beast: “The GM puts the Blob’s last red stone into close combat to try to hit Gambit again.”
GM: You charge the Blob, you smack him with your quarterstaff, and…he’s down, he’s down!
Beast: “Instead of losing his last stone, Blob opts to be knocked out for 2 panels. Oh, did I mention you can opt to be knocked out a number of panels equal to twice the damage you take instead of taking damage? You can.”
Wolverine: "Real smooth, furball..."
Gambit’s PC: Jeez, that took longer than I thought, how long was that…
GM: Um…let me check…8 panels, about 4 minutes.
Gambit’s PC: Woo! No wonder I’m tired, that’s quite a workout. I’d better check to make sure Scott and Jean are ok…
Conclusion
Logan: “Did you all get that?”
Beast: “Okay, to sum up:
1) highest agility (or, in some cases, speed) goes first. You can use this to your advantage to keep out of close combat range, like Gambit did fighting the Blob.
2) Ability bonuses: stones you spend to combine with Close Combat.
Weapon modifiers: free stones, but you don’t get the ability bonus usually.
Combat modifiers: combine with close and ranged combat directly. Two examples are Claws and Targeting for close and ranged combat especially. Remember: Targeting only covers up to double the weapon modifier used in ranged combat.
3) Damage: Stones of attack – stones of defense, if this number is positive, you lose health.
1-3 red = 1 white of health, 4-6 red = 2 white, 7-9 red = 3 white, etc."
Logan: “Okay, I hope you kids took good notes, ‘cuz I’m not good at repeatin’ stuff, and you’re going to have to remember it for the pop quiz…”
BRRING!
Logan: “Remember to memorize the D&R chart for next week’s lesson!”
There’s a lot more to discuss regarding combat, but this is a nice, basic, tutorial.
Beast: “That would be me. Doctor Henry McCoy, at your service.”
Wolverine: “Save it, Beast. Let’s get this over with, my jaws are hurtin’ already.”
Part 1: Who’s On First?
Wolverine: “Let’s start easy. You can’t go through combat unless you know when to hit. Hitting first is sometimes more important than hittin’ at all, and if you’re fast enough. How do you go first? Well, if you’re quick enough on your toes, you can get the drop on your opponent, then do it!”
Beast: “Basically, whoever has the highest Agility score goes first in terms of resolving their actions. Certain individuals, like Quicksilver, use their speed to determine their order in initiative. You too can gain this advantage by paying an extra white stone for your speed.”
Wolverine: “Yeah, what he said.”
Part 2: Ability Bonus, Weapon Modifiers, and Combat Modifiers, Oh My!
Wolverine: “Combat isn’t just simple hitting one guy and getting hit back, there’s strategy to it, too. You can just bareknuckle it and use your raw power to overwhelm your opponent, or you can use a weapon, like Cap America and his damned shield, or you can do what I do best,“ *snikt* “Go in with claws a-blazin’”
Beast: “Like Logan said, you have three options: using an ability bonus, a weapon modifier, or close combat modifiers. An ability bonus may be very effective if you have a high ability score and the energy to use it, but a weapon modifier allows you free stones in combat, which may help low-energy characters in combat situations. A combat modifier can be combined with combat irregardless of it using an ability bonus or weapon modifier: the Claws modifier is one such modifier for Close Combat; Targeting is a similar modifier for Ranged Combat (although, it’s limited to half the weapon modifier of the ranged combat weapon being used.) Close Combat comes with the choice to use either an ability bonus or a weapon modifier. Ranged Combat comes with just a weapon modifier.“
Wolverine: “Slow down, Hank, you’re makin’ my head hurt…”
Part 3: Resolving Damage
Beast: “Now, the cornerstone of this system: the Action Resolution System is built purely around, discerning damage. Damage is based on multiples of three. Your attack is compared to your opponents success, if your attack is greater than his defense, you do damage. This number (Attack minus Defense) is used to determine how much damage you do in terms of your opponent’s white stones of health. This is based on multiples of three, so if you do 1 to 3 red of damage, you remove 1 of your opponents white stones of health, 4 to 6 red of damage takes away 2 of your opponents white stones, and so on. But, beware, if you don’t shift enough stones into defense, your opponent’s attack could succeed and he’ll end up damaging you.”
Wolverine: “Yeah. Wait…what?”
Beast: “If you get through their defenses, you hurt them. The same is true of your opponents.”
Wolverine: “Oh, yeah, I like the sound of that…”
Beast: “Luckily, we have some pre-prepared footage to show you of the proper way to manage combat.”
Example Combat #1: Gambit vs. The Blob
Wolverine: “Aww, hell, not the Cajun…”
Beast: “Wait, Logan.”
GM: Okay, Gambit, you’re checking out the back of the warehouse, and you see The Blob sneaking out from the other corner. Neither of you spotted each other until just now. You practically jump out of your skin! How do you handle the situation?
Gambit’s PC: Damn! How far away is he?
GM: About 10 feet.
Gambit’s PC: Ok, and I’m back on full energy right?
GM: Yeah, you recovered from the last panel’s use of Thieving.
Gambit’s PC: Excellent. Ok, I need to make some distance between myself and the big lug: I’m going to put 2 into speed to get away from the Blob. 1 to move away at speed 2, and 1 shifted to defense. On top of that, I’m going to throw a card at Blob, putting the rest of my stones into Charge Object.
GM: Are you sure you can do that?
Gambit’s PC: Yeah, pretty sure. I bought that Agility bonus with Charge Object, so I can put in up to my full total of 9, but I’m still spending those 2 to move away. So, I’ll put 7 stones into Charge Object. Ha! And you told me not to buy that Agility bonus to Charge Object!
GM: (rolls eyes) Right… Okay, let’s figure this out. You put 1 stone to move at speed 2, and 1 into defense, and 7 stones into charge object. You’re throwing one of your playing cards at the Blob?
Gambit: Right.
GM: Ok, that’s a +1 weapon modifier. So, you’re getting a +8 attack total, against the Blob.
Gambit: Double damage, don’t forget the double damage!
GM: I won’t…Oh, and you get a +2 defense, 1 from the speed, and 1 from your Kevlar.
Wolverine: “I hate GM’s like that.”
Beast: “Okay, now the GM is figuring out stone allocations for Blob, which the GM does since the Blob is an NPC. The Blob is at full energy as well, and Gambit’s currently in Close Combat range, so the GM decides the big lug’s going to try and hit Gambit as hard as he can. He puts 8 stones of Close Combat towards Gambit, none in defense, and that’s his only action for the panel. But remember, Blob has toughness +4 that nullifies armor penetration and the 2x damage from firearms. Also, remember that Gambit’s Agility is 3, 2 points higher than the Blob’s agility of 1.”
Wolverine: “Can’t wait to see how this turns out.”
GM: Okay, Blob motions to take a swipe at you, but you move beforehand, spoiling his action, since you made a mad dash away, your quick reflexes allowing you to rush a sizeable distance away, as you throw your playing cards at the big lug. You hurt him pretty hard. He’s still standing, but he’s been hurt.
Beast: “Gambit’s attack of 7 stones gets 3 stones through Blob’s Defense of 4, and since he has…”
Gambit’s PC: Don’t forget about the double damage!
GM: I didn’t…
Beast: “Double damage, he does 6 stones of damage, which ends up being 2 white stones of health, dropping the Blob’s health to 4. Okay, here’s the beginning of the next panel.”
GM: What’s your next move, Gambit?
Gambit’s PC: Okay. I’m going to whip out my quarterstaff.
Wolverine: “Sigh…”
GM: Okay. You regenerate 3 stones this panel, how are you going to spend them?
Gambit’s PC: I’m going to put 2 stones into close combat, and put all of my stones, including my weapon modifier, into defense. Can I do that?
GM: Yep. So, that’s 2 plus 3 from the weapon mod, plus 1 from the Kevlar, so that’s a +6 defense. And you saved 1 red stone.
Beast: “Now, it’s the GM’s turn to figure out the Blob’s actions. He has only 4 health now, so he regenerates only 4 energy, putting his total energy to 14; had he not been injured, he would have regenerated 6 stones. The Blob decides to pick up a trash can and throw it at Gambit, using ranged combat. The GM puts 2 stones into Ranged Combat, and gives the Blob a +1 weapon modifier for throwing the trash can at Gambit, for a +3 attack total. He also puts 1 into speed to move speed 1 (the Blob’s max, as can be seen on the D&R chart) over towards him.”
GM: Okay, you drop to the defensive using your Quarterstaff. The Blob throws a trashcan, but you deflect it expertly, as he moves closer and closer to you. It looks like he’s still got plenty of fight in him. Okay, regenerate, what’s your action this panel?
Gambit’s PC: Not for long! I regenerate 3 stones this panel, so now I’m up to 4 stones. I’m going to put all of those into Charge Object, and throw a charged spike at Blob. That’s a +2 weapon modifier.
GM: So that would be a…+6 attack, total, against the Blob.
Wolverine: “Kid’s makin’ a mistake…”
Gambit’s PC: Wait, I change my mind! Is it too late.
Wolverine: “He might be learnin’ something after all…”
GM: Almost. Why?
Gambit’s PC: I’m going to put 3 into Charge Object, and 1 into speed, to keep the distance between me and tall, dark, and rotund over there. So it’s a just +5 attack.
GM: Okay. If you had told me after I allocated my stones I wouldn’t allow it. Glad you caught me on a nice day.
Beast: “The GM plays the Blob as he should: big, dumb, and headstrong. He regenerates 4 more stones, putting his energy reserve at 17. He spends 1 stone to move (Blob presumes) into close combat range with Gambit, and puts 12 stones into Close Combat. Were that to hit, it would do 10 red stones of damage to Gambit [10 stones getting past Gambit’s 2 defense,] which would end up being 4 white stones of health, more than enough to take our good friend Gambit out of the fight.”
GM: Okay, thanks to some last minute maneuvering, you outrun the Blob, and throw your charged spike at him. You injure him even further. Is there any way of taking down this guy?
Beast: “The 1 stone of damage that gets through is…that’s right, doubled, but 1 red and 2 red both equal one white of health, which is what the Blob loses. He’s now at 3 health, the same as Gambit.“
[FAST FORWARD…]
Wolverine: “What the hell?”
Beast: “Time’s a factor, I’m afraid. Can’t keep these kids beyond the 50 minutes. Okay, a few agonizing panels pass (3 panels, to be precise.) Gambit keeps dodging and outmaneuvering Blob, barely, while saving a single red of his regenerated 3 every panel, and Blob is using up all his energy. As of this point, Gambit is at 6 energy, and Blob is at 3.“
GM: Can we get on with this, or should I start composing my will?
Gamibt’s PC: I’m getting to it, I’m getting to it… I regenerate 3 more red, that puts me at 6.
GM: And, let me guess…1 into speed, and 1 into Close Combat with your weapon modifier, all 4 stones shifted to defense?
Gambit’s PC: No, it’s better than that. I’m going to throw a card.
GM: Oh, thank God.
Gambit’s PC: All 6 stones are going into Ranged Combat.
GM: Ok…
Beast: “The GM decides to spend Blob’s last 3 energy for this panel. He puts 3 into Close Combat, none shifted to defense.”
GM: You throw your card at Blob as he closes, and it hits him, hard. He staggers, he’s on the ropes. He finally gets a good shot at you, and he lucks out, and hits you. You lose 1 white of health.
Beast: “Gambit just lost a health, and is down to 2, but his doubled damage does another 2 white of health, knocking Blob to his last white of health.”
Gambit’s PC: Ouch! Well, I guess it’s now or nothing. I regenerate 2 into Close Combat, and put it all into attack, using my Quarterstaff’s +3 weapon modifier.
Wolverine: “Kid has class.”
GM: Okay.
Beast: “The GM puts the Blob’s last red stone into close combat to try to hit Gambit again.”
GM: You charge the Blob, you smack him with your quarterstaff, and…he’s down, he’s down!
Beast: “Instead of losing his last stone, Blob opts to be knocked out for 2 panels. Oh, did I mention you can opt to be knocked out a number of panels equal to twice the damage you take instead of taking damage? You can.”
Wolverine: "Real smooth, furball..."
Gambit’s PC: Jeez, that took longer than I thought, how long was that…
GM: Um…let me check…8 panels, about 4 minutes.
Gambit’s PC: Woo! No wonder I’m tired, that’s quite a workout. I’d better check to make sure Scott and Jean are ok…
Conclusion
Logan: “Did you all get that?”
Beast: “Okay, to sum up:
1) highest agility (or, in some cases, speed) goes first. You can use this to your advantage to keep out of close combat range, like Gambit did fighting the Blob.
2) Ability bonuses: stones you spend to combine with Close Combat.
Weapon modifiers: free stones, but you don’t get the ability bonus usually.
Combat modifiers: combine with close and ranged combat directly. Two examples are Claws and Targeting for close and ranged combat especially. Remember: Targeting only covers up to double the weapon modifier used in ranged combat.
3) Damage: Stones of attack – stones of defense, if this number is positive, you lose health.
1-3 red = 1 white of health, 4-6 red = 2 white, 7-9 red = 3 white, etc."
Logan: “Okay, I hope you kids took good notes, ‘cuz I’m not good at repeatin’ stuff, and you’re going to have to remember it for the pop quiz…”
BRRING!
Logan: “Remember to memorize the D&R chart for next week’s lesson!”
There’s a lot more to discuss regarding combat, but this is a nice, basic, tutorial.