1001 Nights variant: combat
Game rules - homebrew
The aim of these rules is to create a simpler combat system that encourages a tactical choice of manoeuvres. I want to encourage combat situations that have non-lethal goals in which the players can show the flair of cinematic fights.
I'm trying to embrace Coriolis's position as a halfway to narrative system, allowing for fun combat, stylish combats but still encouraging tactical, system-based choices. I actually like being in the middle ground and don't want to fall into either extreme. I don't want map-based combat and I don't want a purely descriptive, narrative game. Rather I want the scene from Lord of the Rings where the party protects Gandalf as he approaches a stricken Theoden; I want the scene from The Mummy where the party has to buy time for Jonathan and Evelyn to read the Book of Amun-Ra; I want it to be about tactical combat choices that allow the major plot point to resolve as the win condition.
You still roll either Melee or Ranged. The attacker's Melee roll can still be contested by the defender's where the defender has set aside at least a fast action for defence, otherwise only the attacker rolls. The attacker or the defender can be the victor and spends successes. Ranged can still only be resisted with armour and cover, so only the attacker will be able to spend successes. The resulting successes determine the spends the victor can make
Any number of manoeuvres can be purchased but only 1 injury or critical hit can be purchased per attack.
Defender success spends have an extra cost
If the defender in a melee contest has more successes than their attacker then they must spend one success on just overcoming the attack before they can spend any further successes on the table above. If the two rolls are equal then the attack fails. If the defender gains only one extra success then they inflict the 1 point of stress described in the next section covering damage, so that first success spend does achieve something but only a second extra success and beyond can be spent on a real counterattack. This is partly a metagaming principle to make attacking more enticing than turtling, which might make combat less interesting. Actions in combat
Characters can take either:
JUMP TO CONTENTS
All actual damage is now by injuries and critical hits; the replacements for health and mind points now allow characters to resist two different versions of 'stress' alone.
All successful attacks do 1 point of 'physical stress'
In addition to the effects of any manoeuvres, injury or critical hit the target also suffers 1 point of - physical - Stress: the character loses 1 Current Resilience. This may be augmented by weapon features. Special weapons may inflict spiritual Shock instead but this will be explicitly described under their features if they can. Melee-defence first-success-spend also does Stress damage
As described above, where a melee defender gets more successes than their attacker they spend that first success on doing the 1 point of Stress to their attacker. This can be augmented by weapon features. Any remaining bonus successes can then be spent on manoeuvres, injuries and criticals. For the defender then, the Stress is not in addition to other success spends, it must be purchased separately and first. JUMP TO CONTENTS
Standard manoeuvres are available to everyone, covering anyone's scramble for victory. Trained fighters get access to the advanced manoeuvres too, through purchase of a 'martial arts' talent. JUMP TO CONTENTS
These cost one success each. Each manoeuvre can be purchased once unless stated otherwise.
JUMP TO CONTENTS
Each of the martial arts styles contain a series of talents that allow practioners access advanced manoeuvres. Talents can be purchases as normal, although the GM might require a PC to seek out a suitable teacher first.
JUMP TO CONTENTS
The GM and player might agree on the most likely injury based on the PC's chosen action or someone can roll a d3 and a d6 on the table below.
JUMP TO CONTENTS
The GM and player might agree on the most likely critical based on the PC's chosen action or someone can roll a d2 and a d6 on the table below.
JUMP TO CONTENTS
Special armour types like the Martyrs' animate armour can also provide some protection against manoeuvres and the Dark Between the Stars but most only grant the following:
Cover may also obscure sight of your body as a target
This provides a penalty to any attack roll made against you. JUMP TO CONTENTS
JUMP TO CONTENTS
Coming out of cover for an attack may reduce the penalty your attacker gets
If you spend time coming out of cover to attack then the GM could reduce the penalty to attack you. For example, 'I hide behind the bulk head' is infinite protection but if you add 'I pop out for a quick shot' it’s -3; for a normal shot -2; for the whole round -1. Cover also provides equivalent of armour ratings
The rating depends on the hardness of the material. Your cover's equivalent armour rating stacks with any armour you are wearing, giving a single total to use. For example:
JUMP TO CONTENTS
Shield users must choose between actively defending themselves and getting a bonus to their defensive melee rolls or passively hiding behind the shield as cover.
JUMP TO CONTENTS
I could write out tables of the stats later if that seems best but am starting with the features to preserve the narrative-tactics idea: features all focus on a particular area of these combat rules to assist in different combat goals. JUMP TO CONTENTS
JUMP TO CONTENTS
Though this is not completely realistic, I want the players to choose a weapon based on how can help them perform a particular manoeuvre or combat style that suits their character or circumstance. Moreover, I want them to be able to appreciate this from the point of seeing the weapon stats and not have to work it out from the maths in-game.
JUMP TO CONTENTS
Weapons can only have one of the following technologies added.
JUMP TO CONTENTS
Though this is not completely realistic, I want the players to choose a weapon based on how can help them perform a particular manoeuvre or combat style that suits their character or circumstance. Moreover, I want them to be able to appreciate this from the point of seeing the weapon stats and not have to work it out from the maths in-game.
JUMP TO CONTENTS
Modern weapons must use one of the new ammunition types and cannot be single shot.
JUMP TO CONTENTS
JUMP TO CONTENTS
With one of the martial-arts talents desiged to improve unarmed combat a character can only inflict Stress damage and perform manoeuvres; they can't buy injuries or criticals. Weapons, and even improvised weapons with no other features, allow this character to inflict injuries and criticals. Martial-arts talents allow injury and critical spends
Most of the martial arts styles have a talent that allows characters to spend successes in unarmed combat on injuries and criticals. Improvised weapons without features don't offer this character that particular advantage anymore. However, in general their talents should be better than such poor weapons. JUMP TO CONTENTS
All improvised weapons have this feature. Unique, improvised features
The GM and player might agree on a suitable improvised bonus to particular manoeuvres based on the size and shape of the object along the lines of the 'improved trip' and 'improved grapple' manoeuvres:
This ensures that the trained characters go first. In a verbal contest a PC might select any relevant Empathy skill; for melee combat it would be Athletics; ranged combat, Agility; in a maths quiz it would be Science. Different characters may choose different skills where appropriate to their choice of action. If the party diplomat tries to outwit an NPC in verbal debate they might act on 9 through their Performance whilst the party mercenary - who's had enough of this - still declares Agility 7, getting ready to punch the NPC in the face no matter what gets said. Changing your mind
When it comes to your point in the order you can change your action, using a different skill but this change of mind means you don't suddenly get faster - you lost time in indecision. If your new action uses a skill with a rating the same or higher then you still act at the point determined by your declared skill still. If your new action uses a skill with a lower rating then you have to wait until that new, lower point in the initiative order - indecision can't speed you up. Ties mean actions occur simultaneously
Ties are first broken in order of most skilled character to lowest. If characters have the same dice total then then their tied actions are applied simultaneously, adjudicated by the GM. If two characters attack each other then they both roll their attacks and neither rolls for defence. The person who rolls highest then becomes the actual attacker and the lower the defender for the purposes of resolution. Combat Veteran update
You are no longer distressed by being in combat; it's normal to you and you can handle yourself in any fight. Combat Veteran grants a +2 to your initiative stat in a combat situation - usually Athletics or gility for a fight but could be Manipulation in a command situation. Anyone with Combat Veteran also automatically wins initiative ties against someone without it. Further, you take 1 less Stress from hits in combat, stacking with your armour's Stress Reduction. JUMP TO CONTENTS
Attack and defence
Keep the normal attack and defence rollsYou still roll either Melee or Ranged. The attacker's Melee roll can still be contested by the defender's where the defender has set aside at least a fast action for defence, otherwise only the attacker rolls. The attacker or the defender can be the victor and spends successes. Ranged can still only be resisted with armour and cover, so only the attacker will be able to spend successes. The resulting successes determine the spends the victor can make
Any number of manoeuvres can be purchased but only 1 injury or critical hit can be purchased per attack.
COST IN SUCCESSES | EFFECT |
---|---|
1 | Complete a manoeuvre Can be purchased multiple times |
2 | Inflict an injury Can only be purchased once per attack / defence |
3 | Inflict a critical hit Can only be purchased once per attack / defence |
If the defender in a melee contest has more successes than their attacker then they must spend one success on just overcoming the attack before they can spend any further successes on the table above. If the two rolls are equal then the attack fails. If the defender gains only one extra success then they inflict the 1 point of stress described in the next section covering damage, so that first success spend does achieve something but only a second extra success and beyond can be spent on a real counterattack. This is partly a metagaming principle to make attacking more enticing than turtling, which might make combat less interesting. Actions in combat
Characters can take either:
- 1 fast and 1 slow combat action
- 3 fast combat actions
--------- | SLOW ACTIONS |
---|---|
Normal attack |
|
Reload |
|
--------- | FAST ACTIONS |
Aim |
|
Defend |
|
Draw weapon | |
Items - pick up or move |
|
Move |
|
Overwatch |
|
Prone - drop to or stand from |
|
Quick attack |
|
Take cover |
Damage and HP / MP changes
Health and mind points are replacedAll actual damage is now by injuries and critical hits; the replacements for health and mind points now allow characters to resist two different versions of 'stress' alone.
Resilience | This is still the total of the character's Power and Co-ordination but is now a measure of the physical stress the character's body can undergo through bruising and winding but also adrenaline surges and the stress that comes from the body being under threat - weapons that don't connect well enough to cause an actual injury still cause 'stress' damage in one of these threatening ways
|
---|---|
Fortitude | This is still the total of the character's Wits and Empathy but represents their resistance to the emotional and spiritual trauma, such as witnessing fellow humans in danger and the evils of the Dark Between the Stars - such threatening situations and encounters may cause characters to suffer Shock damage
|
In addition to the effects of any manoeuvres, injury or critical hit the target also suffers 1 point of - physical - Stress: the character loses 1 Current Resilience. This may be augmented by weapon features. Special weapons may inflict spiritual Shock instead but this will be explicitly described under their features if they can. Melee-defence first-success-spend also does Stress damage
As described above, where a melee defender gets more successes than their attacker they spend that first success on doing the 1 point of Stress to their attacker. This can be augmented by weapon features. Any remaining bonus successes can then be spent on manoeuvres, injuries and criticals. For the defender then, the Stress is not in addition to other success spends, it must be purchased separately and first. JUMP TO CONTENTS
Manoeuvres
Standard and advanced manoeuvresStandard manoeuvres are available to everyone, covering anyone's scramble for victory. Trained fighters get access to the advanced manoeuvres too, through purchase of a 'martial arts' talent. JUMP TO CONTENTS
Standard manoeuvres
Standard manoeuvresThese cost one success each. Each manoeuvre can be purchased once unless stated otherwise.
STANDARD MANOEUVRES Available to everyone | |
---|---|
MELEE AND RANGED | |
- Disarm |
|
- Intimidate |
|
- Upper Hand (gain the) |
|
MELEE ONLY | |
- Grapple |
|
- Knock Back |
|
- Subdue |
|
- Trip |
|
Advanced manoeuvres - martial arts
Martial Arts talentsEach of the martial arts styles contain a series of talents that allow practioners access advanced manoeuvres. Talents can be purchases as normal, although the GM might require a PC to seek out a suitable teacher first.
STYLE | VARIANTS | TALENTS Detailed in a separate table below *** Under development *** |
---|---|---|
DANCE OF THE BLACK LOTUS | Dance of the Black Lotus Ahlams Temple Having a focus on subtlety of movement and complete control of the body, The Dance was designed to allow courtesans, coutiers and dancers alike both to defend themselves and take offensive action unseen, disguised within other actions such as handshakes, cheek kisses and dancing. Key components of The Dance are surprise and stealth. |
Flower in Moonlight: use Agility (and the Infiltration specialisation) instead of Melee with surprise attacks; allows injury and critical spends when unarmed Many Petal Strike: disguise your attacks as another action Rise From the Waters: an improved disarm that lets you now steal the item, controlling where it ends up; gain a bonus to Disarm The Lotus's Nectar: an improved subdue attack; gain a bonus to Subdue |
Spinning Lotus Petals Draconites Over the years, the Draconites have adapted the movements they learned from Ahlams Temple: Though they retaining the principle of total control of the body they had no need to disguise their actions, favouring a simple directness in their attacks. | Alien Worlds: adapted from the Zenithian ideologies, this is 'Path of the Sky' Mysteries Preserved: retained from the Ahlams Temple teachings, this is 'Rise from the Waters' No Wasted Energy: gain a free success on your next attack against the same opponent; allows injury and critical spends when unarmed Only Growth: gain an extra attack against an opponent who has just hit you with an injury or a critical | |
THE JUDGE'S SWORD | The Judge's Sword Order of the Pariah The Judge's rulings are felt in each brutal attack of this style that focues on putting the enemy down quickly and completely. The enemy is not restrained or non-lethally incapacitated in any way; if it has come to combat then the enemy is to be killed. | Her Conviction: spend a success to regain either 2 current Resilience or 1 current Fortitude Her Focus: spend a success to gain bonuses to your next attack on the same opponent; allows injury and critical spends when unarmed Her Skill: unarmed attacks gain Armour Piercing 1, by taking advatange of weak spots in armour; allows injury and critical spends when unarmed Her Sword: gain +2 to Melee or Ranged with a signature weapon - Martyrs may choose Animate Armour for Melee |
The Life of the Blade The Legion Derived from the Judge's Sword, The Life of the Blade retains its lethal strikes but has faced practical adaptions over time to allow weilders to operate just as effectively in the confined and restricting spaces of ship and formation combat. | Blade in the dark: remove all penalties for fighting blind Use What You Are: when not in their battle exos, Fleet Legionaries can fight lethally with their hands and feet, gaining a Melee bonus and the ability to spend success on injuries and criticals Use What You Have: improvised weapons lose the Awkward feature and gain +2 for manouevres Use Where You Are: +2 Melee in confined spaces and unit formations | |
THE WAY OF TRUTH AND THOUGHT | The Way of Truth and Thought Zenithians The Way of Truth and Thought is a both a form of self defence and a philosophy that encourages its practitioners to be the best a human can be when following civilised behaviours. Less interested in defeating the enemy, its ideals are to allow the user to escape or force them to accept that combat is futile, leading to negotiation. | Path of the Body: you may spend a second (or subsequent) success to pin or throw your grappled opponent Path of the Heart: gain a further +2 bonus when defending in melee; allows injury and critical spends when unarmed Path of the Land: improved knock back and trip, gaining bonuses to both Path of the Sky: ingore all terrain penalties to combat, gaining a bonus when opponents are on bad ground |
Alley Diplomacy The Syndicate 'Alley Diplomacy' is a dark cousin to the original Way of Truth and Light - and many would call it a degenerate form. The harsh world of the slums of Coriolis however, has no time for fancy philosophy and the high ideals of civilised behaviour; there it is all about survival. | ||
DANCE AROUND THE SUN | Dance Around the Sun Nomad Federation Unlike the Horizon's other martial arts, the Dance Around the Sun is a weapon-based art, whose disciplines are designed to teach mastery of the sword, the spear and the staff. Each discipline has a partnered display element that is used both in ceremony and in allowing combatants to appreciate each other's skill, for if a victor is obvious by their skill alone then there is no need to lose a precous life in actual combat. The display forms used in ceremonies are more stylised and higly influenced by the nomad fleets' Star Seer dances and reveries. |
ADVANCED MANOEUVRE TALENTS | |
---|---|
ALLEY DIPLOMACY | |
DANCE AROUND THE SUN | |
DANCE OF THE BLACK LOTUS | |
Flower in the Moonlight |
|
Many Petal Strike |
|
Rise From the Waters | Improved Disarm
|
The Lotus's Nectar | Improved Subdue
|
JUDGE'S SWORD | --- --- --- |
Her Conviction |
|
Her Focus |
|
Her Skill |
|
Her Sword |
|
LIFE OF THE BLADE | --- --- --- |
Blade in the Dark |
|
Use What You Are |
|
Use What You Have |
|
Use Where You Are | An improved Close Quarters Fighting
|
SPINNING LOTUS PETALS | --- --- --- |
Alien Worlds |
|
Mysteries Preserved | Improved Disarm
|
No Wasted Energy |
|
Only Growth |
|
WAY OF TRUTH AND THOUGHT | |
Path of the Body |
|
Path of the Heart |
|
Path of the Land | Improved knock back and trip
|
Path of the Sky |
|
Injuries
Author's note: I have absolutely no medical knowledge and assume my table is wildly inaccurate; all suggested to improve it will absolutely be taken GM chooses a method for determining the injury sufferedThe GM and player might agree on the most likely injury based on the PC's chosen action or someone can roll a d3 and a d6 on the table below.
d36 | INJURY | TIME TO DEATH | EFFECT | HEAL TIME |
---|---|---|---|---|
11 | Bruised arm | Not fatal | Drop item -1 to skills using that limb | days |
12 | Bruised leg | Not fatal | Fall prone -1 to skills using that limb | days |
13 | Bruised abdomen | Not fatal | Fall prone -1 to physical skills for rest of combat | days |
14 | Bruised torso | Not fatal | Winded -3 to physical skills for 1 round | days |
15 | Bruised head | Not fatal | Dazed -1 to all skills for 1 hour | days |
16 | Blood in eyes | Not fatal | -2 to Observation and any skill relying on sight for 1 hour | hours |
21 | Sprained wrist/elbow | Not fatal | Drop item -2 to skills using that limb | weeks |
22 | Sprained ankle/knee | Not fatal | Fall prone -2 to skills using that limb | weeks |
23 | Broken fingers | Not fatal | Drop item -2 to skills that use that limb | weeks |
24 | Broken toes | Not fatal | Fall prone -2 to skills that use that limb | weeks |
25 | Broken nose | Not fatal | -2 to social skills | weeks |
26 | Minor concussion | Not fatal | Lose that round's actions then -3 to all skills for the rest of the combat -1 to all skills thereafter | days |
31 | Dislocated shoulder | Not fatal | Drop item That limb cannot be used and -1 to physical skills even that don't use that limb | months |
32 | Small rib fracture | Not fatal | -2 to all physical skills | months |
33 | Broken arm | Not fatal | Drop item That limb cannot be used and -1 to physical skills even that don't use that limb | months |
34 | Broken leg | Not fatal | Fall prone and cannot walk That limb cannot be used and -1 to physical skills even that don't use that limb | months |
35 | Fractured hips | Not fatal | Fall prone and cannot walk Skills that require mobility cannot be used and -2 to all other physical skills | months |
36 | Broken rib | Not fatal | Constant pain through any movement, even breathing to some degree Srenuous tasks are impossible and -3 to all other physical skills | months |
Criticals
Author's note: I have absolutely no medical knowledge and assume my table is wildly inaccurate; all suggested to improve it will absolutely be taken GM chooses a method for determining the critical sufferedThe GM and player might agree on the most likely critical based on the PC's chosen action or someone can roll a d2 and a d6 on the table below.
d26 | INJURY | TIME TO DEATH | EFFECT | HEAL TIME |
---|---|---|---|---|
11 | Crushed / shattered arm | Days | Limb useless and -2 to all skills using that limb until healed During recovery -1 Co-ordination and cannot use that limb (if you expect it to heal) | months |
12 | Crushed / shattered leg | Days | Limb useless and -2 to all skills until healed During recovery -1 Power and cannot use that limb (if you expect it to heal) | months |
13 | Internal damage - lower torso | Hours | -1 Co-ordination until healed | months |
14 | Internal damage - upper torso | Hours | -1 Power until healed | months |
15 | Internal bleeding | Hours | -1 Co-ordination and Power until healed | months |
16 | Serious concussion | Hours | -3 to all skills until healed -1 to all skills during recovery | months |
21 | Destroyed or severed arm | Minutes -1 to Medicurgy | Limb useless and -2 to all skills until healed During recovery -1 Co-ordination and cannot use that limb | - |
22 | Destroyed or severed leg | Minutes -1 to Medicurgy | Limb useless and -2 to all skills until healed During recovery -1 Power and cannot use that limb | - |
23 | Prime artery severed | Minutes -1 to Medicurgy | Immobilised until healed During recovery -1 Co-ordination and Power | months |
24 | Massive internal trauma | Minutes -1 to Medicurgy | Unconscious until healed During recovery -2 Co-ordination and Power | months |
25 | Crushed chest | Minutes -2 to Medicurgy | Unconscious until healed During recovery -2 Co-ordination and Power | months |
26 | Head trauma | Minutes -2 to Medicurgy | Unconscious until healed During recovery -1 Empathy and Wits, -2 Co-ordination | months |
Armour, shields and cover
Provide combinations of Stress Resistance and Injury ResistanceSpecial armour types like the Martyrs' animate armour can also provide some protection against manoeuvres and the Dark Between the Stars but most only grant the following:
Stress Reduction X | Reduce the Stress taken from a hit by X points |
---|---|
Injury Reduction X | Increase the cost to buy injuries and criticals on you by X successes - manoeuvres against you still just cost 1 success |
This provides a penalty to any attack roll made against you. JUMP TO CONTENTS
Armour
ARMOUR | STRESS REDUCTION | INJURY REDUCTION | FEATURES | TECH TIER |
---|---|---|---|---|
Light primitive | 0 | 1 | - | P |
Heavy primitive | 1 | 2 | Bulky | P |
Flight suit | 0 | 0 | - | O |
Protective clothing | 0 | 1 | - | O |
Modern light armour | 0 | 1 | Extra Features (1) | O |
Modern heavy armour | 1 | 2 | Extra Features (1) | O |
Exo | 0 | 1 | Bulky, Oxygen Supply, Thermostatic Suit, Vacuum Suit | O |
Reinforced exo | 0 | 1 | Bulky, Extra Features (1), Oxygen Supply, Thermostatic Suit, Vacuum Suit | O |
Armoured exo | 1 | 2 | Extra Features (2), Oxygen Supply, Reinforced Exo Servos, Thermostatic Suit, Vacuum Suit | A* |
Battle exo | 1 | 2 | Extra Features (5), Oxygen Supply, Reinforced Exo Servos, Thermostatic Suit, Vacuum Suit | A* |
Cover
Obscures vision of, or access to, the target giving an attack penaltyJust your legs or one side covered | -1 |
---|---|
A good half of your body covered | -2 |
Leaning just one side of your body out for a look or a shot | -3 |
Complete, hard cover | The attack is not possible |
If you spend time coming out of cover to attack then the GM could reduce the penalty to attack you. For example, 'I hide behind the bulk head' is infinite protection but if you add 'I pop out for a quick shot' it’s -3; for a normal shot -2; for the whole round -1. Cover also provides equivalent of armour ratings
The rating depends on the hardness of the material. Your cover's equivalent armour rating stacks with any armour you are wearing, giving a single total to use. For example:
ATTACK PENALTY | STRESS RESISTANCE | INJURY RESISTANCE | |
---|---|---|---|
A full-length curtain that you can see through just a little in bright light but can completely hide behind | -3 | 0 | 0 |
Ducked behind a chair on the bridge of your ship | -2 | 0 | 1 |
A raised flowerbed but at least one made of two stone walls filled with soil in between | -1 | 1 | 2 |
Shields
Shields can be used as active or passive defenceShield users must choose between actively defending themselves and getting a bonus to their defensive melee rolls or passively hiding behind the shield as cover.
SHIELD TYPE | ACTIVE DEFENCE Bonus to melee roll | PASSIVE DEFENCE Counts as cover | FEATURES | TECH TIER |
---|---|---|---|---|
Primitive shield | +2 | Attack penalty -1 Stress Resistance 0 Injury Resistance 1 | Heavy | P |
Riot shield | +3 | Attack penalty -2 Stress Resistance 1 Injury Resistance 1 | Heavy | O |
Combat shield | +3 | Attack penalty -2 Stress Resistance 1 Injury Resistance 2 | Heavy | O |
Weapons
Weapons are constructed from a series of featuresI could write out tables of the stats later if that seems best but am starting with the features to preserve the narrative-tactics idea: features all focus on a particular area of these combat rules to assist in different combat goals. JUMP TO CONTENTS
Features
--------- | FEATURES - MELEE | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Improved Grapple |
| ||||||||||||||||
Improved Trip |
| ||||||||||||||||
Martial |
| ||||||||||||||||
Personal |
| ||||||||||||||||
Reach |
| ||||||||||||||||
--------- | FEATURES - RANGED | ||||||||||||||||
Auto-fire | Attack multiple targets
| ||||||||||||||||
Blast | Grenades have a blast range that allows them to hit multiple targets within a radius of Close or Short | ||||||||||||||||
High Capacity |
| ||||||||||||||||
Range | Ranged weapons are either Short Range, Long Range or Extreme Range | ||||||||||||||||
Silent |
| ||||||||||||||||
--------- | FEATURES - BOTH MELEE AND RANGED | ||||||||||||||||
Armour piercing X |
| ||||||||||||||||
Awkward | For unweildy improvised weapons
Devastating | Easy Use | Fast | Heavy | Light | Stun | Threatening | |
Melee weapons
Weapons are focused to a particular combat tacticThough this is not completely realistic, I want the players to choose a weapon based on how can help them perform a particular manoeuvre or combat style that suits their character or circumstance. Moreover, I want them to be able to appreciate this from the point of seeing the weapon stats and not have to work it out from the maths in-game.
PRIMITIVE MELEE WEAPONS | UPGRADES | |
---|---|---|
Axe | Devastating, Heavy | Dura |
Claws | Personal | Dura |
Club | Heavy | |
Halberd | Devastating, Heavy, Reach | Dura |
Knife | Light | Dura, Mercurium |
Mace | Armour Piercing 1, Easy Use, Heavy | Power |
Spear | Reach | |
Staff | Improved Trip | Energy |
Sword | Martial | Dura, Mercurium |
Unarmed | Personal | Power (using gloves) |
Whip | Improved Grapple | Energy |
ORDINARY MELEE WEAPONS | UPGRADES | |
---|---|---|
Baton, expandable | Easy Use A modern, improved club | Energy |
ADVANCED MELEE WEAPONS Advanced weapons' bonus dice are d8s | UPGRADES | |
---|---|---|
Hand fan | Light, Personal Cell-powered affectation turned hidden weapon by Ahlam's Temple | |
Materials and enchancement
Modern and advanced technologies add extra featuresWeapons can only have one of the following technologies added.
MELEE WEAPONS | |
---|---|
Dura | A cell-powered, vibrating blade designed to cause extra damage:
|
Energy | A cell-powered enhancement that exchanges injuries and criticals for stress, seeking a non-lethal victory that stuns the target
|
Mercurium | A cell-powered blade whose light-weight metal shrinks into its hilt:
|
Power | Uses hydraulic pistons that engage on impact
|
Ranged weapons
Weapons are focused to a particular combat tacticThough this is not completely realistic, I want the players to choose a weapon based on how can help them perform a particular manoeuvre or combat style that suits their character or circumstance. Moreover, I want them to be able to appreciate this from the point of seeing the weapon stats and not have to work it out from the maths in-game.
PRIMITIVE RANGED WEAPONS | UPGRADES | |
---|---|---|
Pistol | Easy Use, Long Range, Single Shot | Accelerator, Thermal, Vulcan |
Machine gun | Auto-fire, Heavy, High Capacity, Long Range | Accelerator, Vulcan |
Rifle | Long Range (but extendable with a scope), Single Shot | Accelerator, Thermal |
ORDINARY RANGED WEAPONS | TYPE Must use a modern ammo type | |
---|---|---|
Carbine | Auto-fire, Long Range | Accelerator, Thermal, Vulcan |
Cricket | Easy Use, Light, Short Range | Thermal, Vulcan |
Accelerator Nestera Parox Rifle | +1 Armour Piercing | Accelerator |
Legionary Carbine Dayal-3 | Grenade Launcher, High Capacity, Long Range (retained despite being a Vulcan weapon) | Vulcan |
Vulcan Carbine PDW | Fast, Short Range (despite being a carbine) | Vulcan |
Vulcan Scorpion pistol | Auto-fire 2 but loses Easy Use | Vulcan |
ADVANCED RANGED WEAPONS Advanced weapons' bonus dice are d8s | - | |
---|---|---|
Disruptor | Shock, Short Range | |
Stun gun | Easy Use, Stun, Short Range | |
Types
Modern and advanced technologies change the ammunition typeModern weapons must use one of the new ammunition types and cannot be single shot.
RANGED WEAPONS | |
---|---|
Accelerator |
|
Shock | Rumours abound of a lost, advanced technology that can create energies that disrupt a person's spirit or at least emotional balance...
|
Thermal |
|
Vulcan |
|
Grenades
ORDINARY WEAPONS | ||
---|---|---|
Concussion | Short Blast, Easy Use, Stun | |
Frag | Close Blast, Easy Use, Devastating | |
Sensor smoke | Short Blast, Easy Use, blocks sight and scanners | |
Smoke | Short Blast, Easy Use, blocks sight | |
Thermal | Short Blast, Easy Use, Devastating, Fire 2 |
Unarmed combat
Only Stress damage without a martial-arts talentWith one of the martial-arts talents desiged to improve unarmed combat a character can only inflict Stress damage and perform manoeuvres; they can't buy injuries or criticals. Weapons, and even improvised weapons with no other features, allow this character to inflict injuries and criticals. Martial-arts talents allow injury and critical spends
Most of the martial arts styles have a talent that allows characters to spend successes in unarmed combat on injuries and criticals. Improvised weapons without features don't offer this character that particular advantage anymore. However, in general their talents should be better than such poor weapons. JUMP TO CONTENTS
Improvised weapons
'Awkward' featureAll improvised weapons have this feature. Unique, improvised features
The GM and player might agree on a suitable improvised bonus to particular manoeuvres based on the size and shape of the object along the lines of the 'improved trip' and 'improved grapple' manoeuvres:
- The character then gets +2 to their attack and defence rolls but can only spend successes on that manoeuvre or Intimidate, Subdue and Upper hand
- The 'awkward' feature might be ignored for this particular manoeuvre
Initiative
Action order runs highest to lowest on the most relevant skill to the contestThis ensures that the trained characters go first. In a verbal contest a PC might select any relevant Empathy skill; for melee combat it would be Athletics; ranged combat, Agility; in a maths quiz it would be Science. Different characters may choose different skills where appropriate to their choice of action. If the party diplomat tries to outwit an NPC in verbal debate they might act on 9 through their Performance whilst the party mercenary - who's had enough of this - still declares Agility 7, getting ready to punch the NPC in the face no matter what gets said. Changing your mind
When it comes to your point in the order you can change your action, using a different skill but this change of mind means you don't suddenly get faster - you lost time in indecision. If your new action uses a skill with a rating the same or higher then you still act at the point determined by your declared skill still. If your new action uses a skill with a lower rating then you have to wait until that new, lower point in the initiative order - indecision can't speed you up. Ties mean actions occur simultaneously
Ties are first broken in order of most skilled character to lowest. If characters have the same dice total then then their tied actions are applied simultaneously, adjudicated by the GM. If two characters attack each other then they both roll their attacks and neither rolls for defence. The person who rolls highest then becomes the actual attacker and the lower the defender for the purposes of resolution. Combat Veteran update
You are no longer distressed by being in combat; it's normal to you and you can handle yourself in any fight. Combat Veteran grants a +2 to your initiative stat in a combat situation - usually Athletics or gility for a fight but could be Manipulation in a command situation. Anyone with Combat Veteran also automatically wins initiative ties against someone without it. Further, you take 1 less Stress from hits in combat, stacking with your armour's Stress Reduction. JUMP TO CONTENTS
Main: 1001 Nights variant overview
Related
Remove these ads. Join the Worldbuilders Guild
- 1001 Nights variant overview
- 1001 Nights variant: character backgrounds
- 1001 Nights variant: character stories
- 1001 Nights variant: skills
- 1001 Nights variant: birr and resources
- 1001 Nights variant: the ship as a character
- 1001 Nights variant: re-rolls
- Analysis: '1001 Nights' system variant
- GM style: Darkness Points
- GM style: Narrative games and rolling dice
- House rules summary
Remove these ads. Join the Worldbuilders Guild
Comments