Difference between revisions of "AI:L Rules Testing"

From Sphere
Jump to navigation Jump to search
Line 3: Line 3:
 
Based on version Rules version 0.302
 
Based on version Rules version 0.302
  
===Combat Damage===
+
==Combat Damage==
  
 
As characters take damage they build up Physical Stress.  When Physical Stress is high enough, the character is incapacitated, and may even die.
 
As characters take damage they build up Physical Stress.  When Physical Stress is high enough, the character is incapacitated, and may even die.

Revision as of 17:06, 15 March 2016

Ascension Isle: Legacy

Based on version Rules version 0.302

Combat Damage

As characters take damage they build up Physical Stress. When Physical Stress is high enough, the character is incapacitated, and may even die.

A Character can tolerate a number of Stress Points equal to their Physique + Physical Conditioning + Racial Minimum. For humans the racial minimum is 5. This number forms their Stress Limit. The character is not penalized for any damage that does not exceed the Healthy State stress limit, unless other conditions are attached to the damage. When damage equal or greater than this limit is taken the character is in Critical State and is incapacitated. When damage equal or greater than twice this limit is taken, the character is in Dying State and dies (although advanced medical care can still revive them). When damage equal or greater than five times this limit is taken, the character is in Annihilated State, and their body is completely destroyed.

Heroic characters have additional levels of stress limit equal to their Heroic Level. Characters can also buy additional levels of stress limit through traits. These levels increase the amount of damage a character can take before becoming incapacitated.

Heroic characters can also choose to “cap” damage taken by instead suffering wounds. Capping damage means that a character halts the damage taken at the start of the next level of stress limit, regardless of how many points of damage were inflicted. The price for this is the character must suffer from an ongoing penalty that will reduce their stats, abilities or traits in some way.

For example, a Local Hero with a Stress Limit of 15 has two Healthy State stress levels, for a combined total of 30 stress points. While healthy, the character takes a gunshot which inflicts 35 points of damage. Normally this would blow through all his healthy stress levels, and put him five stress points into Critical State. Rather than be incapacitated, the Hero chooses instead to cap the damage at his first healthy level, taking only 15 points of damage, putting him into the start of his second Healthy State level, and suffering a wound. Note that even if the Hero had previously suffered 14 points of damage, he could still cap the damage from this latest attack, effectively only suffering one point of damage from the hit.

Some particularly powerful attacks have the “Overwhelming” tag, and have limits on how much they can be capped. An Overwhelming 2 attack will blow through two stress levels before it can be capped, and Overwhelming 3 will go through three levels, and so on. An attack that is “Completely Overwhelming” cannot be capped at all, without special traits. Overwhelming attacks are common with particularly powerful weapons, particularly vehicle mounted ordnance.

Other attacks have the “Stressful” tag. A stressful attack will always do damage equal to however many stress points the target has remaining in their current stress level. Stressful 2 will do damage equal to the points remaining in the next two stress levels, and so on. Stressful attacks are common in hand to hand combat, as well as with some magic attacks.

PS resets very quickly out of combat. Once combat ends, PS will reset to the beginning of the current stress level. So a character with a Stress Limit of 10 and sitting at 5 PS would reset to 0 at the end of combat. However, if their Stress limit was 12 putting them in Critical State then they would only reset to 10, remaining in Critical State. PS can also be reset by using various traits both in and out of combat.

Penetrating Trauma Wounds (Progressive)

Light (Bloodied)

1: Suffer -1 Accuracy Edge for one round
2: Suffer -2 Accuracy Edge for one round
3: Suffer -3 Accuracy Edge for one round
4: Suffer -3 Accuracy Edge, until one first aid action, DC = damage taken
5: Suffer -3 Accuracy Edge, until two first aid actions, DC = damage taken
6: Suffer -3 Accuracy Edge, until three first aid actions, DC = damage taken

Moderate (Bleeding)

1: Suffer -4 Accuracy Edge for remainder of combat, Suffer +1d6 PS a turn until one first aid action, DC = damage taken
2: Suffer -5 Accuracy Edge for remainder of combat, Suffer +1d6 PS a turn until two first aid action, DC = damage taken
3: Suffer -6 Accuracy Edge for remainder of combat, Suffer +1d6 PS a turn until three first aid action, DC = damage taken
4: Suffer -6 Accuracy Edge for remainder of combat, Suffer +1d6 PS a turn until four first aid action, DC = damage taken
5: Suffer -6 Accuracy Edge for remainder of combat, Suffer +2d6 PS a turn until five first aid action, DC = damage taken
6: Suffer -6 Accuracy Edge for remainder of combat, Suffer +3d6 PS a turn until six first aid action, DC = damage taken

Heavy (Broken)

1: Suffer -3 Initiative Edge, Lose one action for remainder of combat
2: Suffer -4 Initiative Edge, Lose one action for remainder of combat
3: Suffer -5 Initiative Edge, Lose one action for remainder of combat
4: Suffer -6 Initiative Edge, Lose all actions for remainder of combat
5: Suffer -6 Initiative Edge, Lose all actions for remainder of combat, Target is moved to Incapacitated State
6: Suffer -6 Initiative Edge, Lose all actions for remainder of combat, Target is moved to Dying State


Blunt Trauma Wounds (Progressive)

Light (Bruised)

1: Suffer +1 PS
2: Suffer +2 PS
3: Suffer +3 PS
4: Suffer +3 PS, lose one Focus
5: Suffer +3 PS, lose one Focus
6: Suffer +3 PS, lose one Focus, one action next turn

Moderate (Winded)

1: Suffer +4 PS, lose one Adrenaline
2: Suffer +5 PS, lose one Adrenaline
3: Suffer +6 PS, lose one Adrenaline
4: Suffer +6 PS, lose two Adrenaline
5: Suffer +6 PS, lose two Adrenaline, one action next turn
6: Suffer +6 PS, lose three Adrenaline, both actions next turn

Heavy (Stunned)

1: Suffer +6 PS, lose one Adrenaline, Focus and Willpower, lose both actions next turn
2: Suffer +6 PS, lose two Adrenaline, Focus and Willpower, lose both actions next turn
3: Suffer +6 PS, lose three Adrenaline, Focus and Willpower, lose both actions next turn
4: Suffer +6 PS, lose three Adrenaline, Focus and Willpower, lose both actions next turn, and reduce actions by one for remainder of combat.
5: Suffer +6 PS, Target is moved to Incapacitated State
6: Suffer +6 PS, Target is moved to Dying State


Crippling Injuries

Long term badness, much ouch

Ranged Combat

Accuracy Challenge (Combat DC)

AC = Base 10 + Size Modifier + (Natural Stat) + (Skill)

For ranged combat, the character's Senses Stat is added to their AC unless they are surprised or unaware. Their firearms skill is also added to the AC if they have adopted the "Alert" stance. Other modifiers, such as for range, movement or cover, are applied as edge penalties or bonuses to the hit roll, rather than modifying the AC.

Edge Modifiers (Ranged)

Penalties

Additional Range Increment: -1 (rifles) -2 (pistols) -3 (shotguns)
Target Moving: -2
Target Sprinting: -4
Target Speeding (vehicles): -5 to -10
Three Quarter target (limited cover): -2
Half Target (partial cover): -4
Fractional Target (loophole): -6
Full Cover: -10
Limited Visibility (dim light): -2
Low Visibility (dark, smoke): -5

Bonusses

Point Blank Range: +5
High Visibility Target: +1
Aiming: + scope/sight bonus

Combat Maneuvers (Ranged)

Stances

Adopting a stance is a free action, but can only be taken at the start of a character’s turn, before any other actions have been taken. A stance cannot be changed or dropped until the start of their next turn.

Braced: Gain +2 Accuracy Edge, reduce total range and recoil penalties by 1. May not move, lose Senses bonus to ranged AC.
Alert: Gain +2 Initiative Edge, and add weapon skill to ranged AC. May not sprint. All attacks must be Snap Shots.


Standard Actions

Reload: Standard action. Restore Ammunition in current weapon. Lose all stored Advantage.
Aim: Standard action. Gain accuracy advantage equal to scope/sight bonus. Scope Advantage is lost once aiming character moves, sight Advantage is lost once the aiming character sprints.
Hit the Deck: Free Interrupt Defensive Action. Hit the Deck is declared after an attack is declared and any modifiers are added, but before dice are rolled. Add +10 to ranged AC for the remainder of the round, but grant opponent +4 Initiative Advantage. Expends all Advantage and remaining actions. A character who hit the deck may not roll for Initiative in the following round, and will go last in the next initiative order. If two or more characters took defensive actions, then roll for initiative between them to determine which goes last.
Snap Shot: Free Action. Before taking a standard attack action, a character may declare that it will be a snap-shot. Snap shots allow characters to maintain their full cover bonus against incoming fire, including that triggered by overwatching, or being overwatched against, but suffer a -4 Accuracy Edge penalty. Pistols only suffer a -2 Accuracy Edge penalty when snap shooting. Scopes cannot be used when snap shooting, but sights can.
Overwatch: Standard attack action. Hold attack and only attack if target attacks or moves, then may convert overwatch to any standard attack action. An opponent who is engaged by an overwatch attack while attempting to attack themselves treats their cover as one level lower, unless taking a snapshot. A character who is overwatching also treats their cover as one level lower against any incoming fire until they cease overwatching. Lose one overwatch action every time damaged by a successful attack. All Overwatch actions expire when initiative is rolled. Gain +2 initiative advantage when one or more of your unused Overwatch actions expire.
Suppressing Fire: Standard attack action. Expend one point of Ammunition from current weapon. Roll standard attack against target AC, ignoring cover. If successful, do no damage but remove Advantage from target equal to 1 Accuracy and Initiative, and inflict -1 Accuracy Edge, for 1 point of success over AC threshold for fully automatic weapons, or for every 3 points over the threshold for semi-automatic weapons, or for every 5 points over the threshold for single shot weapons.
Marching Fire: Standard attack action. Expend one point of Ammunition from current weapon. If shot misses, gain +2 Accuracy Advantage. Can only be used by full-auto weapons.
Burst: Standard attack action. Expend one point of Ammunition from current weapon. Pick a number of consecutive adjacent squares equal to weapon's rate of fire rating, and conduct one rapid fire attack against each target in those squares. Can only be used within the weapon's first range increment, unless braced (adds 1 increment) or using a bipod/tripod/fixed weapon. Can only be used by full-auto weapons.
Rapid Fire. Standard attack action. Expend one point of Ammunition from current weapon. Score an extra hit for every recoil increment over threshold up to the weapon's rate of fire rating. Can only be used by semi- and full-auto weapons.

Combat Traits

Basic Traits (possessed by all characters)

Adrenal Surge: Allows a character as a free action to spend one point of Adrenaline for one extra move action during their turn.
Tight Focus: Allows a character as a free action to spend one point of Focus for a free standard action during their turn. This standard action cannot be an attack, although it can be made in support of an attack, such as an aim action.
Fake Out: If the character's target takes an interrupt action before the die is rolled for an action, Fake Out allows a character as a free action to spend one point of Willpower to cancel the action and recover any Advantage or Exploits spent on that action. The action still counts for the purposes of the character's action limit this turn. Fake Out also allows a character to perform a Double Fake if their opponent uses Fake Out, and spend a point of Willpower themselves, in which case the two opponents make an opposed roll Intellect + skill roll, using the skill being used for the current action. If the character performing the Double Fake wins the roll then they can also cancel their interrupt action and any penalties or bonuses it applied. If the character performing the Fake Out ties or wins the roll, then they also recover the spent Willpower.

Special Traits

Firearms Basics

Recoil

All firearms have a recoil number. This number indicates the amount by which a multi-shot attack, such as rapid fire, must beat the target AC to score additional hits. For every multiple of the recoil number over the threshold, the weapon gains an additional damage roll.

Rate of Fire

All weapons have a rate of fire. Single, Semi-Auto, or Full-Auto. Single shot weapons cannot use the Rapid Fire ability.

Ammunition

All weapons have limited ammunition, however rather than track individual shots, the ammunition stat is used only to track the amount of ammunition available for special attacks, such as rapid fire and suppression.

Unarmed Combat

Close Combat Accuracy Challenge: Base 10 + (Natural Stat) + (Skill) + (Init or Acc Advantage)

Initiative Advantage may be added to AC for a Dodge, Accuracy Advantage for a Block.

Physical Factor Physique Modifier. 0 Physique +5, 1-2 = +2, 3-4 = +1, 5 = 0, 6-7 = -1, 8-9 = -2, 10 = -3, -1 for every point over 10. Physique modifier can never reduce Physical Factor below half original value (round down) or 2.

Strikes

Strikes build 1 Accuracy Advantage on a success 1d6/2, with Physical Factor of 8 (+/- Physique modifiers) for additional 1d6/2 damage.

Throws

Throws build 1 Initiative Advantage on a success 1d6/2, lose one action, with Physical Factor 8 (+/- Physique modifiers) for optional 5m throw distance.

Grapples

Grapples build 1 Accuracy and 1 Initiative Advantage on a success Opponent is grappled

If someone is grappled they lose all stored Advantage, and do not get point blank bonus on their weapon. Can only conduct grapple attacks in turn. In grapple defender can always add Acc Advantage to block. Grappler gains an additional +1 Acc/Init Advantage for every Physical Factor 6 (+/- Physique modifiers) points over the threshold scored by grappler.

Firearms get no point blank bonus when grappled. Additionally, pistols suffer -5 edge accuracy, and other firearms -10.

Standard non-attack actions taken at point blank range allow the other character the option to take a move action as an interrupt.


Stances

Striking Stance +2 Accuracy Edge to Strikes, +1 Accuracy Advantage from successful Strikes +2 Opponents Accuracy Edge to Throws, Cannot add a Skill to Ranged AC, -4 to shoot with pistols, cannot use other long guns.

Throwing Stance +2 Accuracy Edge to Throws, +1 Initiative Advantage from successful Throws +2 Opponents Accuracy Edge to Grapples, Cannot add a Skill to Ranged AC, -4 to shoot with pistols, cannot use other long guns.

Grappling Stance +2 Accuracy Edge to Grapples, +1 Initiative and Accuracy Advantage from successful Grapples +2 Opponent’s Accuracy Edge to Strikes and Melee Weapon attacks, Cannot add a Skill to Ranged AC, -4 to shoot with pistols, cannot use other long guns.

Tumbling Stance +2 close combat AC, +1 Initiative for each unsuccessful enemy attack. Loose all Accuracy Advantage, may not build Accuracy Advantage.


Magic Rules

Magic builds Aura as a kind of etheric advantage. Willwork is the median; builds modest amounts of aura and is somewhat visible, uses Aura to boost spell power and duration. Aura also has greater passive effects. Sorcery build Aura fast and is highly visible, uses Aura to determine range as well as power and duration. Aura has few passive effects as all energy is channeled into Sorcerous soul. Thaumatech has minimal aura build and visibility but makes minimal use of it as well, with spells having set effects. The exception is Solinarchs have an aura field they can turn on and off instantly, for various special effects.

Magic spells are divided into schools, which are learned with traits, like fighting styles.


All Advantage Moves

General Combat

General Combat; Accuracy Advantage

1. Precision: As a Free Interrupt Action, spend 1 Accuracy Advantage to reduce opponent's armour coverage against your next attack by 1. Cannot be used on Armour with a coverage of 10+.
2. Steady: As a Free Interrupt Action, spend 2 Accuracy Advantage to gain +5 Accuracy Edge on your next attack.

General Combat; Initiative Advantage

2. Quickness: As a Free Interrupt Action, spend 2 Initiative Advantage to gain +5 Initiative Edge on your next Initiative Roll.


Unarmed Combat

Unarmed Combat Strike; Accuracy Advantage

2. Ki I: As a Free Action, spend 2 Accuracy Advantage to gain +1d6/2 damage and reduce PF by 1, to min of 1 for all strikes this round.
4. Ki II: As a Free Action, spend 4 Accuracy Advantage to gain +2d6/2 damage and reduce PF by 2, to min of 1 for all strikes this round.
6. Ki III: As a Free Action, spend 6 Accuracy Advantage to gain +3d6/2 damage and reduce PF by 3, to min of 1 for all strikes this round.
8. Ki IV: As a Free Action, spend 8 Accuracy Advantage to gain +4d6/2 damage and reduce PF by 4, to min of 1 for all strikes this round.
10. Ki V: As a Free Action, spend 10 Accuracy Advantage to gain +4d6/2 damage and reduce PF by 4, to min of 1 for all strikes this round.

Unarmed Combat Strikes; Initiative Advantage

2. Flurry: As a Free Action, spend 2 Initiative Advantage to immediately follow up a successful strike with another free attack. This attack does not have to be a strike, but it must be an unarmed combat attack.
4. Sucker Punch: As a Free Interrupt Action, spend 4 Initiative Advantage to take an immediate move action. This action must end in an strike attack.
6. One vs Many: As a Free Action, spend 6 Initiative Advantage take a second turn immediately after your first. For this turn you have two move actions, and may not attack any target(s) that you attacked (successfully or not) on your first turn.
8. Counter Punch: As a Free Interrupt Action, spend 8 Initiative Advantage to take one free move action immediately after every close combat attack (successful or otherwise) conducted against you this round. For the purposes of this maneuver, point-blank gunfire counts as a close combat attack. These move actions must all end in strike attacks.
10. One Man Army: As a Free Action, spend 10 initiative to take an additional turn after your first and attack a separate enemy. For this turn you have two move actions. After each additional turn, take another turn do long as One Man Army remains active. One Man Army concludes either when there are no new enemies to attack or you end your turn without having landed a successful strike.

Unarmed Combat Throws; Accuracy Advantage

4. Toss
6. Debilitating Blow

Unarmed Combat Throws; Initiative Advantage

2. Trip

Unarmed Combat Grapples; Accuracy Advantage

2
4. Body Shield:
6
8
10

Unarmed Combat Grapples; Initiative Advantage


Melee Combat

Ranged Combat

Accuracy Advantage Actions

Critical Shot (I, II, III, IV): As a Free Action, expend 2 / 4 / 6 / 8 Accuracy Advantage to gain +0/ +1 / +2 / +3 Overwhelming on one attack and +1d6 / +2d6 / +3d6 / +4d6 to the damage roll. Certain weapons such as sniper rifles will increase the Critical Shot damage.
Kill Shot: As a Free Action, expend 10 Accuracy Advantage. If next attack hits, target must roll Physique + Physical Conditioning against DC of shooters Senses + Weapon Skill + 1 per damage die on weapon, or be dropped instantly to Dying State, otherwise deal damage as a Critical Shot III.

Initiative Advantage Actions

Quick Draw: As a Free Interrupt Action, expend 2 points of Initiative Advantage for 5 points of Initiative Edge this round (declared before initiative is rolled).
Double Tap: As a Free Action, expend 4 points of Initiative Advantage to make the next attack as a rapid fire attack that does not expend ammunition and does not suffer recoil, but can only score a maximum of one extra hit.
Improved Snap Shot: As a Free Interrupt Action, expend 6 points of Initiative Advantage to make a snap shot at any point in the current turn. Defensive actions cannot be taken against this attack.
Trick Shot:
Insane Trick Shot: