Well here is my second set of character for my stab at and rpg version of my little sci fi story. These are both going to be the men at arms of the game. You will see some special effect worked into the skills hear. There are combat options. Most are sort of effect that can be decided on after a role is made. One is a maneuver that is all or nothing. You need to state the maneuver then role it, there will be multiple success required and it would have a hex diagram as to how the attack if performed.
Alas I don't know how to do an easy mock up of a hex grid with text and shading. If you have any hint please comment so I can better document the game.
Bendix:
Makaber:
Alas I don't know how to do an easy mock up of a hex grid with text and shading. If you have any hint please comment so I can better document the game.
Bendix:
- Melee: this relates to any fighting with a weapon
- Fighting: this relates to any hand to hand fighting
- Ballistics: this relates to any time a small arm that launches a projectile is used
- Watch Out: This skill is used anytime perception is used and represents awareness not of just threats and movement but noticing the odd and out of place in familiar environments
- Physical Resistance: This skill is used to resist falling unconscious and all wounded effects that could harm the character.
- Parry: This is everything related to blocking an attack with a weapon or improvised weapon. Often this is the only means of not getting hit in tight situations or advancing into combat.
- Bind: This is a parry based maneuver requiring an additional success. A bind controls the opponents weapon or arm. A contents physical strength or maneuver role is made in subsequent rounds to break free of a bind. Attacks can freely be made with an off hand weapon if all of opponents weapons are bound.
- Step Through: Is a parry based maneuver that requires a bind be in place and an additional success. The binder repositions and drives the opponents weapon to a noncombat position. A physical strength contests is made. This allows the binder to advance to close range should the opponent have reach. Also the bind is broken allowing the binder to again attack with their weapon.
- Follow through: Is a parry based maneuver that requires a bind be in place or immediately follow a step through, for an additional success a melee attack can be performed with no chance of parry.
Makaber:
- Fighting: this relates to any hand to hand fighting
- Ballistics: this relates to any time a small arm that launches a projectile is used
- Physical Resistance: This skill is used to resist falling unconscious and all wounded effects that could harm the character.
- Chemical Weapons and Handling: This relates to the use of chemical weapons and applications as well as protecting ones self from them. Storage is also covered by this skill
- Read People: This skill allows the character to gain insight into NPC's and other characters motives. While discerning truth and lies is possible, perhaps more basically allows the character to understand where they are coming from.
- Watch out (for weapons): Similar to the watch out skill Bendix possesses Makaber has narrowed the scope of his skill to just spotting weapons. This gives him an increase to the skill but severely limits is application.
- House Viri Staff: This allows for all combat attacks and sweeps made with this weapon. If the blunderbuss is fired directly it is considered a ballistics attack. Should the discharge be made in combination with a staff attack the entire attack would be considered a staff maneuver.
- Executioner Maneuver: Requires House Viri Staff, loaded. 3 success required. hexes immediately forward , right and left receive a trip attack. hexes immediately forward takes extra success damage attack. hexes immediately back take standard damage attack.
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