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++++ +title = "GURPS subset" +description = "Autism no TTRPG can match" +sort_by = "none" +page_template = "wiki-page.html" +render = true ++++ + +## Game Systems +My curation of game mechanics +* [Combat](combat) +* [Grappling](grappling) +* [Magic](magic) + +## Guides +* [Character Creation](character_creation)
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++++ +title = "Combat Rules" +date = 2024-02-28 ++++ + +## Turn Order +Under normal conditions each party will choose a member amongst them to roll against _Tactics_ in a quick contest with the other parties to determine turn order. +If a side is considered a leaderless group then they roll at -2. +Primal or thuggish combatants may use _Survival_ or _Streetwise_ respectively for their initiative. + +If one managed to _Totally Suprise_ a group of defenders, that is catch them off-guard when they are not expecting danger, +the attackers go first in initiative and the defenders will be mentally stunned for 1d seconds. +After this period has elapsed the defenders are still stunned but may roll against IQ to break free of it, the difficulty goes down by 1 each second after. +_Partial Suprise_ happens when you catch a group of wary defenders off-guard, similar to _Total Suprise_ but without the 1d seconds of initial stun. +Those with _Combat Reflexes_ cannot be _Totally Suprised_ in such situations they are _Partially Suprised_. + +## Attacking + +An attack is a skill check using a Combat Skill or an Attribute if none are available. +The following are options one can take when they attack. +* _Rapid Strike_: turn any attack into two attacks that at -6 (which can be modified as well, like applying another Rapid Strike to split that attack into 2 at -12 now). + _Trained By A Master_ and _Weapon Master_ halve the penalty. + For ranged weapons the rate of fire needs to be greater than 1 to be usable for rapid strike. + You split your rate of fire among the different targets (like different hit locations or a nearby enemy) you are shooting at. + For ranged weapons the penalty can be bought off with the _Quick Shot_ technique. +* _Dual Weapon Attack_: allows you to use two different (ready) weapons in one attack, this attack is at -4. +<!--- +* _Deceptive Attack_: take a -4 to hit and the opponent takes a -2 penalty to defenses. +* _Telegraphic Attack_: take a +4 to hit and the opponent takes a +2 to defense. This doesn't stack with the effects of a feint, riposte nor evaluate. +--> +* _Tip Slash_: A thrusting impaling (spear, smallsword, dagger) can convert an attack with impaling damage to cutting damage. +* _Brace_: You can brace a ranged weapon on a surface (or for pistols you can brace with your free hand) and gain a +1 to the weapon's _Acc_ stat. + If you are braced against an object, moving will unbrace your weapon. +* _Disarm_: Make a targeted strike at the opponent's weapon. Upon a hit make a quick contest of combat skills, you can choose to make this strength based rather than dexterity based. The opponent can as well unless using a missile weapon. If you win the contest the opponent's weapon is flung a yard away. If the opponent won by a margin of 3 or less his weapon is unreadied. If you critically failed you are disarmed. + +### Hit Locations + +You can choose an attack to target a location on the opponent, here's a table of them + +| Location | To Hit | Extra Effects | Cripple Threshold | Random Roll | +|---------------|----------------------|---------------|-------------------|-------------| +| Eye | -9 | [1,2] | HP/10 | | +| Skull | -7(f)/-5(b) | [1,3] | | 3-4 | +| Face | -5(f)/-7(b) | [1,4] | | 5 | +| Right Leg | -2 | [5] | HP/2 | 6-7 | +| Right Arm | -2 | [5,6] | HP/2 | 8 | +| Torso | 0 | [11] | | 9-11 | +| Left Arm | -2 | [5,6] | HP/2 | 12 | +| Left Leg | -2 | [5] | HP/2 | 13-14 | +| Hand | -4 | [6,5,8] | HP/3 | 15 | +| Foot | -4 | [5,8] | HP/3 | 16 | +| Neck | -5 | [1,9] | | 17-18 | +| Vitals | -3 | [1,10] | | | +| Groin | -3 | [1,7] | | | +| Armour Chinks | -10/-8(torso/gaps) | [12] | | | +| Weapon | -5(_C_)/-4(1)/-3(2+) | [13] | | | + +1. if an attack missed by 1 it hits the torso instead +2. can only be targeted by _imp_, _pi_ and _tbb_ attacks. Treat as a skull hit sans DR +3. has a DR of 2, wounding modifier is $\times 4$. Any injury that inflicts shock forces a knockdown roll, -10 if its a major wound. _tox_ damage is not affected by this. +4. any injury that inflicts shock forces a knockdown roll, -5 if its a major wound. _cor_ damage has a 1.5 $\times 4$ and blinds an eye if a major wound is inflicted and both if HP damage is inflicted. +5. _pi+_, _imp_ and _tbb_ attacks have a wounding multiplier of $\times 1$. Damage beyond the cripple threshold is loss when the limb/extremity is crippled. +6. if holding a shield, double the penalty to hit: -4 for shield arm, -8 for shield hand. +7. males suffer double shock from _cr_ damage, and get -5 to knockdown rolls. Otherwise, treat as a torso hit. +8. When rolling randomly there is a 50/50 chance to hit left or right. +9. _cr_ and _cor_ have a wounding multiplier of $\times 1.5$ and for _cut_ the multiplier is $\times 2$. +10. can only be targeted by _imp_, _pi_, _cr_ and _tbb_ attacks. _imp_ and _pi_ halve a wounding multiplier of $\times 3$, _tbb_ a wounding multiplier of $\times 2$ and _cr_ a wounding multiplier of $\times 1$. Any injury that inflicts shock forces a knockdown roll, -5 if its a major wound. +11. if the damage is _imp_, _pi_, _cr_ and _tbb_, roll 1d and on a 1 it hits the vitals. +12. can only be targeted by _imp_, _pi_ and _tbb_ attacks, halve the DR of the opponent's armour. Large gaps in armour have a DR of zero. +13. add another -2 to hit for attempts to disarm the weapon unless its you are doing it with a fencing weapon. + +### Ranged Attacks + +Ranged Attacks get a modifier that is based on the range, speed and size of the target. + +To get the range and speed modifier add the range (in yards) and speed (in yards per second) on this table. +Note that speeds below 2 yards per second can be ignored. + +| Band | Distance | Penalty | Description | +|--------|-----------|---------|-----------------------------------------| +| Close | 0-5yd | 0$\dag$ | Melee combat range | +| Short | 6-20yd | -3 | Can talk; pistol and muscle power range | +| Medium | 21-100yd | -7 | Must shout; shotgun and SMG range | +| Long | 101-500yd | -11 | Out of earshot; rifle range | +| Far | 501yd | -15 | Hard to see; sniper range | + +$\dag$ Note if you are in _Close Quarters Combat_ with an enemy you add weapon _Bulk_ as a penalty. +Then you add the target's _size modifier_ to your attack. + +You have the following options when preforming a ranged attack +* Rapid Fire: If your weapon _RoF_ is greater than 2 you can choose a bonus to attack related to the amount of bullets fired. Then you divide the margin of victory of your attack by the weapon _Rcl_ (round down) to see how man extra shots hit. + +| Shots | Bonus | +|-----------------|-------| +| 2-4 | +0 | +| 5-8 | +1 | +| 9-12 | +2 | +| 13-16 | +3 | +| 17-24 | +4 | +| 25-49 | +5 | +| 50-99 | +6 | +| every $\times$2 | +1 | + +* Spraying Fire: With a weapon _RoF_ 5+ you can attack multiple targets in a 30$^\circ$ arc. Split up the _RoF_ amongst your targets and make the attacks for each target. If the targets are not adjacent to each other you waste some shots sweeping between them, 1 round per yard or 2 rounds per yard for a weapon at _RoF_ 16+. +* Shotgun Attacks: At close ranges (10% of 1/2D) multiply the amount of damage you do and the _DR_ the target has by half the amount of pellets in the ammunition (round down). For greater distances resolve this is a rapid fire with and effective _RoF_ of _Rof_$\times$the amount of pellets in the ammunition. +* Jet: This kind of ranged attack is resolved like a melee attack but with a long reach. + +### Area of Effects + +A type of Ranged Attack where everyone in the effected area is effected. Active defenses can't be used against them but you can use a dive as a defense to move out of the way of the _AoE_. +_AoE_ damage dissipate by the distance from the origin of the attack. Divide the damage the _AoE_ cause's by the distance the target is from the origin. + +You attack by choosing a target to the centre (for spherical) or the axis (for conical attacks) is aimed at. +If you miss or the target dodges the axis or centre veers off a distance equal to the margin of failure (for misses) or success (for dodges) in yards in a random direction. +A spherical _AoE_ can be aimed at the ground where the target is standing for a easier +4 to hit. + +## Defending + +Roll under an active defense: _dodge_, _parry_, _block_ to avoid an incoming attack, this roll is not effected by shock. +You select a defense if you are attacked, you pick amongst the defenses you are allowed given the situation (which can be none). + +The following are the options for a defense: +* _Dodge_: Roll under Basic Speed+3-Encumbrance. + You can dodge an unlimited amount of times in round but, take a -1 on the roll per additional dodge. + At HP/3 or below dodge is halved. +* _Parry_: Roll under Combat Skill/2+3 or DX/2+3. You can parry melee and thrown attacks, to parry a missile attack you need to be in striking range of your weapon to the attacker. + After the first parry, consecutive parries are at -4 (-2 with fencing weapons or Trained by Master/Weapon Master. -1 if you have both). Unarmed parries are at -3 against weapons unless you know judo/karate or the attack is a thrust. + Failed unarmed parries inflicts the weapon's damage on your parrying limb or the original target (attacker chooses). + Parries against flails are at -4 (fencing weapons cannot parry without supporting the weapon). +* _Block_: Roll under Shield Skill/2+3, you can't block high speed missiles (like bullets). + You can block once per round. + +These options can modify a defense: +* _Retreat_: Against melee attacks, gives +3 to _dodge_ and parries with fencing weapons, boxing, judo and karate. Gives +1 to other defenses. +* _Acrobatic Dodge_: Roll under acrobatics, if you succeed gain +2 to dodge if you fail take a -2. +* _Dive_: Against ranged attacks take a +3 to your dodge and go prone. +* _Riposte_: Take a reduction in your parry skill (cannot reduce it past 8), the opponent then takes half of this penalty to defend against your next attack. (Doesn't stack with Deceptive Attack). +* _Cross_: Use two readied weapons for a parry, you gain +2 to the parry but you can't parry any more attacks in the round with the limbs you just used. +* _Supported_: Use a readied weapon and a free hand to parry, you gain +2 to the parry but you can't parry any more attacks in the round with the limbs you just used. + +## Maneuvers + +Maneuvers represent something that can be done in a round of combat, the following are the list of maneuvers you can do. + + +| Maneuver | Defense | Movement | Description | +|--------------------------|-------------------------------------------------------------------------|----------------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| Aim | Any* | Step | Add the _Acc_ bonus of the ranged weapon to the next attack roll. If you aim for an additional second add +1, +2 if you aim more. | +| All Out Attack(Melee) | None | 1/2 move forward | _see below_ | +| _Determined_ | | | +4 to hit | +| _Double_ | | | 2 attacks with a ready weapon on the same target | +| _Long_ | | | Increase reach by 1 yard (Swing attacks at -2 dmg or -1 per die), may end in crouch | +| _Strong_ | | | +2 to damage or +1 per damage die if greater | +| _Feint_ | | | Feint then Attack the target | +| All Out Attack(Ranged) | None | 1/2 move forward | +1 to hit | +| _Determined_ | | | +1 to hit | +| _Supression Fire_ | | | Using a weapon with a _ROF_ of 5+ you can choose a 2 yard wide area in your weapon range (4 yard wide if _ROF_ is 10+) to spray into shooting as many rounds your weapon _ROF_ can allow. When anyone enters this area you attack them at a skill of 8+your rapid fire bonus | +| All Out Defense | Any | Step,1/2 move if dodging | _see below_ | +| _Enhanced Defense_ | | | Get a +2 bonus to one type of active defense | +| _Double Defense_ | | | Use two different active defenses for one attack | +| Committed Attack (Melee) | Any | Step, 2 Steps at -2 to hit | | +| Committed Attack (Melee) | Any at -2, Cannot Parry with the weapon used to attack, Cannot Retreat | Step, 2 Steps at -2 to hit | _see below_ | +| _Determined_ | | | +2 to hit | +| _Strong_ | | | +1 to damage or +1 per 2 damage die if greater | +| Defensive Attack (Melee) | Any at +1, parries with unbalanced weapons don't get this bonus | Step | -2 to damage or -1 per damage die if worse, unbalanced weapons can be used to attack and parry at once | +| Evaluate | Any | Step | +1$\dots$3 to attack the evaluated enemy on your next turn you can repeat this maneuver to get the higher bonus | +| Feint | Any | Step | Make a quick contest between you and your opponent's weapon skill and subtract the margin of victory to the opponent's dodge against your attack the next round. You can roll with your weapon skill using _IQ_ and _ST_ as well. | +| Move and Attack | Any, Cannot parry with the same limb you attack with | Move | Attack with at a -4 for melee weapons or at a -2 or _Bulk_ (whichever is worse) for ranged weapons. Your effective skill cannot exceed 9 (slams do not have this limit). If attacking with a thrust weapon you can use your slam damage if its greater. | +| Move | Any | Move | Move around, you can vault over small obstacles (like tables) at a cost of a yard's movement. More complex movment options may require a roll of _DX_, _Acrobatics_ or _Jumping_. | +| Concentrate | Any but using a defense requires a _WILL_-3 roll to keep concentration | Step | Concentrate on a mental task, like spellcasting | +| Ready | Any | Step | Prepare an item or do anything not covered by other maneuvers | +| Wait | Depends | None | Prepare an action to be done on some condition. | +| Do Nothing | None | None | You do nothing. You won't fall unconscious due to low _HP_ as well. | + +## Damage + +When you damage something and get a result from your damage die subtract this damage by the _DR_ of the target at the hit location you are targeting (for large area injury like those dealt in a area of effect take the average of the target's _DR_). +This difference is the damage that penetrates through the _DR_. If the weapon has an armour divisor (denoted with parenthesis) divide the _DR_ by this number and then calculate penetrating damage. Next you multiply the penetrating damage by the _Wounding Modifier_ (round down) of the damage type to determine how much injury the target takes. + + +| Damage Type | Modifier | Extra Effects | +|-----------------------|-------------|-------------------------------------------------------------------------------------------| +| Crushing(_cr_) | $\times$1 | Has no minimum damage | +| Cutting(_cut_) | $\times$1.5 | Against armour if the damage is less than twice the armour's _DR_ it becomes _cr_ instead | +| Impaling(_imp_) | $\times$2 | | +| Small Piercing(_pi-_) | $\times$0.5 | | +| Piercing(_pi_) | $\times$1 | | +| Large Piercing(_pi+_) | $\times$1.5 | | +| Huge Piercing(_pi++_) | $\times$2 | | +| Burning(_burn_) | $\times$1 | Burning damage from heat can light fires | +| Toxic(_tox_) | $\times$1 | | +| Corrosive(_cor_) | $\times$1 | For every 5 damage done this reduces the target's _DR_ by one | +| Fatigue(_fat_) | $\times$1 | Decreases _FP_ rather than _HP_ | + +Attacks absorbed by flexible armour is still subject to injury from blunt trauma. For every 10 damage of _pi-_$\dots$_pi++_, _cut_ or _imp_ or 5 damage of _cr_ take one point of injury. + +### Injury + +Taking any point of injury inflicts a point of _shock_ up to max of 4. _Shock_ gives the respective penalties to _IQ_ and _DX_ skills on your next turn (notably your dodge isn't effected by shock). Major Wounds are any injury that deals more than 1/2 your _HP_, all crippling injuries are Major Wounds. Major Wounds forces you to make a _HT_ roll to avoid being knocked down. If you fail this roll you drop anything held in your hand, fall prone and become stunned. On a critical failure or failure with a margin of 5 or more you become unconscious rather than stunned. + +The amount _HP_ you currently at can effect you at 1/3_HP_ and below you are _reeling_ halving your _move_ and _dodge_. +Below 0 _HP_ you are at risk of collapse, at the start of your turn roll _HT_ on a failure you fall unconscious. +Every time you drop past a negative multiple of your _HP_ you must roll _HT_, on a failure with a margin of 1-2 you become mortally wounded a margin greater than this means you die. +If you reach -5$\times$_HP_ you die instantly and if you reach -10$\times$_HP_ your body is destroyed. + +Upon becoming mortally wounded you fall unconscious. Then every thirty minutes roll _HT_ to avoid death and you crit-succeed you miraculously heal the mortal wound. +If you are under the care of a physician, every hour you and the physician roll _HP_ and _Physician_ respectively and take the better result. +To stabilize a mortal wound someone must succeed a surgery roll (-2 if you are below -3$\times$_HP_,-4 if you are below -4$\times$_HP_ and -2 for each repeat attempt). + +## Grappling + +Grappling requires its own [page](./../grappling).