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Fights
Nov 28, 2016 16:53:54 GMT
Post by The Drunk Bard on Nov 28, 2016 16:53:54 GMT
Rolling is as in most games, with the exception of how damage is calculated. Damage is now sorted into two categories, temporary and mortal. Temporary damage is generally caused by light hits or unarmed attacks and will be tabulated, but it does not hinder future rolls. Mortal damage is the more traditional style used in these RPs, where every point taken reduces results of future combat rolls.
Unarmed damage (L/M/H): 5S, 10S, 15S, Strength modifier to heavy hits only Daggers/knives/improvised: 5S, 10S, 10M, Agility modifies dagger, strength modifies improvised One handed weapons (fencing): 10S, 10M, 15M, Agility modifies damage One handed weapons (others): 10S, 10M, 15M, Strength modifies Two handed Weapons: 15S, 15M, 20M, Strength modifies Crossbow: 15M, 20M, 25M, Agility modifies accuracy Musket: 10M, 15M, 20M, 30M (75+) Pistol: Requires 25+ to hit, 15M, 20M
Field artillery: each piece adds 3 to siege or battle skill of respective side Mortar: Each piece adds 10 to siege
Ship cannon (light): 2 shots per round, 1/2/3 ship damage Ship cannon (medium): 1 shot per round, 2/3/4 ship damage, may load with grapeshot to attack ship's crew instead Ship cannon (heavy): 1 shot per round: 2/4/8 ship damage, heavy hit removes a point of ship armor reduction
Armor gives 5 points of damage reduction to every mode of attack save firearms
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Fights
Mar 12, 2017 15:47:02 GMT
Post by The Drunk Bard on Mar 12, 2017 15:47:02 GMT
Sniping can only be used every third round, but has a much more brutal scale for damage. Damage will start at any roll over your opponents defense as follows:
1-29: 20m 30-59: 40m 60+: Death
Against players death becomes 50m, which essentially requires immediate medical aid.
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