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Chapter 10: Combat<br />

Multiple Brawling Attacks<br />

As indicated on the table entitled ‘Duration<br />

of Action’, different forms of attack allow for a different<br />

number of attacks to be made per round.<br />

Agility and SP invested affect the number of Brawling<br />

attacks per round. Strength may affect some<br />

weapon attacks (see Chap. 9: Equipment).<br />

Attacks occur according to the order of initiative.<br />

However, if a foe was damaged prior to their<br />

attack in this combat, then the damaged foe must<br />

roll 1d100 and exceed a TH to be able to make future<br />

attacks in the current round. The TH is equal<br />

to a cumulative percent of their LP that was lost in<br />

the current combat. If the check is failed, then the<br />

damaged foe may not make their next attack in the<br />

current round. This check is unnecessary if the foe<br />

has not suffered 20% or more LP of damage in the<br />

current combat.<br />

For instance, 2 human characters named<br />

Fulk and Roland begin Brawling with each other.<br />

For the sake of simplicity with this example, Fulk<br />

and Roland have sub-ability scores of 100, 20 LP<br />

each, are the same height, neither are wearing armor,<br />

and neither are skilled Brawlers. Fulk and<br />

Roland each get 2 Brawling attacks per round.<br />

For initiative, the player of Fulk rolls 51 and<br />

76, while the player of Roland rolls 80 and 26. With<br />

a higher initiative of 80, Roland strikes Fulk first.<br />

Both players roll on the Brawling skill table for humans<br />

in Chapter 8: Skills to see where their blows<br />

land, if successful. Roland rolls a Brawling skill check<br />

of 14, which is successful against Fulk’s CA 10. The<br />

player of Roland rolled 77 on the Brawling table,<br />

and Roland does an ‘Elbow to the Nose’ for 2d8<br />

damage. The player of Roland rolls 6 for damage.<br />

Thus, Fulk loses 30% of his LP.<br />

The next highest initiative is 76, which belongs<br />

to Fulk. However, to see if Fulk can attack<br />

after taking 30% of LP in damage, he must pass a<br />

TH of 30, rolling 1d100. The player of Fulk rolls<br />

27, and so Fulk loses this attack.<br />

The next highest initiative is 51, which still<br />

belongs to Fulk. The player of Fulk rolls a 43 on<br />

the Brawling table, indicating he attempts a ‘Fist to<br />

Throat’. The player of Fulk rolls a Brawling skill<br />

check of 21, which is successful against Roland’s CA<br />

10. The player of Fulk rolls 1d12 damage for punching<br />

Roland’s throat, and the result is 3 for damage.<br />

Since this is less than 20% of the LP of Roland,<br />

Roland is able automatically to perform his next attack.<br />

The lowest initiative is 26, which belongs to<br />

Roland. Consulting the Brawling table, the player<br />

of Roland rolls 51, determining he will attempt ‘Fist<br />

to Temple’ for 1d12 damage. The player of Roland<br />

rolls a Brawling skill check of 22, which is successful<br />

against Fulk’s CA 10. The player of Roland rolls 5<br />

for damage, which is higher than 20% of Fulk’s initial<br />

20 LP. Nonetheless, this does not extend into<br />

the next round of initiatives and attacks, but if Fulk<br />

is damaged in this future combat, then the damage<br />

of the attack, when considered as a percent, will be<br />

added to TH 55% (30% + 25%). However, if Fulk<br />

loses less than 25% of his initial total LP, but greater<br />

than or equal to 20%, then another check must be<br />

made. If Fulk loses 25% or more, then he is rendered<br />

unconscious.<br />

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