Combat in The World of the Gods (Scion 2e) | World Anvil

Combat

Initiative

At the start of combat initaitve is rolled. Initiative is Cunning + Combat Skill.
 

Action Phase

On a Character's turn they can perform a Simple Action or Mix Action.
  Simple actions cover anything that would occupy a character’s full attention, such as stabbing an ice golem in the heart.
  A mixed action is what characters use when doing two things at once, such as climbing up a really big ice golem while trying to stab it. Mixed actions use the lower of the two involved pools, and split the successes between the two actions
 

DEFENDING

Getting hit really and truly sucks. Thankfully, you’ve got options. A character’s standard Defense is 1. A character can defend to increase the Difficulty an attack must overcome to successfully hit its target. In response to an attack, the player may reflexively roll the highest of her Resilience Attributes without any Skills. Apply the successes on this roll to generate Defensive Stunts. Defensive Stunts persist until the end of the round. Penalties to Defense from sources such as Injury Conditions can never bring the character’s Defense below 1.


 

A character may want to spend her action in the round to take a Full Defense. To do this, roll double the character’s Defense pool. Each success increases the Difficulty required to inflict Injury (effectively providing soft armor — see below), or may be split among other Defensive Stunts (including any Defensive Stunts granted by Knacks or other powers). This is a simple action, and may not be part of a mixed action.


DEFENSIVE STUNTS

  • Defend: Unlike most Stunts, Defend generates successes, which an opponent must overcome in order to inflict an Injury. If this roll generates no successes, use the standard Defense.
  • Dive to Cover (Difficulty 1): In response to a ranged attack, you move up to one range band away to reach cover established in the Field. Cover utilized by this stunt absorbs Injuries as hard armor.
  • Roll Away (Difficulty equal to opponent’s Composure): Move away from the attacker one range band.

 

ATTACKING

CLOSE COMBAT ATTACK

You strike your opponent at close range, either with a weapon or without. Range: Close
Skill: Close Combat
Hit: Overcome the target’s Defense

STUNTS

  • Inflict Damage (0s + opponent’s Armor): Deal an Injury Condition to your target.
  • Blinding (1s): The target takes an increased Difficulty of 1 on all Shoot and Thrown attacks on their next action.
  • Break Up Grapple (1 success): When targeting a character who is part of a grapple (that you are not in) you may use this stunt to break up their grapple.
  • Critical (4s): Deal an additional Injury Condition to your target.
  • Disarm (2s): You use your weapon as leverage, pulling or twisting your opponent’s weapon or item out of their hand. You may spend an additional success to knock the item into the “short” range increment.
  • Establish Grapple (Variable successes): You force your opponent into a grapple. Both you and they can only make grappling physical actions until someone breaks free. The person who initiates the grapple is “in control."
  • Feint (Variable successes): For every success spent on Feint, you generate Enhancement on your or an ally’s next attack against the opponent you’re attacking. You must designate the ally gaining the enhancement bonus when you make this attack.
  • Knockdown/Trip (1s): Knock your opponent prone where they stand.
  • Seize (2s): You take an object held by (but not strapped or attached to) your opponent. You must be strong enough to hold the object without effort, and you must have a free hand.
  • Shove (Variable successes): For every 1 success you spend after beating the Difficulty, you may push your opponent back a number of meters equal to your Might.
  • Sunder (3 successes): You use your weapon to damage your opponent’s gear (weapon, armor or otherwise), making it useless for the rest of the scene.

 

GRAPPLE

Range: Close
Skill: Athletics + Might
Hit: Overcome the opponent’s Defense

STUNTS

  • Inflict Damage (0s + opponent’s Armor): Deal an Injury Condition to your target.
  • Break Free (1s): You break out of the grapple. If you are in control, this requires no successes. If you are not in control, this requires you to spend success equal to the number of successes your opponent spent establishing the grapple.
  • Critical Hit (4s): Deal an additional Injury Condition to your target.
  • Gain Control (Variable): You maneuver yourself to be in control of a grapple. The cost of this Stunt is equal to the number of successes your opponent spent establishing the grapple. This Stunt can only be purchased when you are not in control.
  • Pin (2s): Deny opponent their Defense against all other attacks. Must be in control to initiate.
  • Position (per success; Difficulty equal to Opponent’s Dodge): You generate an Enhancement bonus that applies on your next grappling attack against the target equal to the number of successes spent on this Stunt.
  • Takedown (1s): You render both yourself and your opponent prone. You maintain the grapple. You may also employ Inflict Damage or Throw in conjunction with this, representing a body slam or sacrifice throw. Must be in control to use.
  • Throw (Variable successes): You hurl your opponent a number of meters equal to your Might in any direction you desire. Each success spent after the first increases the distance of the throw by a meter. Throwing counts as breaking free, thus ending the grapple. You must be in control to throw.

 

RANGED ATTACK

Range: Determined by weapon
Skill: Firearms
Hit: Overcome the target’s Defense

STUNTS

  • Inflict Damage (0s + opponent’s Armor): Deal an Injury Condition to your target.
  • Critical Hit (4s): Deal an additional Injury Condition to your target.
  • Disarm (Successes equal to opponent’s Combat Skill): You fire your projectile at the weapon or their hand, forcing them to drop it. You may spend an additional success to knock the item into the “short” range increment.
  • Emptying the Clip (0s): When using a weapon with the automatic tag, the attacker can choose to empty the clip. Emptying the clip adds a +1 Enhancement bonus to the attack in addition to the automatic tag’s usual benefits. After this action, you must make an ammunition check or be out of ammo and requiring a reload.
  • Knock Down (successes equal to opponents Stamina): You spend successes to knock your opponent prone.
  • Pin (Variable): Pin applies a Complication of 2 on the character’s next attack. If they choose not to buy off this Complication, then they receive one automatic Injury Condition relevant to the damage type of the weapon. A character can spend additional successes on this Stunt to increase the Complication.

 

THROWN ATTACK

Range: Short
Skill: Athletics
Hit: Overcome the target’s Defense

STUNTS

  • Inflict Damage (0s): Deal an Injury Condition to your target.
  • Blind (2s): The target takes an increased Difficulty of 1 on all Shoot and Thrown attacks.
  • Critical Hit (4s): Deal an additional Injury Condition to your target.
  • Disarm (Variable successes equal to opponent’s Combat Skill): You hurl your missile at their weapon hand, forcing them to drop it. You may spend an additional success to knock the item into the “short” range increment.
  • Line Drive (Variable successes equal to opponents Might): You spend successes to knock your opponent prone where they stand.

Comments

Please Login in order to comment!