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 Regles de Combat

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Date d'inscription : 18/02/2007

MessageSujet: Regles de Combat   Dim 16 Nov 2008 - 14:28

(tirer du Core Rules Book Reviser

a etre reviser par Gaia)


Combat

The combat system in Werewolf is meant to capture the grim and vicious reality of combat while keeping the focus on the characters and story. With that purpose in mind, the Storyteller needs to be flexible when running combat scenes, since no combat system can portray a real fight accurately (especially one between beings such as the Garou). Both of the following basic types of combat involve different systems and permutations:
• Ranged Combat involves any weapon that works at a distance, including guns and bows. A character using a
ranged weapon needs to have a line of sight on his target.
• Close Combat is any fight in which the combatants use their bare hands (or claws or teeth) or a hand-held weapon (knives, broken bottles, silver axes, etc.). The combatants must be within touching distance to use their own bodies as weapons (obviously). Some melee weapons, like polearms, improve a character's reach.

Players resolve combat turns just as they would any other action turn. First, all players determine initiative, then they declare their actions, then those actions are resolved using the dice systems. This last phase is broken down into Attack and Damage phases, however. Combat turns are usually only three in-game seconds long, but when the Garou are involved, a lot can take place in those three seconds. After determining initiative, each player declares her character's action. When all players have declared their characters' first actions, move on to the Attack stage.

Attack
What dice pool' the player uses depends on the nature of the attack.
• For any attack with a firearm, roll Dexterity + Firearms.
• For any attack with a thrown weapon, be it a rock or a shuriken, roll Dexterity + Athletics.
• For any attack with a hand-held weapon, roll Dexterity + Melee.
• For most hand-to-hand attacks, roll Dexterity + Brawl. Some maneuvers require Athletics instead, but most
use Brawl.

The difficulties of these attacks and even the number of dice rolled can vary greatly, depending on a gun's rate of fire or the complexity of a brawling maneuver. These complications are discussed later. A character can choose to take one of three defensive actions as well. She may also choose to abort a previouslydeclared action in order to do so. These actions are dodging, blocking and parrying...

Dodging is simply the act of getting out of the way before an attack lands, and the roll is Dexterity + Dodge. The difficulty depends on how much cover is available and how much space the character has to cross to get to it, as well as the nature of the attack being dodged. A character in Lupus form dodging a kick needs only to jump back a few feet, so the difficulty is only 5. However, a Garou in Crinos form trying to dodge a shotgun blast from 15 feet away with no cover should probably just grit her teeth and get ready to get shot — her difficulty should be 9 or even 10. Successes on the dodge roll subtract successes from the attacker's roll to hit the character. So, in order to avoid being hit entirely, the dodging character needs more successes than the attacking character.

Blocking involves using one's own body to stop an incoming attack. A character cannot block a firearms attack (well, he can, but it isn't very smart), but a character may attempt to block any hand-to-hand or melee attack. The roll is Dexterity + Brawl and the difficulty is determined by the nature of the attack being blocked. (A fist is easier to block than a sword. ) Otherwise, the system is identical to dodging,

Parrying is the use of a weapon to block an incoming attack. The system is the same as blocking, except that the roll is Dexterity + Melee.

CLOSE COMBAT MOVE


• Bite
Probably the most basic attack form of all, the Garou simply sinks his fangs into his victim. Extra damage
due to bite placement (jugular, sensitive tissue, etc.) is up to the Storyteller. A bite usually causes aggravated wounds.
Usable by: Crinos-Hispo-Lupus (optionally, a werewolf in Glabro might bite at difficulty 8 and Strength -1 damage)
Roll: Dexterity + Brawl Difficulty: 5
Damage: Strength +1 (HISPO Strength +2)
Actions: 1

• Body Tackle
This dangerous maneuver may potentially damage the attacker more than his opponent. The
attacker runs at full speed toward his opponent, hopefully building enough momentum to knock said opponent to the ground. Both combatants must succeed in Dexterity + Athletics rolls (difficulty 6 for the attacker, 6 + attacker's successes for the target) or be knocked to the ground. If the attack roll botches, one of two things happens. The attacker either trips and falls, or he runs headlong into
his target and bounces off, leaving his target unharmed but receiving his target's Stamina in damage dice. All damage caused by this attack is considered bashing. If the attack is used by a Garou in Crinos or Hispo against an unprotected human being, the damage might be considered lethal instead (Storyteller's discretion).
Usable By: Any form
Roll: Dexterity + Brawl Difficulty: 7
Damage: Strength
Actions: 1


Dernière édition par Grand Pere Tonerre le Lun 1 Déc 2008 - 22:22, édité 4 fois
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MessageSujet: Re: Regles de Combat   Dim 16 Nov 2008 - 14:38

• Claw
Another simple, commonly used attack, a claw strike simply consists of the Garou rending an opponent with her talons. This attack inflicts aggravated wounds in Crinos and Hispo form. While a werewolf s fingernails are somewhat long and sharp in Glabro and Lupus form, they
are still too weak to inflict any true damage.
Usable By: Crinos-Hispo
Roll: Dexterity + Brawl Difficulty: 6
Damage: Strength +1 ( CRINOS Strength +2)
Actions: 1

• Disarm
Similar to a parry, the character attempts to use a weapon to remove his opponent's weapon. The attacker rolls to attack as usual, but with a +1 difficulty penalty. If the attacker's successes equal or exceed his opponent's Strength score, his opponent drops his weapon. If the attacker does not score enough successes, he still inflicts damage as usual. A botch on this roll usually means that the attacker has dropped his weapon.
It is possible, though much more difficult, to perform this maneuver without a weapon. In that case, the roll is Dexterity + Brawl, the difficulty is 8, and the character must remove a die from her attack pool as though moving within range of an opponent with a longer weapon.
Usable By: Homid-Glabro-Crinos
Roll: Dexterity + Melee Difficulty: +1
Damage: Special
Actions: 1

• Flank and Rear Attacks
Attacking an opponent's flank reduces the difficulty by one. Attacking from the rear reduces the attacker's difficulty by two.

• Grapple
Grappling is the act of seizing and holding an opponent with the intent to immobilize or harm him. A grappling attack intended to damage an opponent is called a clinch; an attack meant to immobilize is called a hold.
Either attack begins with the attacker succeeding in a Strength + Brawl roll. Success indicates that the attacker has grappled his opponent. If the attack is a clinch, the attacker may inflict damage equal to his Strength beginning the turn after he begins the grapple. If the attack is a hold,
the target is held until his next action. When a character is on the receiving end of a grapple, she has two options.

The first is to escape, which requires a resisted Strength + Brawl roll. At the Storyteller's option, defenders may roll Dexterity instead of Strength to escape a clinch or hold. If the attacker wins, the grapple continues. If the defender wins, she pulls free. The other option is to reverse the hold. Doing so requires the same roll as escaping, but to reverse the hold successfully, the defender must beat her attacker by at least two successes.

Example: Two Garou packmates, Fangs Bite Like Winter and Walks' the' Balanced' Blade, are wrestling play fully. Fangs succeeds in grappling Walks and growls for him to submit. Walks has other ideas, and he attempts to reverse the hold. Both players roll their characters' Strength + Brawl dice pools. Fangs' player scores three successes; Walks' player scores four. Although Walks' player got more successes, he needed at least five (two more than Fangs' total) to reverse the hold successfully. The match continues with Fangs still in control.

Usable By: Homid-Glabro-Crinos
Roll: Strength + Brawl Difficulty: 6
Damage: Strength or none
Actions: 1

• Kick
Kick attacks vary in style from a swift boot to the groin to elaborate aerial spins. The Storyteller should feel free to adjust damage and difficulty to compensate for the complexity of the maneuver. The system presented here assumes a straightforward kick attack. Damage from a kick is usually considered bashing, although a Garou in Crinos form kicking a normal human being might do lethal damage.

Usable By: Homid-Glabro-Crinos
Roll: Dexterity + Brawl Difficulty: 7
Damage: Strength +1
Actions: 1

• Punch
Like kicks, punches can be as simple as a jab to the face or as impressive as a double-fisted blow that knocks an opponent to ground. The Storyteller may decide to add extra damage dice and/ or modify the attacker's difficulty for special punch attacks such as haymakers, jabs or hooks.
Punch damage is normally bashing, but again, a Crinos form Garou punching a human might do lethal damage. Werewolves are just that strong!

Usable By: Homid-Glabro-Crinos
Roll: Dexterity + Brawl Difficulty: 6
Damage: Strength
Actions: 1
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MessageSujet: Re: Regles de Combat   Dim 16 Nov 2008 - 14:49

• Sweep
A character uses her legs or a weapon to sweep an opponent's legs out from under her. Only certain weapons can be used this way, of course. Because their arms are disproportionately long, werewolves in Crinos form may sweep a smaller opponent using their arms instead of their
legs. Likewise, a Garou can try to trip up a foe while in Hispo or Lupus form, although doing so raises the difficulty by one. A sweep does no damage, but it does leave an opponent prone if successful.

Usable By: All forms
Roll: Dexterity + Brawl Difficulty: 8
Damage: None Actions: 1

• Weapon Length
A character armed with a knife facing one armed with a sword is at a distinct disadvantage, simply because she must dart inside her opponent's reach in order to damage her. When facing an opponent armed with an appreciably long weapon, the character wirh the shorter weapon loses one die from her attack pool to reflect getting close enough to hit her opponent.

• Weapon Strike
The character attacks with a weapon, be it a klaive, a club, a sword, a length of chain or a rock.
Damage, damage type and difficulties for various weapons are listed on the Melee Weapons chart. The roll for such attacks is Dexterity + Melee.
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MessageSujet: Re: Regles de Combat   Lun 17 Nov 2008 - 20:31

SPECIAL MELEE COMBAT MOVE


The following maneuvers are not innate to the Garou, they must be learned. Each character may begin the game knowing one of these special maneuvers; picking up others requires finding teachers, undergoing training and so on in the course of the game. Players may wish to create new special maneuvers for their characters. The systems for any new maneuvers are up to the Storyteller.

• Evasive Action
Similar to a dodge, evading an opponent involving leaping, twirling and generally staying one step ahead of him. This maneuver inflicts no damage, but each success scored subtracts one success from an opponent's attack roll. If the evading character's player scores more successes than the attacker, not only does the attack miss, but the evading character has moved into a good position to counterattack. The evading character receives a -1 difficulty bonus to attack on his next turn, assuming he acts first. Unlike a dodge, a character cannot abort to an evasive action. It must be her declared action.

Usable By: All forms
Roll: Wits + Dodge Difficulty: 6
Damage: None
Actions: 1

• Hamstring
With this vicious attack, the werewolf sinks his fangs into his target's lower leg and rips apart the tendons. If successful, the attack will hamper quadrupedal foes severely and cripple bipedal ones (halve the movement
rates of quadrupedal foes). This attack is also possible to perform with claws, although doing so feels less natural. Damage caused by this attack is aggravated. Typically, a lone werewolf uses this maneuver to slow an opponent down until her pack can join the fray.

Usable By: Crinos-Hispo-Lupus
Roll: Dexterity + Brawl Difficulty: 8
Damage: Strength + Cripple
Actions: 1

• Jaw Lock
The Garou clenches his jaws onto a target's neck, not to kill, but to immobilize. This attack can be performed only from behind or atop an opponent, so that the attacker can use his full body weight to best advantage. The attacker must first succeed in a bite maneuver with a +1
difficulty penalty. Instead of rolling for damage, however, the attacker and defender must both make a resisted Strength + Athletics roll. If the attacker wins, he forces his target to the ground and holds him there. If the attacker loses, he fails to immobilize his target, but he may inflict bite damage as usual. The immobilized character may attempt to escape on
his next action. His player must roll Strength + Brawl (difficulty of his opponent's Brawl +4) in a resisted roll against the attacker's Strength + Brawl (difficulty of the defender's Brawl +2). If the defender fails, he remains immobilized. He escapes if he matches the attacker's successes,
but he takes damage equal to the attacker's successes (which he may soak). If he scores more successes than the attacker, he escapes without further harm.

Example: The "playful" wrestling match between Fangs- Bite -Like-Winter andWalks'the'Balanced'Blade has gotten much less playful. Tired of his opponent's struggles (and worried that he might soon be beaten), Fangs seizes Walks in a jaw lock. Walks dislikes this turn of events and attempts to escape. Both players roll their characters' Strength + Brawl. Both characters have Brawl ratings of jour, so Fangs has a difficulty of 6 (Walks' Brawl+2) and Walks has a difficulty of 8 (Fangs' Brawl + 4). Both players roll three successes. Walks escapes, but he must soak three health levels of aggravated damage. He does so easily and decides to end the sparring match before it gets any worse.

Usable By: Crinos-Hispo-Lupus
Roll: Dexterity + Brawl Difficulty: 6
Damage: None
Actions: 1

• Leaping Rake
A fighting maneuver for somewhat more graceful and lithe Garou, the leaping rake involves jumping past an opponent and slashing him on the way by. If successful, the maneuver lands the Garou out of range of his opponent. The Storyteller must first check how many successes the player needs on a Dexterity + Athletics roll (difficulty 3; distances are listed on the Jumping chart). If the player fails to score enough successes to carry his character past or to his opponent, he lands wherever the chart indicates, and he may still use his Rage action, at a +1 difficulty penalty. If she succeeds, she must then roll the character's Dexterity + Brawl for the claw attack. If the claw attack fails, the character still lands where she planned. This attack causes aggravated wounds. It can also be attempted using a punch (doing bashing damage) or with a weapon (doing damage according to the weapon, and making the roll Dexterity + Melee). Characters must normally be in Crinos form to perform this maneuver, but Glabro also works if the character is punching or using a weapon. A character using the Gift: Hare's Leap could conceivably even use it in Hornid form.

Usable By: Glabro'Crinos
Roll: Dexterity + Athletics/ Dexterity + Brawl
Difficulty: 8
Damage: Strength +1
Actions: 2
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MessageSujet: Re: Regles de Combat   Lun 17 Nov 2008 - 20:34

• Taunt
The Garou cavorts about her opponent, growling, snarling and hurling insults. This tactic may alarm or distract the target to the point that she hesitates, giving the Garou an edge. For every two successes the player rolls on a Manipulation + Intimidation (for non-Garou opponents) or Expres​sion(for other Garou), the opponent loses one die from his next action. This maneuver may be used by a pack (see Pack Tactics).
If so, the effects are cumulative, which means that an opponent's dice pool can be reduced to nothing. If so, he can take no action except dodging. A Garou subjected to this maneuver, especially by a pack, may frenzy. A Rage roll must be made, and the difficulty decreases by one if a pack is performing the taunt).

Usable By: All forms
Roll: Manipulation + Expression/Intimidation
Difficulty: Opponent's Wits + 4
Damage: None
Actions: 1
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MessageSujet: Re: Regles de Combat   Lun 17 Nov 2008 - 20:50

PACT TACTICS


The following maneuvers can be performed only by a pack of werewolves or by members of the same pack. A spiritual bond must exist between the participants (provided by the pack's totem) in order for the Garou to coordinate their actions enough to make these attacks work properly.
A pack can know only a number of pack maneuvers equal to the lowest Gnosis score in the pack. For example, if a pack includes two members with Gnosis ratings of 5, one with a rating of 7, one with a rating of 4 and one with a rating of 1, the pack knows only one pack tactic. This restriction applies even if the whole pack is not necessary to perform the maneuver. The greater the Gnosis of the pack, the more "in tune" they are with their totem and each other. The descriptions of these maneuvers contain notations as to how many Garou are necessary to perform the maneuver and whether it is possible to do so alone. The maneuvers presented here only scratch the surface of what a creative pack (not to mention a creative group of players) will dream up. A really original and effective pack tactic should be worth a point of Glory and/ or Wisdom.

• Fur Gnarl
Usually performed by two Garou in rapid succession, this attack consists of the first packmate stripping away the natural protection (or even artificial armor) of an opponent, leaving a vulnerable spot for the next packmate to attack. The first attacker rolls Dexterity + Brawl for a claw attack, shredding the opponent's fur or armor and hopefully taking a good chunk of it along (the difficulty on the roll is 7). For every two damage successes rolled (before soak), the target loses a die from soak rolls for that area. The next packmate may then attack as usual, although his difficulty increases by two because 7 he must target the same area that the first attacker hit. This penalty lasts until the target can heal the damage
or get new armor.

Example: Not long after Fangs and Walks' little wrestling match, they find
themselves besieged by a much more deadly threat — a chitinous, clawed beast from some Wyrmish spawning pit. Fangs shoots a
look at Walks, who nods and launches himself at the beast to execute afurgnarl. (Granted, the beast doesn't exactly have fur, but the same
principle applies.) Walks' attack strikes true, and his player rolls six successes for damage! Although the creature soaks most of this damage, the shell is now stripped from a portion of its left flank. When Fangs
attacks, he will target this area (ata+l difficulty penalty). If he succeeds, the creature will soak at a three-die penalty.


Packmates Required: 2
Performable Alone?: Yes

• Harrying
Wolves do not attack prey outright,
even in packs. Instead, they chase and harass their intended meal until it collapses from exhaustion. Werewolves use a similar method to attack and confuse enemies. Harrying requires at least four Garou: one in front of the
victim, one in back and one to each side. The rearmost Garou chases the prey either to one of the Garou on the side or to the lead Garou. The rearmost stalker then reassumes his position and the new stalker surprises the prey, growling and snapping, and chases him toward one of the other Garou, and so on until the victim is exhausted. A human
victim will lose a Willpower point each time he is "handed off" to another werewolf. The system for harrying is as follows: Make a Dexterity +
Athletics roll (difficulty 5) for both the chasing Garou and the prey. If the Garou scores more successes, he is chases the victim successfully to another Garou. Generally, the Garou must win five such tests to force the victim close enough to pass him off. If, however, the prey scores more successes, he has outdistanced his attacker, and he may attempt to escape. Make the same rolls again, but this time the Garou's player
adds the prey's excess successes to her difficulty. For example, if the Garou's player rolled one success on the first harrying roll and the Storyteller rolled five for the prey, the Garou's player adds four to her difficulty, making it 9. The Garou must exceed the prey's successes — at the adjusted difficulty — in order to catch up with the prey and begin steering him toward the waiting hunters. If the prey escapes,
the Garou must resort to tracking to find the prey. If the prey chooses to stand and fight, normal combat begins. Unlike normal wolves, werewolves will not back down from their prey. It's their nature to fight, not flee.
Harrying can be performed in any quadrupedal form. Some tribes, notably the Get of Fenris and the Shadow Lords, use this method to kidnap cubs from their human or wolf families. They wear the pup down to exhaustion, which makes her much easier to capture and transport to her new home.

Packmates Required: 4
Performable Alone: No

• Savage
Also called a "dogpile" by the Bone Gnawers, this brutal attack requires at least three packmates, although it can involve five or more for larger opponents. This tactic involves one werewolf hurling herself at an opponent to knock him to the ground, whereupon the rest of the pack rushes him in Lupus or Hispo form to bite him while he's down.
The system is simple; the first Garou executes a body tackle or sweep attack as usual. Then, his packmates surround the fallen foe and bite whatever part of him they can reach. This attack can slay most enemies in seconds, but even opponents who are not killed outright must roll Strength
+ Athletics (difficulty 4 + 1 for each Garou involved, maximum 10) to stand up.
Packmates Required: 3
Performable Alone: No

• Wishbone
This maneuver consists of one or more Garou grabbing an opponent's extremities and pulling him apart. It's not very subtle, true, but it's a superb way to get an uncooperative foe to talk or to scare the hell out of any remaining enemies. Each player must roll his character's Dexterity + Brawl to grab an extremity. The difficulty begins at 6 and drops by one for each Garou thereafter (as the opponent's ability to dodge is gradually reduced). After all possible extremities are restrained, each player rolls Strength for damage. This damage is considered lethal. The Garou involved may choose to either pull slowly as a torture method (in which
case the damage is considered bashing) or to simply give a quick jerk, maximizing damage. If any one Garou inflicts more than three health levels of damage after soak, the extremity is broken or severed (Storyteller's discretion). This maneuver is possible to perform in Lupus or Hispo; it just requires knocking the victim down first.

Packmates Required: 2+
Performable Alone?: No
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MessageSujet: Re: Regles de Combat   Dim 30 Nov 2008 - 10:52

Les glabro ont de petites griffes et un début de crocs comparables à ceux de vampires. Ils peuvent donc faire de l'aggravé avec ça... mais sans bonus aux dégâts.

En Lupus, le crocs font aussi de l'aggravé, mais sans bonus.

En hispo, les crocs font +2 et les griffes +1 aggravé.

En crinos, les crocs font +1 et les griffes +2 aggravé.

Voilà...

désolé pour les homids.... mais ils ont d'autres bonus.
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Feuille de personnage
Breed: Homid Homid
Auspice: Philodox Philodox
Tribes: Glass Walkers Glass Walkers

MessageSujet: Re: Regles de Combat   Ven 15 Mai 2009 - 17:31

Règles de combat avancés (et en français) ISO-GAIA:2009 (DM approved)

Plusieurs adversaires:
Un personnage qui se bat au corps-à-corps contre plusieurs adversaires en même temps subit un malus de +1 de difficulté à ses jets de défenses (dodge, parry, block) pour chaque adversaire après le premier. (jusqu'à un maximum de +4)



Combat à deux armes:
Il est possible d'utiliser une arme dans chaque main dans une même action, mais il est pénalisant de le faire pour un personnage ne maîtrisant pas ce style de combat. Il est à noté que les griffes sont considérées comme des armes. En voici les règles:

Citation :
- Il faut que les deux armes choisies pour l'attaque soient du même type (brawl, melee ou firearm) car il est impossible de faire deux actions différentes simultanément. (Tirer exactement en même temps que donner un coup de griffe est irréaliste.) Donc soit deux poings, deux paires de griffes, deux armes de corps a corps ou deux armes a feu.

Citation :
- Il est possible d'attaquer deux adversaires en même temps, mais cela se traduit par un +1 au degré de difficulté pour chacune des attaques.

Citation :
- Afin de déterminer le nombre de dés a lancer pour chaque attaque, on calcule le nombre de dés de l'attaque normale (Dex + brawl, melee ou firearm). On divise par deux ce nombre de dés. On enlève deux dés à la première attaque et 3 dés à la deuxième.
(ex: Dex 6 + Melee 4 = 10 dés
Divisé par 2, donc 5 dés pour chaque attaque
On enlève -2 a la première attaque donc 3 dés d'attaque
On enlève -3 a la deuxième attaque donc 2 dés d'attaque)

Citation :
Note: Ne pas oublié que sans le merit ambidexterity, le personnage a un +1 de difficulté avec sa main non-directrice (off-hand).


Ajout de 3 nouveau Abilities en lien avec cette règle

Dual Brawl, Dual Melee et Dual Firearm:
* + 1 dé pour la deuxième attaque
* * + 1 dé pour la première attaque
* * * + 1 dé pour la deuxième attaque
* * * * + 1 dé pour la première attaque
* * * * * + 1 dé pour la deuxième attaque

Citation :
Pour avoir son premier point dans cette Ability, il faut d'abord avoir 3 points dans Brawl, Melee ou Firearm et se battre depuis un moment avec deux armes.

Citation :
Le coût de cette compétence est de x3 au lieu de x2 (donc 3,3,6,9,12). De plus, il est impossible d'avoir plus de point dans cette ability que dans Brawl, Melee ou Firearm.

Citation :
Donc au final on obtient +2 dés dans la première attaque et +3 dés pour la deuxième attaque lorsque l'ability est à 5.
(ex: Dex 6 + Melee 4 = 10 dés
Divisé par 2, donc 5 dés pour chaque attaque
On enlève -2 a la première attaque donc 3 dés d'attaque
On enlève -3 a la deuxième attaque donc 2 dés d'attaque
Dual Melee = 4, donc +2 a chaque attaque
Première attaque 5 dés
Deuxième attaque 4 dés)


Les techniques de combats au corps à corps:

Feinte: Le bluff classique: envoyer le regard dans une direction pendant qu'une attaque arrive de l'autre. L'attaquant peut ajouter un dé par succès à son jet de dés pour sa prochaine attaque contre son adversaire. Les bonus de feinte sont perdu s'ils ne sont pas utilisés dans le même ou le prochain tour.
Jet: Manipulation + Melee ou Brawl
Difficulté: 8
Jet de dégât : Aucun
Actions : 1

Parade: Le combattant utilise ses armes pour bloquer les attaques de son adversaires. Le combattant roule Dexterity + Melee (Difficulté 6); chaque succès enlève un succès du jet d'attaque de son adversaire. Si la parade est effectué contre une attaque à main nues, l'adversaire roule son jet de dégât contre lui-même.
Jet: Dexterity + Melee
Difficulté: 6
Jet de dégâts: Aucun
Actions: 1

Bloquer: Le combattant utilise ses habiletés aux corps à corps pour bloquer les attaques de son adversaires. Le combattant roule Dexterity + Brawl (Difficulté 6); chaque succès enlève un succès du jet d'attaque de son adversaire. Si le bloque est effectué avec des griffes contre une attaque à main nues, l'adversaire roule son jet de dégât contre lui-même (aggravé).
Jet: Dexterity + Brawl
Difficulté: 6
Jet de dégâts: Aucun
Actions: 1

Citation :
Il est à noté que les griffes et les crocs sont considérés comme des armes. Cependant, les crocs ne peuvent être utiliser pour "Bloquer". Il est donc possible de "Bloquer" avec ses griffes des attaques de "Melee" et de "Parer" avec son arme des attaques de "Brawl" faites avec des griffes et des crocs.

Riposte: Le combattant fait une attaque rapide suite à une parade ou un bloque. Cette attaque peut seulement être utilisé immédiatement après avoir réussis un bloque ou une parade complètement. (Autant de succès que l'attaque de l'adversaire)
Jet: Dexterity + Brawl ou Melee
Difficulté: - 2
Jet de dégâts : Strength + dégâts de l'arme
Actions: 1

Citation :
Lors d'une esquive (Dodge), d'une Parade (Parry) ou d'un Bloque (Block), si le combattant à le double de succès que son opposant, il a droit à une action gratuite.

Action préparé: Lorsque le combattant à une plus haute initiative que son adversaire, il est possible pour lui de retarder son initiative afin de laisser son adversaire agir en premier et ainsi créer une meilleur chance de contre-attaquer. Pour chaque deux points d'initiative que le combattant retarde, il ajoute un dés à son prochain jet de défense. (Maximum de dés en bonus = Wits) Aussi, la difficulté pour les jets de défense diminue de 1.
Jet: Dex + Brawl (Block) ou Melee (Parry) ou Dodge
Difficulté: 5
Jet de dégâts: Aucun
Actions: 1

Citation :
Il est à noté que lorsqu'un combattant retarde son initiative, il tombe maintenant à ce nombre pour le reste du round. Donc ses prochaines actions de rage commencent après son adversaire.


Dernière édition par Kurt Selfless-Sacrifice le Mar 19 Mai 2009 - 12:40, édité 1 fois (Raison : Changé "Plus de succès que l'attaque de l'adversaire" pour "Autant de succès que l'attaque de l'adversaire")
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