Additional Combat Rules
Combat takes up more time than any other part of a role-playing game. In order to make Planet of the Mutants episodic and fast paced, the house rules for combat are designed to speed up, raise the stakes and raise the drama for combat.Well Placed Blow
Attacking characters add the
amount that succeeded on their attack roll by to their damage for non
firearm weapons.
Seek Cover
Characters can only dodge firearm
attacks at -10 as per usual, but may seek cover, providing a -2 to hit
on slight cover, - 5 to hit on decent cover, a -10 to hit on good cover,
a -15 to hit on excellent cover, and a -20 to
hit on crazy amazing cover.
Running Scared
A character may also force
opponents to incur a -10 to strike penalty by 'running scared' and
giving up all attacks for the remanider of that combat round. This does
work against firearm attacks.
Killing Blow/Knockout Blow
After two successful
attacks in a row, a character can attempt a killing blow (or a knockout
blow). The the strike must succeed to work- if it does, then the
opponent must make a save vs. knockout or death to
avoid being knocked out or dying. If the attempt fails, either by not
hitting or not succeeding, the attacking player loses their remaining
attacks for that round.
Countering
On a successful parry (not a dodge),
the defending character can attempt a counter, by spending an attack and
rolling their attack. If they succeed, then the attack deals double
damage and the opponent loses one attack for that
round of combat. If the attack fails then the character using the
counter loses their remaining attacks this round.
Roll Big or Go home
If characters are confident
that they can defeat an opponent, they can risk everything on the roll
of a die. This can be used for any non boss single one on one
non-firearm based fight. The character rolls a d20 and
adds their strike bonus, their parry bonus, and their level. The GM
rolls the same for the opponent. The player specifies whether their
character is seeking to kill or knock out the opponent. If the player
wins, then the desired result is achieved with no
hit point or SDC damage to the character. If the PC loses, then they
have their desired outcome applied to their character (although the
character is not immediately dead in the case of death, but unconscious
and in need of stabilizing).
Wild Strike
Player takes a voluntary negative of
-5 to Strike
-10 to Strike
or
-15 to Strike
and adds it as a bonus to damage.
The players get bonuses depending on how well described and how cool sounding an action is. But the higher the bonus, the nastier the repercussions if they fail.
Plot coupons can be used once per episode. Some plot coupons can be earned mid episode through role-playing well. And some plot coupons can be re-earned mid episode after use, but that will not be easy.
Yes, you will be given actual coupons that you can play like magic cards. Fun!
Flair Rules
Players will gain bonuses for 'Flair'. Flair is doing actions with style and good storytelling and hamming it up a little or a lot. Style and trademark and Character Flair can be stacked for ridiculous bonuses. In combat these Flair bonuses are all added to damage as well at attack or defense rolls. Notable NPCs can use Style and Trademark and Character Flair as well. The exact bonuses provided by Flair are hidden behind the GM screen (metaphorically, I don't use a GM screen) so you won't know the exact benefit. But there are multiple flair bonuses and they stack! Unlike the Combat rules, flair does not have to be used on a combat action.Character Flair
Flair means doing things in character even if they are not the right thing strategically. Action in character and also a good move is worth benefits, but action in character and risky and/or dangerous is better. Players will get the most bonuses for actions in character when those actions are a really bad idea.Paradox Flair
Paradox Flair means using character development to explain why their character would do something previously out of character (yelling at the heavens and inner monologuing is encouraged.Style Flair
Flair means describing their actions and heroics in flamboyant detail.The players get bonuses depending on how well described and how cool sounding an action is. But the higher the bonus, the nastier the repercussions if they fail.
Trademark Flair
If a character described a particular move or strategy enough times that the team recognizes it is worthy of additional bonuses. If the move becomes iconic, that move may become a trademark and be worthy of a plot coupon. Using trademark as plot coupon is an automatic success.Plot Coupons
Plot Coupons are cards that players will be issued at the beginning of each episode based on their character status. Plot coupons can be played to advance the plot and get players out of sticky situations or do dramatic risky things that wouldn't normally be possible.Plot coupons can be used once per episode. Some plot coupons can be earned mid episode through role-playing well. And some plot coupons can be re-earned mid episode after use, but that will not be easy.
Yes, you will be given actual coupons that you can play like magic cards. Fun!
MORE COMING SOON > CHECK BACK LATER!
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