trail of cthulhu extras - advanced toc combat

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Initiative: Guns go before words go before blades go before fists. (Drop one step if you have to draw.) Otherwise characters go in order of skill as normal. Anyone can spend a point or more from their pool on initiative to go first in the round. Whoever spends most points goes first. Use normal initiative order to break ties. Shock & Killing Damage: Blunt weapons and fists do shock damage. Blades do killing damage after the first 3 points or against a helpless opponent; firearms do killing damage always. Shock damage is treated normal, but killing damage is deducted as though the target were at 0 health, regardless of his actual health score. (Example: A character with 8 health who takes 6 killing damage has 8/-6 health, and suffers penalties as though he were at -6 health.) Combat Pools: At any time you may spend any number of points from your weapon, scuffling or firearms pools to refill any one of those three pools. Every two points spent from another pool or pools adds one to the desired pool. Damage Rolls: Do not roll for damage seperately. Instead, do one damage per point your attack roll succeeded by, up to a maximum of six, then add or subtract your weapon damage modifier as appropriate. Weapons Bare Fist -1 Improvised/Small Melee 0 Large Melee/Small Firearm +1 Large Firearm +2 Feint: Melee only. Roll 4+; instead of doing damage you gain +2 to your next attack, your opponent has a -2 penalty to his. Pin: Scuffling only. Roll 4+ to pin your opponent. He can escape as an action by rolling 3+ the amount of Scuffling you spent to pin him. While you have him pinned you can do d6-2 damage without rolling to hit. You may shove, strangle, disarm or mortal threat. You and your opponent may also trip, use threaten or (if you decline to do damage this round) de-escalate. Shove: Roll a Scuffling contest. Your TN is 3, the target's is 4. If he fails and you succeed he moves back up to 5ft in the direction you want. Trip: As shove but puts the target on the ground. If you have him pinned or he has you pinned, you go down with him. A tripped opponent's hit threshold drops by 1. If not pinned he can rise at any time, but takes a -1 penalty to all rolls in the round he does so. A pinned character must escape before standing. Threaten: As shove, but use Intimidate vs Stability. A threatened enemy cannot spend pool points on any other test until he retorts (making an Intimidate or Stability check against TN 4 to throw off the effect.) Making an intimidate check takes up your action for the round, but making a Stability check doesn't. De-escalate: As threaten, but your allies must not spook the target with damaging attacks the round you use it. Even non-damaging attacks give you a -2 to the roll. Roll Reassurance against Intimidation. The effects are the same as threaten, but cannot be shaken off unless the target is attacked. Disarm: As shove, but your difficulty is 5 as long as your disarm contest roll didn't succeed last round. If it did succeed, then you have a grip on your opponent's weapon or have it bound with your blade and both parties roll against 4. Knockout: Do 5 blunt damage to someone in a single attack and they have to make a consciousness check. The TN of the check is equal to the amount of damage done by the attack. Strangle: As pin, but you do 4 damage every round automatically and your opponent can take any action they like instead of trying to escape. If you are tripped, take 4 or more points of damage from a single attack, are threatened or otherwise lose your nerve, the stranglehold is broken. Mortal Threat: You need a blade or firearm ready to do this, and a pinned or unconscious opponent. Roll a standard attack. If you are successful you can automatically hit them for 6+weapon damage if they try to escape and fail, or as your subsequent action. Submission Hold: Unarmed version of mortal threat, does 5 shock damage if they try to escape but does this damage even if they succeed. Between the Eyes/Through the Heart: Firearms/bladed weapons only. Spend six from your pool and make an attack roll without adding anything to the roll. If successful, do +6 weapon damage. Pickman's Advanced Combat Reference

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Page 1: Trail of Cthulhu Extras - Advanced ToC Combat

Initiative: Guns go before words go before blades go before fists. (Drop one step if you have to draw.) Otherwise characters go in order of skill as normal. Anyone can spend a point or more from their pool on initiative to go first in the round. Whoever spends most points goes first. Use normal initiative order to break ties.

Shock & Killing Damage: Blunt weapons and fists do shock damage. Blades do killing damage after the first 3 points or against a helpless opponent; firearms do killing damage always. Shock damage is treated normal, but killing damage is deducted as though the target were at 0 health, regardless of his actual health score. (Example: A character with 8 health who takes 6 killing damage has 8/-6 health, and suffers penalties as though he were at -6 health.)

Combat Pools: At any time you may spend any number of points from your weapon, scuffling or firearms pools to refill any one of those three pools. Every two points spent from another pool or pools adds one to the desired pool.

Damage Rolls: Do not roll for damage seperately. Instead, do one damage per point your attack roll succeeded by, up to a maximum of six, then add or subtract your weapon damage modifier as appropriate.

WeaponsBare Fist -1Improvised/Small Melee 0Large Melee/Small Firearm +1Large Firearm +2

Feint: Melee only. Roll 4+; instead of doing damage you gain +2 to your next attack, your opponent has a -2 penalty to his.

Pin: Scuffling only. Roll 4+ to pin your opponent. He can escape as an action by rolling 3+ the amount of Scuffling you spent to pin him. While you have him pinned you can do d6-2 damage without rolling to hit. You may shove, strangle, disarm or mortal threat. You and your opponent may also trip, use threaten or (if you decline to do damage this round) de-escalate.

Shove: Roll a Scuffling contest. Your TN is 3, the target's is 4. If he fails and you succeed he moves back up to 5ft in the direction you want.

Trip: As shove but puts the target on the ground. If you have him pinned or he has you pinned, you go down with him. A tripped opponent's hit threshold drops by 1. If not pinned he can rise at any time, but takes a -1 penalty to all rolls in the round he does so. A pinned character must escape before standing.

Threaten: As shove, but use Intimidate vs Stability. A threatened enemy cannot spend pool points on any other test until he retorts (making an Intimidate or Stability check against TN 4 to throw off the effect.) Making an intimidate check takes up your action for the round, but making a Stability check doesn't.

De-escalate: As threaten, but your allies must not spook the target with damaging attacks the round you use it. Even non-damaging attacks give you a -2 to the roll. Roll Reassurance against Intimidation. The effects are the same as threaten, but cannot be shaken off unless the target is attacked.

Disarm: As shove, but your difficulty is 5 as long as your disarm contest roll didn't succeed last round. If it did succeed, then you have a grip on your opponent's weapon or have it bound with your blade and both parties roll against 4.

Knockout: Do 5 blunt damage to someone in a single attack and they have to make a consciousness check. The TN of the check is equal to the amount of damage done by the attack.

Strangle: As pin, but you do 4 damage every round automatically and your opponent can take any action they like instead of trying to escape. If you are tripped, take 4 or more points of damage from a single attack, are threatened or otherwise lose your nerve, the stranglehold is broken.

Mortal Threat: You need a blade or firearm ready to do this, and a pinned or unconscious opponent. Roll a standard attack. If you are successful you can automatically hit them for 6+weapon damage if they try to escape and fail, or as your subsequent action.

Submission Hold: Unarmed version of mortal threat, does 5 shock damage if they try to escape but does this damage even if they succeed.

Between the Eyes/Through the Heart: Firearms/bladed weapons only. Spend six from your pool and make an attack roll without adding anything to the roll. If successful, do +6 weapon damage.

Pickman's Advanced Combat Reference