Splatter-Elf Week Day 3: Combat! - KILL 'EM ALL!!
Splatter-Elf week continues! On Monday we introduced you to the genre, yesterday we showed you how to make a character and today we get to the most important part of the Splatter-Elf RPG: How to kill stuff! Killing stuff is very important in a dark fantasy world where your merit is judged on how many buckets of blood you spill on a daily basis. "Heroes" (and I use that word veeeeery loosely) are expected to fight and kill at the drop of a hat for any slight, perceived or genuine.
Of course, Splatter-Elf as a sub-genre of Grimdark would not be possible without Philip Overby, so be sure to show him some love. You can even follow him on Twitter!
COMBAT
COMBAT ORDER
Initiative
Action
Attack Resolution
Injury and Death
Wounds, blood and death are an ever-present danger in
Splatter-Elf, because of course they are (that’s kind of the point). Damage
inflicted upon a character up to 50% of his maximum hit point total is usually
not considered to have drawn blood. This damage are merely bruises, sprains,
strains, etc that wear the character down but not put him in mortal danger. When
a character is reduced to 50% of their hit point total or less however, then
they are considered wounded. They are bleeding, bloodied and battered, and though
they can keep fighting (only cowards would give up because of a mere
flesh-wound) they do suffer a -1 penalty to all of their rolls until they have
a chance to rest and/or heal. Certain other game effects may have specific rules when used on or against a wounded character, so keep that in mind.
Character Class: Nefarious Cutthroat
Of course, Splatter-Elf as a sub-genre of Grimdark would not be possible without Philip Overby, so be sure to show him some love. You can even follow him on Twitter!
COMBAT
Combat in Splatter-Elf works much the same as most
fantasy role-playing games, except there should be LOTS of it, and the game
master and players are encouraged to describe it as bloodily and gorily as
possible. Use lots of adverbs.
“She slices out your liver expertly, your hot life blood
spraying gushingly onto the dirty even as she licks the ichor off her blade
lustily.”
It’s basically the same thing as saying “she hits your
for 7 damage,” but slightly more interesting.
COMBAT ORDER
Action is broken down into rounds. A round is roughly
6-10 seconds of game time – the exact amount doesn't matter; it may vary
slightly from round to round as required for dramatic effect. Just assume it’s
enough time for each character (player or monster) involved in the battle to
get at least one useful action in.
Initiative
At the start of the battle, each character involved rolls
d12, modified by their Dexterity bonus. The highest roll acts first, and play
proceeds in descending order of rolls. Once everyone has acted, the character
with the highest roll (assuming he’s still alive) acts again and play continues
in order until one side is defeated (either killed or run away/surrender like a
pussy).
Action
The two main things a character does on their turn are attack and move, and each character may do one of each (ie, make one attack and move once up to their movement rate).
Instead of attacking, the character may do another fiddly
thing like try to pick a lock, snatch an item from an opponent's hand, kick
down a door, etc, but let's be serious: usually if a player has the option to
attack something, that's what they're going to do. Many monsters can attack
more than once on their turn.
A character may also choose to use their attack action to
move again, this basically means the character is running and can move up to double their movement rate.
Doing things like yelling instructions, threats or
dropping an item in your hand does not count as an action. Drawing a new
weapon, readying a light shield that's not already in your hand or standing up
from a prone position counts as a move action.
Casting a sanguine sorcery spell also counts as an attack
action.
Attack Resolution
If you attack an opponent with a weapon, you roll d12 and
add your Attack bonus. You also add relative attributes modifiers (Strength for
hand-to-hand attacks, Dexterity for ranged attacks). The target rolls d12 and
adds his AC bonus. If the defender ties
or beats the attacker's roll, it's a miss - the blow goes wide or the
defender parries, blocks, etc.
If the attacker rolls higher than the defender the attack hits and does damage equal to the difference on the rolls, plus the weapon's damage. The weapon damage various tremendously depending on the weapon, and is often less important than a really good hit (a high roll) by the attacker or a really poor parry (a low roll) by the defender.
If the attacker rolls higher than the defender the attack hits and does damage equal to the difference on the rolls, plus the weapon's damage. The weapon damage various tremendously depending on the weapon, and is often less important than a really good hit (a high roll) by the attacker or a really poor parry (a low roll) by the defender.
If the defender is wearing armor, the damage is reduced
by a few points according to the armor's Damage
Reduction rating. No matter what the DR however, an attack that
successfully hits always does at least 1 damage.
Example: Cletus Veinslicer attacks Moebius Flip with a longsword. Cletus’
attack bonus is +4 (including all bonuses) and Moebius’s AC bonus is +5 (he’s
using a light shield), and he’s also wearing chainmail armor (DR of 2). Cletus
rolls an 11 (7 on the die +4) and Moebius rolls a 9 (4 on the die +5), for a difference
of 2, which is a hit. Adding the
longsword’s weapon damage of +4, that’s 6 damage to Moebius, minus 2 for his
armor’s DR, for a final total damage of 4. Not a serious wound, just enough to
make Moebius angry…
Certain special attacks and magic spells may attack other
defenses besides AC. If so, the specific description will detail the effects
but the resolution is the same. Attacker rolls d12 + applicable modifiers,
defender rolls d12 + Fort, Ref or Will, whichever is appropriate. Poisons and
heavy physical trauma that can't be blocked or dodged usually attack Fortitude. Area attacks like a dragon’s
breath or certain magical bursts usually target Reflex, and enchantments and charming spells target Willpower.
Injury and Death
Art by lamlok |
If a character is
reduced to 0 hit points, they are out of the fight. Non-player characters and monsters are usually considered dead. The player inflicting
the killing blow may choose to simply knock out the foe instead of kill him –
as long as they declare this action BEFORE making the attack. It may sometimes
be advantageous to keep an enemy alive for ransom or torture (for information
or for pleasure).
If a player
character is reduced to 0 hit points, they have (in most cases) 2
choices. If they believe that their character has suffered a worthy demise, or
that his story has come to an end, they can turn over their character sheet and
the character is dead. If, however,
it was a shitty death, or the player needs to keep fighting for some reason, or
the player is whiny and they don’t want to make a new character, they can
choose to have the character live. The character is reduced to 1 hit point
instead, is knocked unconscious, and is
maimed instead of killed. The game master or player rolls d12 and decides
which part of the character’s body is destroyed:
Note that after the crippling injuries start to pile up, the player may choose the death option the next time they hit 0 hit points, or may simply retire the character. A warrior without legs or an archer without eyes is not going to be very helpful in a fight.
Note that after the crippling injuries start to pile up, the player may choose the death option the next time they hit 0 hit points, or may simply retire the character. A warrior without legs or an archer without eyes is not going to be very helpful in a fight.
There may also be times when it is appropriate to the story
(such as during particularly dramatic and epic scenes) that the game master may
remove the maiming rule to increase the tension. He should warn the players in
advance in this case. Unless he’s a dick.
Character Class: Nefarious Cutthroat
Thieves kill for money. Assassins kill for the art.
Cutthroats kill because they can. The lowest of gutter trash, cutthroats are
the dregs of society that even other criminals loath to deal with, but keep
around because they need their skills. Cutthroats know how to stab people and
really make it hurt, able to inflict crippling wounds that can take an opponent
out of battle quickly and painfully.
Cutthroats tend to be jacks-of-all-trades, dabbling if not
mastering a variety of skills to help them track, trick and sneak up on their
victims. Their skills make them a considerable addition to any group of
mercenaries or treasure hunters if their comrades can get past their generally
sick and twisted behaviour.
Cutthroats can be found across the world in many roles. The
majority act as special enforcers for gangs and criminal organizations. Some
are mass murderers who prowl the alleys of major cities picking off whatever
victims their code or whimsy tells them to. A few live as brigands, prowling
country roads for unwary travellers (whether for money or the sheer pleasure
varies between individuals). Those who can work within a group for an extended
period of time are rare indeed, as while they are handy to have around few
people with even half a brain in their head can sleep comfortably with a
cutthroat in their camp.
Attribute Modifiers: Dexterity +1
Movement Rate: 30' (6 squares)
Weapons Allowed: Any
Armor Allowed: Any, but they prefer leather
armor and light shields. Anything heavier interferes with their Skullduggery
skill.
Skills Allowed at First Level: Calisthenics
(STR), Skullduggery (DEX), Tinker (DEX), History (INT), Acuity (WIS), Beast
Mastery (WIS), Carnality (CHA), Guile (CHA)
Skill Bonuses: Skullduggery +1
Open the Vein: When a cutthroat catches a living
opponent with a discernable anatomy unawares (usually through careful
application of the Skullduggery skill), or an opponent unable to fully defend
himself (either bound or slowed by magic or normal means), he may pin-point a
deadly attack that severs a vein or artery and creates a gushing, potentially
rapidly fatal wound.
The cutthroat makes an attack with a melee weapon,
targeting the victim’s Fortitude instead of AC (the cutthroat gets a +2 to his
attack roll for attacking a surprised target). If the attack is successful, it
inflicts damage normally (bypassing any DR from armor), however at the end of
the victim’s next turn (and every round thereafter) the victim takes damage
equal to double the Cutthroat’s
level. This additional damage cannot be reduced by any sort of damage reduction
under normal circumstances.
In order to stop the bleeding and hit point loss, the
victim or one of his allies must successfully use the Sawbones skill to staunch
the bleeding. At the very least he can do nothing but hold the wound and move
at ½ speed to stop the blood loss for that round. Otherwise the blood loss
continues until the character dies.
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