Combat Guide
Participation
- Owners and Non-Owners are both welcome to participate in the siege/defense of Trine and Malvren Weyrs.
No character profile is required to participate – non-owners simply need to ‘invent’ a character to use.
Invented characters cannot be Gold or Bronze Dragonriders or Gold Wherhandlers but all other colours are open (including Atypical colours for dragons)
Special Event: At the end of the event the Staff will pick their favourite Invented Characters and make them into official shop characters, including art. A full profile will be required at that point.
There is no limit on the number of invented characters per person - feel free to play for or against both sides!
Only 1 invented character will be selected for official status per player, however.
At the end of the event, those characters not chosen to become official will either be classified as NPCs or killed off screen.
Combat Goal
- The fight to take/save a Weyr is a race – the FIRST side to win 50 fights is the side to be successful
It is possible for both Weyrs to fall, only one, or neither – that is up to the players to play out. There are plot lines associated with each.
Wins are on a per-character basis. So if a Crafter against the revolution defeats a pro-revolution Wherhandler and his wher, that is two wins, but if the Crafter only defeats one it is one win.
A character wins when their opponent has -5 HP and falls unconscious.
At 0 HP, a character is too injured to attack and can only Defend, Move, or Use an Item.
SRPs (RPs with only you in them) do not count towards point tallies.
Combat
- Refer to the grid below for HP, Attack, Defense, and Accuracy stats for all characters. Note that humans are sorted based on Age Category.
To begin a fight, the players either choose an action order or each player rolls 1d100 with their initial post. The highest number takes an action first and so on down the numbers.
Each character gets 1 post, be it a human, a wher, or a dragon. So a wherhandler pair has 2 posts where the human and the wher can take separate actions.
Each post, a character can choose to ONE of the following: Attack, Defend, Use Item, or Make a Grab.
Attack: attack the opponent in whatever way is suitable – the success and strength is determined by dice rolls.
Defend: the target of an attack makes a defensive move – the success of the defense is determined by dice rolls. One character may defend another character IF they take action prior to the targeted character.
Use Item: use an item from your inventory. This includes the Gold Wher/Dragon special Command abilities
Make a Grab: throughout the event, Staff will make item drops where items become available for the taking. When this happens, a character can choose to Make a Grab and roll for the items – it is first come first served, however. Only Humans Can Make A Grab
Item Drops: This is when Staff drop items for characters to pick up. See the grid below for details on what each item does. Flits are special exceptions.
Weapons Note: Once you have a weapon, you can use it or you can use your bare fists. If you use the weapon, and you make a Critical Hit, consider the weapon’s Crit Effect (listed in the items grid)
Critical Hit: Roll max number on whatever dice you’re using. (ie, 6 on a 6-sided die)
Attacking: to attack, a player announces their attack in some fashion and rolls the appropriate dice. The resulting total is the damage being done by the attack
Accuracy: not all attacks hit, however. In order for an attack to successfully hit, the Damage – Accuracy must be greater then 0, if it is less the attack misses. (See grid for specific numbers and the example combat for demonstration)
Defending: to defend, a player announces their defensive action in some fashion and rolls the appropriate dice. The result total is by how much the incoming damage is being reduce. (ie. Attack of 8, defense total of 5, so the damage that gets through is 3 (8-5=3)) Defending another character means the one doing the defending takes the incoming damage. Additionally, a character can only defend against 1 attack a time and must choose which attack is being mitigated.
To Grapple: the attacking party rolls their attack as normal, if the action suceeds they successfully grapple the target (no damage is dealt), the defending party rolls their attack as well and compares the 'damage' if the | GRAPPLE - COUNTER | < 2 then the defending character breaks the hold, if | GRAPPLE - COUNTER | > 2 the counter fails. To break a grapple, the defending character must succeed before they can get free.
Specific methods and actions are up to the players just keep in mind what your character actually knows.
A Note About Flits: all flits have 10HP regardless of colour and you can only use flits if your character owns them. If they are attacked and their HP drops to 0, the flit dies in-game, no exceptions.
Items are carried over between Fights and HP resets between each fight – it is assumed some measure of rest is taken to recouperate.
Fights can be between 2 characters or 20 characters, it is up to the players. If you cannot post, please tell the group to skip you for that round.
Special Circumstances
- Fighting In-doors at Malvren: Only Jr. Weyrlings are small enough to fight indoors. No dragons aged Sr. and above can fit in the corridors. All Whers are able to fit.
Fighting Out-Doors at Malvren: as it is outdoors, all whers and dragons are able to participate in combat
Fighting In-Doors at Trine: Trine is not an underground complex, so fighting in-doors is fighting in buildings. To participate, dragons MUST roll 1d20 on their first or second post and roll higher than 13 to reach the combatants. All Whers are able to fit.
Fighting Out-Doors at Trine: as it is outdoors, all whers and dragons are able to participate in combat
Outdoor Versus Indoor: Outdoor will have more Brawl Weapons but fewer healing and other items drop. It is the players’ choice what setting they want.