Spellbound Kingdoms Combat Primer BW

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COmbat PrimerFrank BrunnerDesigner & WriterzacH HoeflerProofreaderBetH Abel, Ken ButcHer, PHil Coburn, Jody KuHns, ZacH HoeflerPlaytestingmg, If, SB, tHe NS d20 Club, CHris Dodd, and matt UrbanskiAdditional PlaytestingCONTENTSHow to Use tHis PrimerCombat Overview. p. 2Fighting Styles. p. 3Damage and Effects. p. 6Movement. p. 7Weapons and Armor. p. 8Inspirations. p. 9Mood. p. 11Example of Combat. p. 14Combat Style Sheets. p. 17Glossary for Style Sheets. Appendix OnePregenerated Characters. Appendix TwoSample Beasts and Monsters. Appendix ThreeRead it through once. Then getsome friends together and grabsample characters from AppendixTwo. Choose one of the samplescenarios on p. 16 and try it!There aren’t character creation rules included in the Primer(it’s not the Character CreationPrimer, after all!), but don’t let thatstop you from tweaking the samplecharacters. Give them differentfighting styles and try the samefight again. See what happens, thenpost about it. With your feedback,we’ll make the game even better!v. 1.2

CombatOverviewIntrOductiOnHere’s an overview of combat:Welcome! Thanks for downloading, reading,and playing the Spellbound Kingdoms Combat Primer.Make no mistake, Spellbound Kingdoms is acomplete fantasy RPG. In the Kingdoms, you’ll findzeppelins, courtesans, feral children, alchemy, sorcery,engineering, politics, dragons, and slavering undead.But in this Primer, the focus is on combat.Here’s what I hope you get out of the Primer:† Combat is fast. No initiatitive means nowaiting.† Combat is tactical. Every round, there aremeaningful tactical decisions to make. Moreover,those decisions don’t degenerate into choices made atcharacter creation.† Combat is fun! For example, to makesure that you don’t often whiff with your ultimatemaneuver, there are mechanics like inspirations andmood.† Combat is dynamic. You’ll be leaping offbalconies, climbing up dragons’ backs, insulting yourenemy to throw him off guard, and toppling caryatidcolumns on top of hapless kingsmen.† Combat is easy to learn but difficult tomaster. Style sheets make it simple to fight, andthere is never any math after a die roll. Still, thereis complexity waiting to be discovered. Which stylecounters which other style? What maneuver or whatstyle is best depending on terrain, combat objective,enemy morale and skill, your allies’ styles and skill,the number of enemies, the quality of their gear, and athousand other factors?So that’s what I hope you get out of it. What Ihope that I get out of it (you didn’t think this Primerwas totally free, did you?) is feedback. Lots of it!ENWorld.org, rpg.net, spellboundkingdoms.com, theForge - post your feedback. Please! The full gamecomes out in August, and your feedback can helpmake it the best.I will see you on the boards.Enjoy the Primer!1. There is no initiative. Players and GM choose actions simultaneously. A player’s choice of actions islimited by his character’s current maneuver. Somestyles don’t teach you how to follow a lunge with aparry, for example.2. Players and GM reveal actions simultaneously.3. Resolve all actions simultaneously. Each maneuveron the combat style sheet lists an attack die (on theleft) and a defense die (on the right). Roll the attackdie against your target. Roll the defense die againstanyone attacking you. On a hit, the default damage is1 Body. That can change, so know your maneuversand weapons.More information follows, but that’s the basic idea.In other words: “Watch what your opponent is doingand guess what he’s going to do next. Then pick yourmaneuver, reveal it, and resolve it.”One more thing that you might want to know rightaway: Which maneuvers are possible in a givenround? Look at your style’s sheet (at the end of thePrimer). Balancing maneuvers are underlined, andthey’re always possible.Beyond that, the only maneuvers that you canexecute are those that are in the same row or columnas your current maneuver. Think of a rook on a chessboard. If a rook can move from the maneuver youjust executed to the maneuver in question, then thatmaneuver is possible. If a rook couldn’t get there, thenit’s not possible. Your style doesn’t teach such a transition.That’s it! You can play with just those rules, but keepreading. That was only a quick explanation. Below, wego at a more leisurely pace, and I’ll cover a lot moredetail.2

FightingstylesFighting skillfully in the Kingdoms means fighting ina particular style.Every style is different. One style may teachthe student how to disarm his opponent after parrying,while another may teach the student how to disarmonly when he is on the offensive and backing hisopponent down. A third style might never teach adisarm maneuver at all.The key point to understand is that each stylerequires its own footwork, balance, timing, grip,and positioning. Each develops its own mental,physical, and emotional approach to combat.Swashbucklers swing from chandeliers and slash atopponents, savages charge and bear hug and bite,and guardsmen hunker behind shields and probe fora counterattack.Each fighting style has requirements listedin the lower left hand corner. If you do not meetthe fighting style’s requirements, you cannot fightin that style. If, possibly through injury or fatigue,you do not meet the requirements of any stylesthat you know, you can only use the basic combatmaneuvers. The basic combat maneuvers are listedin the lower right of every style sheet, and anyonecan use them.are accessible from which other maneuvers.An accessible maneuver is one in the same rowor column as the current maneuver. It is important toknow what maneuvers you are capable of executingnext round, but it is also important to know whatmaneuvers your opponent is capable of executing.That way, you can anticipate his actions and chooseyour own maneuvers to counter.Characters begin combat with one of theunderlined maneuvers, the so-called balancingmaneuvers. Characters may also rebalance to abalancing maneuver at any time during combat. Inthis case, the balancing maneuver does not need to bein the same column or row as the character’s currentmaneuver.As I said in the overview, think of a rookon a chessboard. If a rook can get there (withoutjumping over any gaps in the row or column), thenyour style allows you to flow into that maneuver fromyour current maneuver. This represents the style’steachings: one style may teach the footwork necessaryto follow a spin with a jab, while another may teachyou how to follow a spin with a parry or feint.A player can use a figure or a die to keep trackof her maneuvers on her style sheet. When it is time toreveal her choice for the round’s maneuver, she simplymoves her figure or die to the new maneuver.Dice can be useful if there are multipleenemies: in that case, the number on the die designateswhich enemy you are attacking. A figure’s facing canalso designate an enemy.The combat style sheets are at the end of thePrimer. Following each sheet is a concordance thatexplains each maneuver.Example. Fighting in Free Sword style,Vasquez feints to open the combat. Feint is in thesame column as Precise Strike, Spin, and UnbalancingFeint, so he could use any of those maneuvers nextround. He could also use any of the re-balancingmaneuvers next round (Lunge, Warrior’s Strike,Block, or Feint again). But that’s it. He could not Trip,CHoosing ACtions& THe Style sHeetEach style has a flowchart, or style sheet, that depictsthe maneuvers taught by that combat style. The attackdie of the maneuver is to the left of the maneuver,and the defense die is to the right. When you executea maneuver, roll the attack die. Whenever you areattacked, roll the defense die. If the attack die beats thedefender’s die, the attack scores and does one pointof damage (possibly more, depending on weapons,armor, and other factors, as we will see below). Tiesgo to the larger die size; rolls that are still tied are rerolled.The style sheet also shows which maneuvers3

Dice Explodeor push forward in an Onslaught. Those maneuverscan’t follow a Feint in the Free Sword style.Example. Jude is sniping with a bow inArrowheart style. He can open the combat withArcher’s Shot, Shot on the Run, Arrow Stab, or Aimand Breathe. He decides to take an Archer’s Shot.Now his choices are the same three as before, plusTumble and Shoot. He chooses Aim and Breathe in thesecond round. After he has aimed, in the next round hecan choose any action on the chart with the exceptionof Penetrate and Anticipate (both of which must bepreceded by a Mighty Pull).Dice explode, meaning that if you roll a maximumscore on a die, you roll the next higher die size andtake your best single roll as the result. For example,if you roll a 4 on a d4, then you also roll a d6. Ifyou get a 5 or a 6, then that is the result of your roll.Otherwise, if the d6 rolls lower than the 4 on the d4,you keep the 4.The usefulness of exploding dice diminishesas the die size increases. This is mitigated in the fullgame by appropriate talents.Combat is a terrible mix of chaos and threat. Eachround, you are assumed to be engaged with andthreatening all other creatures in your area. Youraction for the round – usually a combat maneuver represents your best chance to score damage or causesome other effect.You can target any other creature in your areawith a melee attack. See Movement and Maps belowfor more information on areas.Rounds vary in length. Generally, theyare about six seconds long, but a round where allcombatants circle each other, posture, and trade insultsmight be much longer. The GM is the final arbiter ofround length, should it ever matter (usually it onlymatters for how long a noble can prattle on while thewarriors go about the real business of combat!).If an attack is listed as d4/d4, that means that thecharacter attacks twice. The attacks may be madeagainst separate targets.If a character executes a maneuver with abonus such as “ 1 attack die size next round,” and hefollows that with a multiple attack maneuver such asd4/d4, the bonus applies to both of the attacks, makingit d6/d6 in this case.Multiple defense dice – say d4/d4 – are rolledagainst each attack. For example, if a character istwo-hand-parrying for d4/d4 defense and comes underattack from two assailants, each making two attacks,then he rolls d4 and a d4 against the first assailant’sfirst attack, a d4 and a d4 against the first assailant’ssecond attack, a d4 and d4 against the secondassailant’s first attack, and finally a d4 and a d4 againstmultiple Attacks& DefensesTargeting &Round LengthWHat’s Here and WHat’s NotWhile the heart of the combat system is in the Primer, a number ofcombat rules are left out. All of the advanced fighting styles – calledgrand styles – are absent, for example. Rules for surprise, breakingitems, mounted and vehicular combat, underwater and aerial combat, magical combat, extended stealth rules, maiming, healing, andmore are all in the game but not in the Primer.4

the second assailant’s second attack. Every time, hetakes the highest single score on his two d4s as hisresult.If a character executes a maneuver with abonus such as “ 1 defense die size next round,” andhe follows that with a multiple defense maneuver suchas d4/d4, the bonus applies to both of the defenses,making it d6/d6 in this case.maneuver. A move is normal horizontal movement.Fancy moves that let you gain altitude – like Climb– say “Move, gain altitude” or something similar.“(r)” after a maneuver means that you mustrebalance after executing that maneuver. “(u)” meansyou are unsteadied after executing that maneuver.See the fighting style glosses at the end of thePrimer for explanations of more special effects.Damage& EffectsWords HavemeaningIf a maneuver lists no effect, then it deals 1 bodydamage on a hit. If it lists an effect, it does no bodydamage; rather it causes the effect on a hit.If it lists “1 [effect],” then it does both 1body damage and the effect (still, only on a hit; missescause no damage or other effect).Many effects are possible.“Rebalance” means that on a successful hit,your opponent must rebalance next round (that is,execute a maneuver that is underlined on the stylesheet, or else break style completely with one of themaneuvers in the lower right corner of the style sheet).Your opponent also loses any bonuses he might havebuilt up, such as “ 1 die size to next attack.”“Unsteady” means that your opponent isknocked off his rhythm, although not as severely asa “rebalance” result. An unsteadied opponent musteither break style, rebalance, or execute a maneuverthat is adjacent to a re-balancing maneuver.“1[characteristic]” such as “1 Str” means thatthe attack does 1 point of damage to the characteristic.This is important partly because of the minimumcharacteristic requirements for a style. A characterbrought below his minimum Strength for a style, forexample, is too fatigued to carry on in that style. Hemight be reduced to panting and heaving, using onlythe basic “no-style” maneuvers available to everyone(in the bottom right of every style sheet). As with bodydamage, no healing is available in the Primer.“Move 1 area” means you may move yourtarget 1 area into an area of your choice. A targetmoved against its will must also rebalance.“Move” means you may move as part of theWords mean what they say.If an attack says Trip, then itcauses the target to fall down.It cannot be successful againsta creature that is not standing upright. If an attack saysDeath from Above, it cannot be executed withoutattacking from higher ground.Note that just because an attack trips atarget does not mean that the target begins thenext round prone. On the contrary, although Tripmaneuvers cause the target to fall down, in mostcases it is assumed that, although the target falls,he quickly stands back up, ready to fight again(probably needing to rebalance, as the Trip maneuver states).master &ApprentceSome maneuvers are marked with an M in theupper-right hand corner. A character cannot usethese maneuvers unless he is a master of the style.A character who knows the style but has not yetmastered it is called an apprentice of the style.5

SwitchingStylesboth the guards on the floor and the kingsman on thebalcony can hit you with melee attacks this round,assuming they anticipated your charge and targetedyou. On the other hand, when you move, you can onlymake a melee attack against a target in the area intowhich you are moving. That is, if you are rushing upthe stairs from the library floor to the balcony, thenyou can only make attacks this round against targetson the balcony. (This applies only to melee attacks;ranged attacks may aim in any direction as usual.)This means that you do not need a map toplay Spellbound Kingdoms. By all means, however,use one if you enjoy doing so. Maps can be beautiful,illuminating, and inspiring. They can also remindplayers and the GM of the environment tricksavailable in different areas.Switching styles requires a Trick, which is a maneuverlocated in the lower right corner of the style sheet.After executing the trick, the character begins the nextround executing one of the balancing maneuvers of hisnew style.miscellaneousActionsIn general, any non-attack action is covered bythe Trick/Misc. Action maneuver in the lowerright corner of the style sheet. This includespicking up a weapon, cutting the cord on theportcullis’s counterweight, mounting, opening adoor, and more.A few flamboyant combat styles, suchas Swashbuckler and Dagger-and-wine, featuremaneuvers that allow for a Trick withoutbreaking style. Others must rebalance after aTrick.EnvironmentTricksEnvironment tricks are special actions afforded by theenvironment. Use the Trick maneuver (lower right onthe style sheet) to execute an environment trick.Environment tricks often have special attackmovement& mapsdice and effects.Here are two tricks for the main room of alumber mill.Sawmill. The waterwheel outside pumps gearsthat spin the sawblade at furious, buzzing speeds.Any character tossed into the sawblade must defenda d10 attack or suffer 2 Body damage. Treat the bladeas a separate area, so that maneuvers such as SavageCharge, Driving Onslaught, et al. can force opponentsinto the blade.Fling Sawdust. Attack die d6. You scoop upsawdust and fling it in your opponent’s face. A hitpenalizes your opponent with -2 die size to attack anddefense until he uses a Trick to wipe his eyes clean.In most cases, environment tricks should beobvious to characters, and the GM should tell playersCombat is broken up into abstract areas. The GMdefines areas qualitatively: the library, the balcony,the space inside the giant cake before the royalchef’s birthday feast.Movement within an area is free andassumed as part of the positioning of combat.Movement between areas requires a move action(one action moves one area), which is usually theTrick maneuver in the lower right corner of the stylesheet. Some styles have maneuvers that offer optionalmovement as part of the attack (Savage Charge, forexample).When you move, you can be attacked in bothareas of your movement. That is, if you are rushingup the stairs from the library floor to the balcony, then6

own movements in order to set up yours. You can’t dothat if you’re fighting empty silk in the coat closet.which environmental tricks are available when thecharacters first enter an area.Environmental tricks provide ways forcharacters without a strong fighting style to beeffective in combat. In the full game, there are manyengineering environment tricks. Engineers, logically,execute them more effectively than any other ActionsIn the full game, there are histories and skills thatmodify characteristic checks. For now, to roll acharacteristic check, simply roll the largest die thatdoes not exceed the characteristic. For example,a character with Strength 5 would roll a d4 for aStrength check. A character with a 10 Reason wouldroll a d10 for Reason checks; a character with a 9Reason would roll a d8.Characteristic checks can be modified by moodand inspirations (see below) just as any other roll.Environmental tricks can lead to simultaneous,conflicting actions. Two characters might pick up thesame dropped musket at the same time, for example.Or one character might try to shove a door closed inthe same round that another tries to prop it open, orone character grabs a second while he is trying to flee.Roll a characteristic check to determinethe winner. Keep in mind this is not necessarily aQuickness check to see who does his action first.The actions are likely simultaneous. Instead, in theabove examples, each character would roll Strength.The higher rolling character yanks the weapon away,or pushes the door into place, or drags the grabbedcharacter into his area.Weapons& ArmormaneuversRequire a TargetAttack maneuvers must be executed against a target.A character cannot advance through the maneuvers ofhis style unless he is engaged with an enemy.Put another way, a character can’t go throughhis forms in the villain’s coat closet and then burst outwith his ultimate maneuver just as the villain opensthe door. This is because a large part of any fightingstyle involves knocking your opponent off his rhythm,positioning him for your next blow, and judging his7Weapon and armor quality are ranked accordingto quality. A typical farmer’s scythe used as aweapon might be quality 1, while a prince of theblood’s broadsword might be quality 8. An averagekingsman’s sword has quality 3. If your weaponhas a quality 3 or more greater than the armor thatit is attacking, then your attacks do 1 extra point ofdamage.By the same token, if your armor’s quality is3 or more greater than that of the weapon attacking it,then attacks against you deal 1 less damage.GMs must therefore be car

and playing the Spellbound Kingdoms Combat Primer. Make no mistake, Spellbound Kingdoms is a complete fantasy RPG. In the Kingdoms, you’ll fi nd zeppelins, courtesans, feral children, alchemy, sorcery, engineering, politics, dragons, and slavering undead. But in this Primer, the focus is on combat. Here’s what I hope you get out of the Primer:

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