"House Combat Rules" - читать интересную книгу автора (Call of Cthulhu RPG) Combat House Rules
┌──────────────────────────────────────────────────────────────────────────────┐ │ Published by arrangement with the Delta Green Partnership. The intellectual │ │ property known as Delta Green is к and (c) the Delta Green Partnership, │ │ who has licensed its use here. The contents of this document are │ │ (c)William Timmins, excepting those elements that are components of the │ │ Delta Green intellectual property. │ │ │ │ Call of Cthulhu is produced by Chaosium Inc │ └──────────────────────────────────────────────────────────────────────────────┘ This system of combat adds to martial combat, giving some variety and choice. Firearm combat is untouched. Fatigue: As fatigue accumulates, it renders a character vulnerable. Any knock out attacks against a character with fatigue add fatigue to the attack's damage, increasing the chance of a knock out. Fatigue disappears 1 per round. -------------------------------------------------------------------------------- A character in martial combat may take one action per round. Skills: Martial skills refer to sword, knife, or other appropriate, as well as Martial Arts. When only Martial Arts is intended, it is indicated specifically. Personal Attacks are as the rules describe (fist/punch, etc) Actions: Movement Move: Normal movement covers about 8 meters, give or take, in a round. A character may Move to engage an opponent, who may try to Evade. It costs no fatigue to Move, though it may cost 1 fatigue to Move very quickly/far, Keeper's perogative. Evade: Avoid being hit, avoid an engagement, or disengage, basically Dodge. Costs 1 fatigue. Note that poor footing particularly when engaged in martial combat, may mean Dodge is x1/2 or x1/4. Charge: Close range rapidly. Lunges, shield bashes, and other similar maneuvers. Martial skill, can be defended or Evaded. If a Charge succeeds the next action against the opponent is at skill x2, but if it fails the next action (regardless) is at skill x1/2. A Charge costs 1 fatigue. Defense Parry/Block: Martial skill to defend, costs 1 fatigue. Success negates attack. |
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