Chain Combat

From Serenity : The Wiki
(Redirected from Chain Combat Style)
Jump to: navigation, search

Chain Combat Style

Chain Combat Style, or CCS is a method of combat with the VOS system which allows for multiple strikes per round. This page will explain the rules of CCS with everything from bare hands to firearms.

Bare Handed

For the bare handed style of CCS each combatant is allowed 1 attack per round for every 10 agility on their sheet without rounding either way. (this means even if you have 49 agility, you still are only allowed 4 attacks.) The base attack difficulty for bare handed fighting is 50 typically, but can be more or less depending on the conditions of the fight.


To chain from a successful strike, a combatant only needs to add +10 to their difficulty modifier. Example:

Bob successfully attacks Bill with his bare hands at 50 (23)

The next attack would be rolled at a difficulty of 60. (50+10)


To chain an unsuccessful attack requires allot more effort, as a missed swing will throw a fighter off balance. For this, you add +10 to the difficulty modifier, then add the failure from the prior roll to the difficulty as well. Example:

Bob unsuccessfully attacks bill with his bare hands at 50 (-23)

The next attack would be rolled at 83. (50+10+23)

Melee Weapons

As with bare handed fighting, each combatant is allowed 1 attack per every 10 agility they have. The base difficulty as well is 50 and can change depending on the circumstances of the fight.


To chain from a successful strike, a combatant only needs to add +10 to their difficulty modifier. Example:

Bob successfully attacks Bill with his Katana at 50 (23)

The next attack would be rolled at a difficulty of 60. (50+10)


To chain an unsuccessful attack requires allot more effort, as a missed swing will throw a fighter off balance. For this, you add +10 to the difficulty modifier, then add the failure from the prior roll to the difficulty as well. Example:

Bob unsuccessfully attacks bill with his Katana at 50 (-23)

The next attack would be rolled at 83. (50+10+23)

Projectiles/Firearms

Unlike with melee weapons and bare hands, using CCS with firearms only allows combatants 1 attack per every 20 agility. Characters who are ambidextrous are the only exception to this rule, who are allowed 1 attack per every 20 agility per hand in use. (only applies when actually dual wielding.) The base attack is 60, unlike with melee weapons and bare hands. Combatants are also allowed to change targets between shots.


To chain a successful shot, the combatant must add +20 to their origonal difficulty. Example:

Bill successfully attacks Bob with his Ithaca Hammerless Double 10g at 50 (23)

The next attack would be rolled at 70. (50+20)


To chain from an unsuccessful shot a combatant must add +20 to their difficulty as well as their failure. Example:

Bill unsuccessfully attacks Bob with his Ithaca Hammerless Double 10g at 50 (-23)

The next attack would be rolled at 93. (50+20+23)

Special Attacks

Special attacks, such as grappling, throwing, temple strikes and tripping are done through rolls. This segment of the page will explain the different types of strikes, where they fall in and what rolls are required.


Grappling

Grappling covers everything from a simple grab-and-pin to joint manipulation. A grapple can be announced after any successful hit from the attacker. The rolls for this are based on strength, both players involved must roll strength at 75, whichever rolls the higher number wins.

In case of a failed grapple, the attacker rolls a Chance, if they fail they stagger, giving their opponent a -10 to difficulty for their next round only.

In case of a successful grapple, the attacker gains a -10 to their difficulty for their remaining strikes that round. As well, the defender gains a +10 to their difficulty while pinned.

In case of a prolonged pin, the attacker must roll strength at 75 after each of the defenders turns while the defender rolls agility at 75 to attempt to escape. Whoever rolls higher wins.

Sweeping

Sweeping covers every form of trip, whether the attacker is standing or on the ground. A sweep can be announced after a successful strike from the attacker. The rolls for a sweep are based on agility with both combatants rolling at 75, whoever rolls higher wins.

In case of a failed sweep, the attacker rolls a Chance, if they fail they stagger, giving their opponent a -10 to difficulty for their next round only.

In case of a successful sweep, the defender is brought to the ground, causing them to lose one attack for their next round. This effect does not stack.

Unlike grappling, there is no chance of a prolonged pin and the defender is considered on their feet by their next round.


Blinding/Stunning

Blinding and Stunning strikes, such as eye gouging and temple strikes, are rolled with Dirty Pool against Martial Arts. These strikes temporarily disorient the victim. While the attacker rolls Dirty Pool at 100, the defender rolls Martial Arts at 100, whoever rolls higher wins.

In case of an unsuccessful strike, nothing happens save for the defender learning of the attackers dirty tactics IC.

In case of a successful strike, the attacker gains a -20 to their difficulty for the next strike. The defender must roll both Perception and Willpower at 70 each round. If even one of the rolls fail, they gain a +20 to their difficulty that round and their attacker retains their -20 modifier for their next round. If both rolls succeed however, the defender shakes off the disorientation and their difficulty modifiers are no longer affected.


Head Shot

A head shot scores the attacker an instant kill. This is useful for when you are taking on several enemies at once and need to level the playing field a bit. This can be used on NPC enemies freely, it is however good form to inform the acting judge before you roll for it to see if it's alright. Attacking a PC in this fassion however is another matter and several restrictions and requirements apply.


NPC (Non Playable Characters)

When attacking an NPC, the attacker should page the acting judge for the scene that they intend to attempt this. The difficulty bonus for this is dependent on a number of factors which are listed here:


Negative Factors Adj.
Short Range (Non-Sniper) +5
Short Range (Sniper) +15
Mid. Range (Non-Sniper) +10
Mid. Range (Sniper) +5
Long Range (Non Sniper) +15
Long Range (Sniper) +10
Target Behind Cover +5
Pot-Shot (Running, Quick-Draw, etc.) +10
Moving Target +15
Positive Factors Adj.
Point Blank (less than 5 feet) -5
Execution (barrel to head) -10
Immobile (unconsious, tied up, etc.) -10
Surprise Attack (Target must be unaware) -15