For all your bloodsport needs.
By Annon's suggestion, this is a place where you can test your mettle against each other with combat RP.
First, the rules of conduct!
1. This thread is solely for the combat RP, nothing else is allowed. Post your questions, commentary, and arrange your duels in an appropriate thread like >>2551
2. One fight at a time. The maximum number of participants is 6 and the teams are entirely up to you.
3. Don't…talk…about the arena?
And now for the rules of battle!
1. Combatants must enter stating their choice of weapon. All secondary weapons MUST be stated to avoid disqualification. ALL firearms and explosives are disallowed.
2. Combatants must state the degree of armour they will have. They may be unarmoured or pick from two the following standards:
Tier 1: scale armour cuirass, gauntlets, and greaves; all from boiled leather
Tier 2: brigandine, gauntlets, closed greaves; all from steel with a gambeson underneath
Fighting Unarmoured gives you +1 to your ATTACK rolls due to better mobility.
3. One action (plus counteraction if applicable) per post with a reasonable amount of written details and possibly side actions. Not EVERY action has to be a straightforward attack or an attack at all but will still be decided by the same rolls if it's against another player. Example: a player can use his action to drop his heavy shield but will lose his attack doing so.
4. Write what YOUR character does, not how it affects the other character; that will be decided by the roll and the other player. "Player1 slashes diagonally from right to left at Player2" as opposed to "Player1 cuts Player2 in half".
5. Fights begin with a greeting between the fighters and an unmodified 1d10 roll for initiative.
6. An attacker makes his roll along with his post, the defender makes a post for a roll and then writes his post based on the result.
7. Attack and defense rolls are made with 1d10 and are compared to each other.
Defender's roll is 8 points higher than the attackers roll, he defends and disarms the enemy's weapon and can make a counterattack that has +1 to attack roll.
Defender has a higher roll, he defends and can make a counterattack, taking the offensive.
Attacker's roll is equal or a point higher than the defender's, the defender defends himself but can't attack and the attacker can follow up with another strike.
Attacker's roll is 2-3 points higher than the defender's, he deals a light wound and can take the next action.
Attacker's roll is 4-5 points higher than the defender's, he deals a medium wound and can take the next action.
Attacker's roll is 6-7 points higher than the defender's, he deals a heavy wound and can take the next action.
If the attacker's roll is 8 points higher than the defender's, he deals a fatality ONLY if it is aimed at the opponent's torso or head. Otherwise it counts a lethal wound and likely (but not always, only with an edged weapon) dismemberment. The defender can take a desperate counterattack.
8. Unarmed fighters can take two actions instead of just one every time. They will lose their second action at the bleeding threshold of 9. They do -1 damage to a body part with Tier 1 armour, and they cannot damage a body part with Tier 2 armour.
9. Armour does NOT affect whether an attack is successful but is added afterwards to mitigate the wound. Tier 1 adds a point to the defender and tier 2 adds 2 points. Example:
Player1 defends with a roll 6 against a roll of 8. He IS struck and should take a light wound but his tier 1 armour adds +1 to his defense and is unwounded.
If the attacker rolled a 10, his attack connects but deals a light wound instead of medium because the armour mitigates the power of his attack by 1.
10. Armour is locational - if you specify that you are attacking an unarmoured body part, no damage is mitigated. This can make a HUGE difference against an armoured opponent.
11. If you want to attack a specific area of the body, state so. Otherwise the defender will decide for you. When attacking the head or neck, the defender gets +1 to his defense roll when avoiding the hit is considered but -1 when deciding the wound if the hit is successful. Example:
Player1 attacks Player2's neck with a roll of 7 to a defense roll of 4. Player2's defense is 5 in this case, Player1's attack is successful. For the damage, Player2's defense is 3 and he receives a medium wound instead of a light one.
12. Shields. Combatants have 3 choices of them.
A buckler adds +1 to the defense when determining if an attack connects but does NOT mitigate damage.
A heater shield adds +1 defense in both the roll and damage mitigation. This is offset by -1 to attack rolls.
A kite shield adds +2 defense to the roll but only +1 for damage mitigation. This is offset by -2 to attack rolls.
SPECIAL: Greatshield of Scarfu. +999999 defense, -999999 attack. You can't get off of Scarfu's boring ride.
13. Wounds add up. Players must add their wound status to the end of every post.
Everyone has a threshold of bleeding of 10 points that is counted up. At 4 points you will have -1 to your rolls, at 6 you will have -2, at 9 it will be -3 and you will bleed out on your second next turn after receiving the blow that brought you there. If it reaches 10 you are decisively struck down by the attack to do it.
Light wounds add 1 point of bleeding.
Medium wounds add 3 points of bleeding.
Heavy wounds add 4 points of bleeding.
Lethal wounds add 8 points of bleeding.
14. Combatants may agree beforehand for characters to have advantages or disadvantages to their rolls due to respective skill but this is not necessary.
15. Battles of multiple people proceed accordingly. The initial roll of initiative remains for the entire game. If one team outnumbers the other, they get a decrease to all their attack rolls by an initial 1 and another decrease corresponding to the number of people they outnumber them by to simulate the confusion of several people attacking one target. If there are more than 2 teams, this minus only counts if they attack people from the same team.
If a person has to defend from several attacks in a row, he gets -2 to his defense roll for each successive attack. This applies even if his team is not outnumbered and simply 2 opponents with higher initiative both attack him. Example:
Player1 and Player2 fight Player3. They will have -2 to all their attack rolls. Because Player3 is last in the initiative, he will defend two times in a row and has -2 to his defense roll against Player2.
16. All fights are to the death. You can treat it as virtual reality, pocket plane or whatever else if you're using your personal character to fight.
To make rolls on the board, access the extra options when making a post. Just above the password are the options for a diceroll.