64-Bit Heroes Beta
Whether physical, mental or social, your character will inevitably find themselves in a combat situation. Physical, mental and social combat are each treated in a similar manner but of course using different combinations of Attributes, Styles and in some cases Superpowers.
As you will see below, 64 Bit Heroes gives you control of the look and feel of your Combat Style using modular elements to let you design your own vision.
Combat Styles allows the player to create a complete custom way of fighting for his character. At every Rank, the player gets to make new choices.
Each ranks gives a +1d6 Rolled Die to Combat rolls and allows the character a new Special Ability. Characters may take a Combat Style up to Rank 10.
Combat Style Template
Name: Choose a name for your style (Kung Fu, Master Blaster, Swashbuckler, etc.)
Range: Ranged, Melee, Mental or Social
Weapon: Choose a physical weapon, Super Power, ranged weapon or unarmed
Special Ability: At every Rank, starting at 1, add a Special Ability from the below list.
Special Combat Abilities
Extra Attack (may only be taken ever 3 Ranks)
+1 d6 to Attack this is a Kept die
+1 Range Increment
+1 to Passive Defense
1 Extra Active Defense Per Round
Enhanced Radius (energy weapons and Super Powers only)
Follow-Through (extra attack only as to adjacent opponents in melee)
There are two main types of Defense: Active and Passive.
Passive Defense lets an attacker know how many Marks he must achieve on his attack to hit you. If your defense is 4, the attack must achieve at least for Marks on his roll to succeed. Your Passive Defense for physical combat is the average of your Cunning and Agility. For Mental Combat, it is the average of Intelligence and Fortitude. For Social Combat, it is the average of Domination and Fortitude.
==>Physical Defense = (Cunning + Agility/2)
==>Mental Defense = (Intelligence + Fortitude/2)
==>Social Defense = (Domination + Fortitude/2)
In order for Passive Defense to apply, the defender must be aware the attack is coming. If he is surprised or otherwise cannot see his attacker, he may not roll Active Defense.
Active Defense is, as it sounds, a roll the defender makes. Active Defense ONLY applies to Physical Combat although various Super Powers provide other defenses for Mental and Social situations. Unless your Combat Style gives you more, you may only roll Active Defense once per round. Your Active Defense is the Average of Cunning and Agility plus the number of ranks in your Combat Style plus any bonuses your Combat Style might give you.
==>Active Defense = (Cunning + Agility/2) + Combat Style ranks + Combat Style Bonuses
If Adam has a Cunning of 4, an Agility of 2 and a Combat Style of 4, he would roll 7d6 on his Active Defense roll. (4+2/2) + 4 = 7.
In order to roll Active Defense, the defender must be aware the attack is coming. If he is surprised or otherwise cannot see his attacker, he may not roll Active Defense.
Attacking is a matter of rolling enough Mark to overcome your opponent’s defense. The basic attack mechanic is different for melee (close combat) and ranged attacks.
Note: you may only apply Combat Style ranks to Attack if that Combat Style fits with the attack in question. So, you may not apply a Combat Style meant for melee when shooting a firearm for instance. Combat Styles are specific and must be applied specifically.
Melee Attacks: Roll the average of Strength and Courage plus your ranks in Combat Style plus your Weapon Rating.
==> Melee Attack = (Strength + Courage/2) + Combat Style ranks + Weapon Rating
==> Grappling Attack = (Strength + Agility/2) + Combat Style ranks to initiate. A grapple is a special style of melee attack where a character will attempt to grab his opponent. Once a grapple is initiated, repeat the same roll next turn for Damage. The target’s Defense still applies even though grappled. A target may attempt to break a grapple with a contested roll where both parties make the above grapple roll. Other special maneuvers are available—see Special Combat Rules for details.
Ranged Attacks: Roll the average of your Agility and Fortitude (holding steady) plus your ranks in Combat Style plus your Weapon Rating.
==> Ranged Attack = (Agility + Fortitude/2) + Combat Style ranks + Weapon Rating
Weapon Rating: Your Weapon Rating is determined by a physical weapon, a Super Power, a ranged weapon or unarmed hands, fists, feet, etc. If you are fighting unarmed and your Combat Style does not give you bonuses, your Weapon Rating is 1.
Example: Marshall is fighting in melee combat. He has a Strength of 2, a Courage of 2, 2 Ranks in his Combat Style and a Weapon Rating of 4 from his sword. Thus, he will roll 8d6. (2+2/2) + 2 + 4 8.
Note that Super Attributes and Super Powers will create a separate d10 dice pool, just as they would with Skill or Attribute rolls.
Mental and Social Attacks
Mental and Social attacks work on the same mechanic as Physical Attacks but with different dice pools. Mental and Social attacks are only possible using Superpowers
Mental Attacks: Roll the average of Intelligence and Courage plus the applicable Super Power.
==> Mental Attack = (Intelligence + Courage/2) + Superpower
Social Attacks: Roll the average of Domination and Courage plus the applicable Super Power.
==> Social Attack = (Domination + Courage/2) + Superpower
Damage and Health
Health: Your character’s health rating is equal to Fortitude + 1 per 1’ of the character’s height. Note that for size to go over 7 or below 3 requires a Superpower.
If a character’s Health is reduced to 0 they are knocked out. If a character’s Health is reduced to -10, they are killed.
Damage: Damage is equal to Attacker’s Marks – Defender’s Defense (Active or Passive). If that number is not positive, there is no possibility for damage. If the number is positive then the character is damaged unless they are wearing armor or have a Super Power that provides Damage Resistance.
For instance, if Zack obtains 5 Marks on his attack and Marshall’s Defense is 3, then Zack has inflicted 2 Health damage unless Marshall has armor or an applicable Super Power which could reduce or negate the damage.
Mental and Social Status: Some Superpowers will have a negative affect on your character that is not strictly related to Health. These are listed on the relevant Superpower. Your Character Sheet has spaces to record these effects.
Tempo (Speed and Initiative)
Tempo refers to two things: your character’s Speed and the order in which they act in a given round (Initiative). A combat Round is a sequence in which every character and NPC may take as many actions as dictated by their abilities during a 4 second increment of time. Tempo is equal to Agility + Strength, NOT the average of the two. This is the one and only exception to the averaging Attributes rule.
==> Tempo = Agility + Strength
Tempo when used in relation to Speed is a measure of how many Spaces a character can move in one Round while running. (One Space is equal to 6 yards). So, if a character has a speed of 6, they may move 6 Spaces (36 yards) in a Round (4 seconds).
Tempo is also used to determine when a character gets to act in a Round. This is their Initiative. The higher the number, the sooner they act. So, a character with Tempo 8 moves before a character with Tempo 6.
1. Determine order of action by comparing Tempos of all parties. Those who are Surprised, Unconscious or unaware of combat are skipped for the current round.
-— Surprise: If a forthcoming Combat is not obvious to a character, they must roll Awareness to see if they are Surprised. If the character does not possess the Awareness skill, they simply roll the Attributes (Cunning + X-Factor/2) as Awareness can be used untrained.
2. Highest current Tempo acts. Each Action includes a move (covering an area up to the character’s current Speed) and an Attack or Action, if one is available. An Action is a non-Combat use of a Skill, Attribute or Superpower.
—Attack or Action is made and the defender may choose an Active Defense is one is available.
—Movement may made made before or after attack.
—If no Attack or Action is made, a character may declare a Defensive Position. This doubles their Physical Passive Defense until their next turn.
—A character may also choose to Hold their action subject to a specific occurrence or subsequent Tempo.
3. Upon completion of one character’s turn, the sequence above repeats for the next character.
4. If a character has multiple Attacks or other Actions those occur after everyone else has taken their first Action, then the Tempo sequence repeats as many times as necessary to account for extra Attacks and Actions.
5. Next Round begins.
6. Repeat Rounds until Combat has ended.