Combat in
‘the-night.com’
Due to the extreme unrealistic
RP accompanying much of the combat in TNC, the staff has designed an initial,
temporary set of combat rules. The rules
resemble more of a system for establishing hits, misses, and victories in
combat more than specific requirements for combat.
Because the new rules will
eliminate user-determination for the level of hits they take, the old system of
user-determination outcomes will be permitted if ALL USERS INVOLVED AGREE. In
other words, if you don't all agree on how to conduct combat, this system and
its rules must be observed. If you can't agree how to conduct your combat, you
cannot run out of the combat without using this system to get away.
This system is designed to be
temporary, but could last for months or longer depending on the time it takes
to find a replacement. There is the possibility that this, with modifications,
could become a permanent system for determining combat results in TNC.
This explanation will be separated
into several sections:
Starting a Fight / Dice
Rolling
Getting into an Ongoing
Fight
Leaving a Fight
Turn Taking
Attacking
Defense
Combination: Attack and
Defend
Taking Damage / Dying
Weapons and Armor
Training
Boxing
Healing
Legal and IC Ramifications
Breaking These Rules
HP Levels
Violence Tags
Bodyguards and Bonuses
Fencing
Defense Point Spending
Because this system is new,
changes will probably be made frequently to fix problems and oversights. This
does not, however, give you permission to discard results or ignore the fight.
--------
Starting a Fight
--------
To start a fight, a hostile or
imposing move should first be made, followed by a dice roll. This hostile move can be approaching your
opponent, pulling a gun or other weapon, or otherwise making known that you
intend to instigate hostilities.
Then you must type FIGHT START.
If there is already a fight in progress, this will not work. Only one fight may
occur per room.
Once the order is decided and
announced using the LOOC, the fight commences with the first person in the
ranking. No one can make a move until it is their turn, whether it is to
attack, defend, leave the room, or PULL A WEAPON (for
information on leaving the room and getting items, including weapons, see
'Leaving a Fight' and 'Defense').
--------
Getting into an Ongoing Fight
--------
If a fight is already going, you may not start a second fight in that
room. You may, however, join the fight.
To do this, you need to type FIGHT JOIN and ask, in LOOC, whose turn it
currently is. When it is your turn, you may attack, defend, or otherwise use
your turn as is necessary and within the boundaries of these rules.
--------
Leaving a Fight
--------
There are two ways to leave a
fight. The first is to roll defense dice and get the necessary levels to make a
break for the exits. For more information on this type, see 'Defense'.
The other method is less
attractive. You can be defeated. You can either decide ICly
that you give up and hope your attacker(s) agree (always get confirmation in
OOC). If they were mugging you, you admitting defeat means you must give them
whatever they were asking for usually (this would be an IC debate, but they
would not have to let you leave the fight if you had not agreed to their
demands).
Some people aren't lucky enough
to strike a deal with their attackers to lay off the fight. In this case, when
you have taken the maximum amount of damage you can (the @DAMAGE utility,
mentioned in 'Taking Damage', will tell you when you have reached that mark),
your attackers MUST stop. At this point, however, you will either be dead or
horribly wounded, depending upon the rules on Lethal Combat.
--------
Turn Taking
--------
Based on the fight order
established when a fight breaks out, you may or may not get an attractive
position in the turns. This is part of the process and is based on your
abilities.
Each turn typically consists of
two things: a dice roll and an emote, in that order.
When it is your turn, you will type DICE and select either to Attack, Defend,
Combination (Attack and Defend), or to Pass. If you Pass,
you need not emote because you are agreeing to take no action that turn. This
is usually the case when someone in the room is a spectator but was present
when the fight broke out, therefore got dragged into it. Whether someone passes
or not, they can be attacked if they are in the fight order.
If you decide not to Pass and to either Attack, Defend, or a Combination, you
roll that type of dice by selection the appropriate number. A value will be
announced to the entire room, including whether you are using a knife, gun, or
nothing if it is an attack or combination (blunt objects such as bats can be
used, but do not give you an attack stat advantage like knives and guns, and
therefore come up as 'nothing').
You then make your emote,
including whether you defend, attack, or both, and with what. If you were
defending against a previous attack and took damage, you should incur that
after your emote (for more information see 'Defense' and 'Taking Damage'). Following your emote
and damage taking, it automatically becomes the next person in the queue's
turn. If you are the last person, the list starts over with the first person.
This continues until all a victor is determined through damage or by being the
only remaining person in the room.
If, by using the 'Defense'
rules, someone leaves the room and you wish to chase after them (assuming no
one else in the room is still in the fight with you, in which case you'd need
to follow the 'Defense' rules for exiting a room too), you must start a new
FIGHT once you find them.
--------
Attacking
--------
By far my favorite of the
actions, attacking is probably the easiest of the options (besides 'Pass')
during a fight. When it is your turn, you may choose to 'Attack' if that is
what you want to do. Unless you have a weapon already in your hands, you cannot
use one (to do an attack with a weapon you don't have out, see 'Combination').
When you make your dice roll to
determine your attack value, you will be asked which hand you wish to use. If
you have a gun or a knife in one of your hands, you should use it. Your attack
stats will be increased. Any other object will not help you and even if you
select it, you do not have to use it as your 'weapon'. If you select your knife
or gun, though, you MUST use it in the attack emote.
Example:
>dice
Select which type of dice to roll:
1] Initial 2] Attack 3] Defend 4] Combination (Attack & Defend, Split
Dice)
5] Pass (No Move This Turn)
>2
1] Right Hand (fists)
2] Left Hand (a copy
of the Straford Herald)
(if
using fists, you can select either hand which has no weapon or large object in
it, but you may use either in your emote)
Select weapon:
>2
... armor recognized: a vest
[combatTNC] Drew
Hopkins -| Attack: 3 Using: nothing
The attack value is 3, based on
my weapon (nothing, even though I'm holding a newspaper in that hand, because
it isn't a knife or gun -- I could still use it in my emote, but it doesn't
give me any stat difference). After this, I would emote
my attack:
>emote throws a fist at Maartje, aiming at
her chin.
Drew Hopkins throws a fist at Maartje, aiming
at her chin.
This is the end of my attack
turn, unless someone had attacked me previously. If the people before me had attacked
me, because I did not roll any defense value, I must take ALL of their hits at
full force since my last turn. Anyone who attacked me was therefore successful
and I should have calculated that into my emote:
>emote throws a fist at Maartje, aiming at
her chin, as Aimee's cookie cutters slam into his skin and Owen's
stench overpowers him.
Drew Hopkins throws a fist at Maartje, aiming
at her chin, as Aimee's cookie cutters slam into his skin and Owen's stench overpowers him.
If Aimee's attack value had
been 2 and Owen's had been 5, both targetting me, I would have to take 7 damage, because I did
not roll any defense values to block or avoid it. For more information on
taking damage, see 'Taking Damage'.
Remember, when you are
attacking, you must target only ONLY person and may
only fire a maximum of one shot per turn for semi-automatic fire or a 3-shot
burst for automatic fire.
Please note that in an
attack, you may choose not to use all your attack points if desired. If you
throw a 10 point attack, in your emote you can specify that you are only
actually throwing anywhere from 1 – 10. This is useful for police who do not
wish to be charged for excessive force.
--------
Defense
--------
Defense is a very confusing
aspect of the combat rules. Certain actions require your defense rolls to meet
a certain criteria in order to be successful, and your may have to make simple
calculations in your head to determine your outcome.
Normally, you would roll a
defense dice if the users before you had rolled attack values against you. If
you are rolling defense to block or avoid damage from attacks coming your way,
you simply roll DICE, select Defense, and take the value that is announced,
deduct it from the combined forces of all attacks coming your way since your
last turn, and the number you have left is the damage you take.
For example, if Aimee and Maartje throw attacks at Drew of 3 and 4 respectively, Drew
has 7 points of damage coming his way if he doesn't block them. He may choose
to roll Defense on his turn to block them.
[combatTNC] Drew
Hopkins -| Defense: 10
Since he got a defense value of
10, he can easily block the 7 points coming at him and have 3 left over. His
emote then can reflect that:
>emote easily dodges Aimee and Maartje's
attacks, yawning slightly.
Drew Hopkins easily dodges Aimee and Maartje's
attacks, yawning slightly.
However, if Drew had gotten
only a defense value of 3, he would only have blocked that much of the attack,
letting 4 damage points hit him. He would therefore have to take 4 damage
points (see 'Taking Damage').
What makes
this option so confusing, though, is the actions you can take by spending
defense points. If you want to escape or leave the room, pull a weapon out
while a fight is going, radio a message for help, or otherwise take an action
that will help you in some way during the fight, you must spend defense points.
Most simple actions take 1
defense point (Pulling a weapon, Dropping an Item, Transmitting a message,
etc), though leaving the room and blocking an exit costs 2 defense points each,
each time it is attempted.
For example, if I was being
attacked by Aimee and she threw 5 damage points my way, I could roll Defense,
get a 4, spend 1 point getting out a gun, and have 3 left over to defend with.
Since she threw 5 damage at me, I could deflect 3,
leaving me with 2 damage points I have to take.
If I had wanted, I could have
instead spent 2 points of my defense to leave the room. To do this, I would
first take the 2 points away from my Defense and calculate damage. Since I
would have only 2 points left and she threw 5 at me, I would have to take 3 damage. I would take this damage (see 'Taking Damage'),
make my emote of taking the hit and then fleeing the
room, and then I could try to exit the room normally.
If an exit is blocked when I
try to break through, that is my turn. I cannot leave the room through another
exit, because I have been stopped in my attempt. Only ONE exit can be blocked
by a person.
If I had rolled a defense value
of 8 and Aimee had thrown 5 damage at me, I could either leave the room, pull a
weapon, or both and still have enough defense points left over to block her
attack entirely.
--------
Combination: Attack and Defend
--------
The most confusing aspect of
the entire system, Combination moves combine Attack and Defend. Read the
sections pertaining to those moves first.
When making a combination
action, you are rolling half your dice for Attack and half for Defense. This
could be for any number of reasons. You could have been attacked lightly, which
you want to block, and you want to also throw a punch at the same time. You may
wish to roll defense specifically so you can pull a weapon to attack with
(which you can do, but you will not get any stats perks this turn for your
weapon).
To use your turn to make a
Combination attack and defend move, you must first roll DICE, select
Combination, and find out your values:
[combatTNC] Drew
Hopkins -| Attack: 3 (Using: nothing) Defense: 5
If Aimee had thrown an attack
of 3 against me, I would be able to easily dodge or block it with my 5 defense.
I'd still have 2 left over if I wanted to flee the room after the emote or even block an exit (see 'Defense' for the costs
of performing actions during a battle). I could also make an attack move in my emote, because I have sent 3 damage points at whoever I
specify in my emote. If I specify Aimee, she must defend in some way next turn
or else automatically must take the damage.
The rules of Combination are
the same as attack and defense, but combined.
--------
Taking Damage / Dying
--------
Taking damage is an important
part of the combat system. If you are attacked and you don't roll a defense on
your turn or your defense isn't high enough to block the entire attack being
sent at you, you must take damage.
For example, if Aimee sends 3
damage points my way and Maartje sends 2, I have 5
coming at me total. If I roll defense and get 3, I can block up to 3 of the
damage points coming at me (of my choice). That means I must take 2 damage, regardless. To do this, I type @DAMAGE 2.
When I take damage, it begins
to affect my ability to fight, defend, and sometimes even to move.
Eventually, each player is
given a choice whether their character will be 'Lethal' or 'Non-lethal'. This
choice will determine two things: your ability to die and your ability to kill.
If you choose to be
'Non-lethal', your character cannot die, but he or she CAN be wounded in a
horrible manner. You also cannot kill, though, no matter who you are fighting.
If you choose to be 'Lethal', your character CAN die, whether you agree to it
before the fight or not, and you can also kill other 'Lethal' characters.
When taking injuries, you
should specify whether the attacker was 'Lethal' or 'Non-lethal' (it will say
when the person rolls his or her attack value). If you are being attacked by
multiple people, separate each of their damage up. For example, if Aimee is
Non-lethal and attacked you with 2, Maartje is Lethal
and attacked you with 4, first @DAMAGE 2, select 'Non-lethal' for Aimee, then
@DAMAGE 4 and select 'Lethal' for Maartje.
Since you know who is lethal
and who is not when the attacks come, it is best to spend any defense points,
usually, against the lethal attacker first.
If you are lethal and are
attacked by a lethal attacker and your health is completely diminished, when
you go to add the @DAMAGE, the game will record your death. This is the end of
your character and you should ASSIST for a guide. The guides have logs of all
the characters that die and what actions they take after death. Any transfers
of money, property, etc, are not permitted and, if they do take place, could be
grounds for banishment from the game on a future character.
If you are non-lethal and you
attacked past or meeting your limit, the @DAMAGE will automatically announce
that you are defeated and cannot be attacked further. This does not mean you
cannot be taken hostage, stolen from, etc. It simply means no more attacks can
take place against you.
Using @DAMAGE does not add to
your @WOUNDS, which you should do manually.
--------
Weapons and Armor
--------
Weapons and Armor play into
this new system automatically. When rolling dice, your armor will be detected.
Armor may make your attacks weaker due to weight, but will boost your defense.
Weapons may make your defense lower (the effects are usually minimal), but will
boost your attack. When you make an attack move, you will be asked to select a
weapon. When selected, the weapon's stats are added to your attack.
If you are performing a
Combination action where you pull a weapon and attack in the same action, your
weapon's stats will not be noticed this round, but will the next time you use
it. This is intentional.
If your armor is not detected
when you roll, contact a guide to get it fixed. A limit is in place on the
number of armor points and weapon points that will work into the rolls.
--------
Training
--------
Training is an important
element of the combat system. In fact, it may be the MOST important element,
because it is how you gain more power to your defense and attacks as well as
your hit points.
Any fight, real or training,
may be submitted for training review. The catch is that only ONE point may be
gained per week. You may submit up to 5 fights per week.
To submit a fight, you must log
the fight entirely, either by using a logging option in your client or by
copy-and-pasting the fight into an email. The email must include the date and
time, approximately, of the fight and include the entire fight, from the
outbreak to the conclusion. Then the email must be sent to TNC@devolution.net
where guides will review and decide, at the end of the week, whether your
character gets a training point or not.
Training points are issued to
your dice pool. All characters begin with a dice pool of 10. For every 5 dice
you have, your HP goes up one point. Your attacks and defenses gain power for every
single dice point you have.
If you wish to train without
causing any true, serious injuries, you can use the training verbs in place,
instead of their real ones:
@TDICE instead of @DICE
@TDAMAGE instead of @DAMAGE
You should still take @WOUNDS
for these fights if real contact is made, but it is assumed that you are not
doing serious damage enough to hurt someone seriously. The @TDAMAGE and @TDICE
respond exactly as @DICE and @DAMAGE would, but for training damages and dice
rolls.
Training fights can be
submitted the same way.
--------
Boxing
--------
Boxing is much like a training
fight, using @TDICE and @TDAMAGE instead of real fight commands. The only
difference, of course, is the lack of armor or weapons, and the rules of boxing
preventing anything but fist fighting.
The guides will be hosting
boxing matches between players at the Dark Nebula's new Europa
Arena. These fights will be for the title of Champion of the particular
organization hosting the fights. More information will be available soon.
--------
Healing
--------
Health in TNC regenerates at a
specific rate, however doctors and hospitals will be
able to assist in this process soon. Doctors will be able to use HEAL
<person> to heal some of the wounds, but it will cost doctors a hefty sum
and give both users SIGNIFICANT roundtime. Hospitals
will be able to do roughly the same, but the roundtime
and price will go up.
If a user is healed by the
hospital or doctor, even if the wound is completely cleared up from an OOC
perspective, if the wound was serious enough to cause them to need a hospital
visit, the user should RP the effects for several hours if not days, depending
on the level of the injury.
--------
Legal and IC Ramifications
--------
Fighting in-game can lead to
criminal charges in the Straford Court system. This
could be especially tricky if a criminal comes up to a cop, starts a fight, but
the cop gets the first move and shoots the criminal before the criminal gets a
chance to attack. In real life, this would, of course, be a problem and the cop
would get suspended (unless he was in New York or Los Angeles, in which he
would be given a medal). To solve this problem in-game, all fights must begin
with a hostile move. Regardless of the quality of this hostile move, because it
has started a fight, the person initiating the fight is the only person who can
be held responsible for starting the fight and all others can argue
self-defense.
However, if someone jumps into
the fight in the middle, they cannot argue self-defense effectively. Excessive
force can still be argued against police if it seems so, but no one can get in
trouble for attacking first if they did not start the fight.
--------
Breaking These Rules
--------
Breaking these rules is a very,
very bad thing that will cause you to likely be banned. Don't do it. We will
find out. If someone is breaking the rules, such as running out without waiting
his turn and rolling appropriate dice, or not taking damage, etc, please report
this to a guide immediately. If none are on, email a log to TNC@devolution.net
with the subject line '[Name of Person] Violates Combat Rules'.
--------
HP Levels
--------
The levels of your HP is as
follows:
These values are just
suggested ways to gauge the quality
of
a wound. If you were shot instead of cut, obviously ignore
the
example of 'a small cut' or 'a deep cut' or otherwise. The
wound would be on a similar level, though.
100% You
are at perfect health.
95% You
are barely scratched.
90% You
have a small cut.
85% You
have a large bruise.
80% You
have a deep cut.
75% You
have several large bruises.
70% You
have bruised ribs which cause you pain in every action.
65% You
have broken ribs.
60% You
have broken bones.
55% Your
body is covered with large bruises and deep cuts.
===
50% You
have a significant wound which could result in death if not treated.
45% You
are losing blood from a large wound.
40%
35% Between
45% and 20%, your wounds grow in seriousness, but you desperately need
30%
medical attention. Your movements are slow, you
may even be unable to move at all.
25%
20% You
are unconscious and very badly wounded.
15% You
are near mortally wounded.
---
10% You
are mortally wounded.
05% You
are in a coma.
00% You
are deceased.
Anything below 15% may only be
inflicted upon and by users who have agreed to lead Lethal
lives. This is a decision, signified by @LETHAL, which cannot be changed. If
you choose to lead a Lethal life, your character can
die from violent acts and can also kill. If you choose to lead a Non-Lethal
life, your character cannot die from violent acts (without your permission),
but your character cannot kill anyone either. If you are Non-Lethal or your
victim is Non-Lethal, you may not inflict damage below 15%. You may, however,
continue the RP in another aspect. Someone wounded at 15% would not be able to
escape or move quickly, if at all, and could be kidnapped, left for dead, etc.
Anything below 55% should
require a hospital stay of at least a full day. During this time, you must
role-play such a condition, whether in a hospital or not.
--------
Violence Tag
--------
With this new system, violence
tags are still as important as ever. If someone has no V beside their name on
the WHO or when you look at them it says they are refusing violence, you cannot
attack them unless you are provoked. They also cannot attack you. If they are
in a room where a fight breaks out, they must STILL obey these rules to flee
the scene, but no damage can be thrown their way unless they provoked it.
For more information on
Violence tags (@VIOLENCE), check the NEWS in-game.
--------
Bodyguards and Bonuses
--------
Some players may seek the
assistance of NPC bodyguards, issued by one of the approved dealers. Both government Secret Service agents, soldiers, and private
bodyguards function in this capacity and have previously been useless in this
combat system. However, this has been changed.
For each bodyguard that a
player possesses and is present (please see the section dedicate to spending
defense points to find out the cost of calling a bodyguard during a fight), the
player may roll one Bonus roll. This is
accomplished by typing DICE (or TDICE during training) and selecting the first
option, Bonus. Bonus dice rolls are on a scale of 1 – 5 and are completely
random with no other factors being calculated in. If you possess three (3)
bodyguards who are with you presently, you may roll three bonus rolls per turn
as well as your attack, defense, or combination roll. You must roll your bonus
rolls after you have already rolled either attack,
defense, or combination. Once you have
added up your Bonus rolls, you may add that value to either your attack,
defense, or combination rolls (you may add as many points to either attack or
defense in the event of a combination roll, assuming the total adds up to your
Bonus).
For example, if you have two
bodyguards and roll two Bonus rolls, you may come up with this:
[combatTNC] Drew
Hopkins -| Attack: 3 (Using: nothing) Defense: 6
(Armored: Yes)
[combatTNC] Drew
Hopkins is lethal.
[combatTNC] Drew
Hopkins -| Bonus: 1
[combatTNC] Drew
Hopkins -| Bonus: 5
This means your total Bonus
roll is 6. You could now add the 6 Bonus points to either your 3 Attack points
or 6 Defense points or even add a portion to both (only in combination rolls).
You could add 3 to Attack (bringing your Attack to 6) and 3 to Defense
(bringing your Defense to 9) or any other combination equaling 6 Bonus points.
When adding Bonus points, make
sure to note in your emoted action your Bodyguard’s actions (how the bodyguard
has intercepted some of the damage or how they joined in the attack) as well as
the new Attack and/or Defense totals:
Ø
Drew Hopkins swings his fist at his assailant as his
bodyguard dives at his feet, blocking the assailant's kick aimed at Drew.
(Attack 6, Defense 9).
--------
Fencing
--------
Fencing is the first form of
combat that uses a different skill than other fighting. Nothing new needs to be
known about the combat except these details:
when fencing, you must use a fencing foil, sabre,
or epee when fighting. Otherwise, the system will not use the correct skill
value.
Fencing may NOT used in normal
combat against other weapons using the traditional combat skill values, as
typically it is harder to raise your skill in fencing than in normal combat.
This may change with time. This is primarily a result
of the system being used to judge fencing fights submitted (the process is the
same as for regular combat fight submissions). The judges (staff) review the
quality of the fencing RP itself as well as the opponent you are going up
against and award based primarily on the differences in skill, even in the
event of a loss. Unlike in normal combat, it is possible to lose fencing skill
points if you are defeated by a significantly lesser skilled opponent.
When fencing, you simply use
the same DICE and TDICE method as any other form, except when you are holding a
fencing weapon, you will be asked whether to either select your weapon or to
select your method of defense. By selecting the fencing weapon or fencing
defense, you will allow the system to calculate your defense or attack
utilizing your fencing skill.
When fencing, you may only use
the TDICE (or Training Dice) method when you are fully equipped with fencing
gear: mask, jacket, glove, and weapon.
If you are missing ANY of these items, you must use DICE and take any damage
sustained, regardless of where the damage falls. Safety
first.
When training fencing or
competitive fencing (the two are the same in our system), you should use
TDICE. In addition, fencing plays to
‘points’. Before you start a match, determine how many points you will play to.
A good amount is 5 or 15. Then you will FIGHT START and determine who makes the
first move. If you are chosen to make the first move and do
not wish to, simply type TDICE and select the Pass option. You and your
opponent may pass as many times as you like until one person makes a move.
Once an attack has been made,
the opponent should attempt to defend or combination. Each ‘point’ may be made
when an attack hits with at least 5 damage points. For example, if Drew moves
first and attacks with 10 and Maartje defends with 7,
the Damage Points to Maartje are 3. This is not
enough to justify a ‘point’ and the match continues. No party takes any
@TDAMAGE points. If, however, Drew moves first and attacks with 10 and Maartje defends with 3, the Damage Points to Maartje are 7. This is over the 5 requirement and therefore
Drew scores 1 point. Maartje should then @TDAMAGE 1
point to keep track. In competitive and training fencing, this damage you
sustain does not affect your ability to fight.
Unlike in real fencing, if an
opponent decides to attack while they are the target of an incoming attack themselves (either using attack or combination) and the
attack they sustain first is over 5 damage points, their attack is canceled.
Following any point being made,
both fencers should cease fighting. They should again take their position and
this time they should each roll one Bonus roll. The user with the higher Bonus
value is allowed to make the first move if he or she wishes. If he or she does
not, selecting Pass in your TDICE options will force the opponent to make a
decision. Again, either side may pass as many times as they wish until someone makes
a move. If both Bonus rolls are equal, each side should roll another Bonus roll
and decide from the higher of those values.
When the predetermined point
requirement is met, a winner is declared. At this point, the fight is over and
it should be submitted to the staff following the same procedure for combat
fights, except the e-mail should be labeled as a fencing match. Unlike normal
combat, there is no limit to the number of fencing matches submitted per week.
When fencing a real fight, one
that is not competitive or for training, the fighters should utilize the
standard method of combat judging, each taking each damage point that reaches
them, and the winner is judged when one leaves the scene (by spending defense
points), one is incapacitated, or one surrenders and it is accepted by his or
her opponent. At this point, the match should also be submitted using the same
procedure for combat fights, with the exception of labeling the e-mail as a
fencing match. There is also no limit to the number of real fencing matches
submitted per week.
All fencing matches submitted
will be judged for your fencing skill and NOT your normal combat skill.
--------
Defense Point Spending
--------
Defense Point Spending is what
occurs when you need to make any action that is not a defense against an
incoming attack or an attack or your own utilizing the elements you have at
hand. An example would be if you wanted to run away, get a weapon from your
backpack or holster, call for help on the radio, etc. To do these actions
during combat, you must roll defense and spend some of the points you roll. If
you do this when an attack is coming, you may end up weakening your defense and
therefore taking more damage as a result. For more information, see the section
on ‘Defense’. This section will list various actions that can be taken and the
Defense Point Cost (how many defense points you must spend to do this action).
Action Defense
Point Cost
-------- -----------------------
Getting Item From Area 2
Getting Item From Your Possessions 1
Dropping an Item 1
Putting Item in/on Container 1
Transmitting a Message 1
Calling Someone [ Each action requires a
separate defense point expense]
- Dialing on the Phone 2
- Speaking on the Phone
(each time) 1
Blocking an Exit 2
Calling a Bodyguard 3
Leaving the Room 2
Calling a Car via Remote 2
This is not a full listing, but
it should give you some idea of the costs of an action during a fight.
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