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Twilight wolf fight by mchaz-d49sl2p

Wolves will often fight for Pack Ranks

Combat in FullMoon: Combat in this RP has TWO options.
Option 1: Both Players agree to no dice rolls and act out a freeform combat scene. If this breaks into bickering, you will be told to use the dice rolls.
Option 2: We have a combat system that is unique and allows each species to act out a different style.

Dice RollsEdit

Examples: /roll 1d10+2 or /roll passfail


1d10: This roll will be your chance to hit. A 1 will always result in a failure. 2-4 you can attempt to attack but the other player chooses if you land a blow or not. 5-10 is a guaranteed hit while higher numbers offer potential to do greater damage with the hit. Keep in mind that 10 is the highest potential damage, even with modifiers that increase it beyond 10. Also a perfect 10 or critical 10 is considered the 'end' of a fight unless agreed otherwise. This does not mean a 10 is a killing blow, it just means it has potential to be very damaging.


Pass/Fail: This coin flip is used in special situations to decide if an attack can bypass a defensive bonus. After a successful pass, a 1d10 rolls is pure damage.

KillingEdit

You may NOT kill another player's character without prior permission. The exception to this rule is when a Mod 'DMs' a character for plot purposes. In these situations a roll of 10 or higher will allow a killing blow.

BonusesEdit

Each species has their own abilities. Werewolves (Tanks) are the brutes, hit harder and avoid damage more often. Witches & Warlocks (Glass cannons) are balanced fighters with protective shields that must be destroyed prior to hurting the witch and spells that can turn the tide of battle. Vampires (Rogues) are agile and fast able to strike multiple times in a single round. And of course Humans & Hunters (Underdogs) who are lambs to the slaughter save for the select few who know how to exploit their enemy's weaknesses.

Born WerewolfEdit

Offensive Bonuses
Bitten Werewolf +4, Born Werewolf +0, Human +6, Vampire +4, Witch +2
Status effects
-4 to all rolls if Wolfsbane is injected or ingested. Skin to skin contact hurts but does not reduce rolls.

Bitten WerewolfEdit

Offensive Bonuses
Bitten Werewolf +0, Born Werewolf -2, Human +3, Vampire +2, Witch +2
Status Effects
-4 to all rolls if Wolfsbane is injected or ingested. Skin to skin contact hurts but does not reduce rolls.

Witch / WarlockEdit

Offensive Bonuses
Bitten Werewolf +0, Born Werewolf -2, Human +2, Vampire +0, Witch +0
Status Effects -2 to all rolls if Feared, Poisoned, or Exhausted.
+2 to all rolls if attacking with a weapon rather then a spell.
Special Ability Damage Warding All witches have a protective barrier around them with 10 points of damage absorption. This ward must first be broken before the witch can be hit directly. The ward will recharge after 5 rounds of being destroyed, or upon ending combat. While the shield holds all 1d10 rolls are calculated as damage to the shield. Leftover damage after a shield breaks is still negated but a critical 10 will bypass the shield.

HumanEdit

Offensive Bonuses
Bitten Werewolf -2, Born Werewolf -3, Human +0, Vampire -1, Witch -1
Status Effects
+4 to all rolls if the target is suffering a status effect.

VampireEdit

Offensive Bonuses
Bitten Werewolf +0, Born Werewolf +0, Human +0, Vampire +0, Witch +0
Status Effects
-2 to all rolls and loss of Agility if vervain is ingested or injected or there is wood within the body. Vervain on the skin is painful but does not reduce rolls or remove Agility.
Special Abilities
Celerity Up to 3 attacks per round depending on age and strength.
Agility A vampire at full strength is harder to hit and a pass/fail roll must be rolled before damage. This ability is lost upon having vervain in the system or wood within the body. After a pass roll, all of the 1d10 roll is calculated as damage.

Packs & CovensEdit

Being part of a Pack or a Coven is not a requirement for anyone. There are lone wolves and witches in the world, however, being part of a team has it's advantages in combat situations.
Packs: Traditionally smaller then a Coven, if a pack hunts together they receive a +1 bonus per wolf. (Example 2 wolves = +2, 3 Wolves = +3) However, only the Alpha or Beta may command a pack hunting in such a way. Each round the commanding pack member can choose to attack as a unit or separately. If choosing to attack as a team only the commanding wolf rolls the dice, they then issue orders to their pack. Of course if you want to risk punishment, there is still the option to disobey and attack solo but if you do your rolls receive -4 and you risk the wrath of your Alpha.
Covens: Similar to a pack of wolves hunting, a Coven attacking as a team can receive a bonus of +1 per 2 members. (Example 2 = +1, 4 = +2) The highest ranking member on scene can choose between a group roll or solo roles and people can still roll themselves with a -4 and risk punishment deemed by the coven.

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