Recent Changes - Search

Main Menu

(edit)

TSOY Wiki

Rules:

Play:

Other:

Back to Main Wiki

Random Average Blog

Pm Wiki

Recent Changes Printable View Page History Edit Page

The Bring Down The Pain system in TSOY is a bit too flavorless for me, so I've pulled in a rule from FATE to make it a little easier to apply penalties for losing a round of combat.

An exchange begins with all involved parties declaring their intended actions. These actions should only be things that take a few moments to perform, such as attacking someone, or jumping onto a rope and swinging to safety. Those involved roll their dice and compare them against whoever they are acting in opposition to (or against a GM-determined difficulty, if there are no opponent). Those individual exchanges are resolved against the Combat Outcomes table. If the fight is still going on, a new exchange begins.

"Success Levels" refers to the number of successes the person with the highest number of successes got, minus the number of successes his highest opponnent got. Once those two are resolved, if there are any people who are still in opposition who haven't been resolved, resolve them the same way, disregarding any who have been resolved.

For example, a group of heroes are fighting a group of villains. Villain A gets four successes, hero one gets three, hero two gets two, and villains B and C get none. Villain A would score a "clipped" result against hero one, and hero two would score a "hurt" result against villain B or C.

Success LevelsEffect
0 StalemateNeither side is able to hurt the other, for now. Take a few seconds for combat banter, and then move on to the next exchange. In an especially bloody conflict, each might score a clipped or even an hurt against the other.
+1 ClippedA noticeable result. A hit or maneuver that provides a momentary advantage to the attacker, such as knocking a blade out of line or knocking his opponent back a step. In general, getting clipped applies a penalty die to the next exchange. In an especially bloody conflict, the winner might score a hurt against the loser, but take a clipped result against himself.
+2 HurtA palpable result. A hit or maneuver that grants a persistent advantage, such as a shallow cut or a disarm. Getting hurt usually applies a penalty die to all actions for the duration of the scene. In an especially bloody conflict, the winner might score an injury against his opponent, but take a clipped result for himself.
+3 InjuredA significant result. A hit or maneuver with impact that carries on beyond the immediate scene - a serious injury being the most obvious example. In an especially bloody battle, the winner might take out his opponnent, but take a hurt result for himself. Injuries apply a penalty die to most actions until the injury is healed.
+4 Finish Him!A decisive result. A hit or maneuver that ends the fight right there, either from a knockout or perhaps passing out from injuries. It's worth noting that this is not automatic death - that is left to outof-combat decision.

If a character already has a hurt, then the next hurt causes an injury. A character with an injury who takes another injury is knocked out.

"Especially bloody" conflicts are those where, going in, you KNOW everyone involved is going to get hurt, for whatever reasons. The weapons might be dangerous to the wielder as well as the target (bike chains, nuclear weapons) or particularly hard to defend against (greatswords, submachineguns at ten paces) or the environment might be particularly dangerous (a narrow bridge over a flaming chasm, an iron dome lined with spikes).

Just like the TSOY combat system, this resolution system can be applied to non-combat conflicts as well.

Clinton has posted his own interpretation of this system here.

Edit Page - Page History - Printable View - Recent Changes - Search
Page last modified on August 02, 2005, at 05:25 PM by Fred

Creative Commons License
This work is licensed under a Creative Commons License.