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Disney Villains Victorious
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== Combat == To attack someone, you roll 3d6 + Attribute + Skill. Any combination of Attribute + Skill you can conceivably use to hurt someone, to break his will to fight or to make him reconsider his life are acceptable attacks. Anything you can convince your DM of can be an attack. However the most commonly used attacks are: * Robustness + Brawl or Melee for a close-range physical attack based on raw power * Agility + Brawl or Melee for a physical attack based on finesse * Agility + Ranged for a ranged projectile like a bow, gun or sling * Charm + Persuasion, Deceit, or Intimidation for social strikes relying on force of personality * Robustness + Intimidate for social strikes relying on terrifying physical threats To avoid an attack, you roll 3d6 + Attribute + Skill. Which Attribute and which Skill depends on how you are being attacked: Robustness or Agility + Prevent Harm to avoid physical attacks Sensibility + Endure to avoid social attacks Some special attacks might allow, or even require, you to use alternate rolls. For example, an enemy who has strange mental powers that attack the mind directly might require you to make an Intelligence + Endure roll to avoid being hurt. A trait (see the Traits section) can also be used to always roll using a specific unusual combination when attacking or defending. For example: * Semi-Phenomenal, Nearly Cosmic: This character has some form of magic missile, fire burst, or other supernatural attack form. They may roll Charm + Occult to attack physically with magic. * How Illogical: You’re very skilled at using logic and reasoning to big brain your way out of all the mean words other people use to describe you. You may substitute your Sensibility with Intelligence when rolling Endure. * Artful Dodger: Your fancy footwork for dancing and tumbling can be very useful to dodge getting hit. You may roll Substitute your Prevent Harm skill rank with Agility. Most enemies attack and defend the same way players do. If the roll of the attacker beats the roll of the defender, the attacker deals one Strike to the defender. If the margin of success of the attacker is 10 or more, he deals two Strikes instead. 20, three Strikes instead, and so on. Ties go to heroes. A hero taking a Strike but not being Defeated is an abstraction. The arrow just grazed you, the sword left you with only a flesh wound, your fall was broken by a soft landing spot, the social pressure wasn't enough to completely break you, you shake off your enemy's lies after a moment. After a character takes a Strike, if he’s not down already, he’s going to carry that Strike around. He should write down on his sheet whether this Strike was Physical or Mental, so he doesn't forget. If he takes a Strike and has no Strikes remaining, the defender is Defeated. Defeat can mean many things depending on how one is defeated, as well as the tone the DM is going for. Defeat might mean being knocked out, captured, brought to tears, intimidated into submission, tricked into giving up, or even killed! Defeat is always serious, and should result in that character being taken out of the action for at least the rest of the Scene, possibly longer. It can be necessary to complete some major task after being Defeated, like escaping from a prison cell if captured or going on a vision quest to break through a long held fear or delusion after an enemy takes advantage of it. Player Characters and serious enemies don’t go down after the first Strike. Most players have 3 Strikes they can take before they reach 0 Strikes. Any Strike taken after that finally Defeats them. The Strikes a character is carrying are returned to full health at DM’s discretion. Typically Strikes should return either at the start of each session or whenever characters get a full night’s sleep, whichever the DM prefers. Strikes can also be removed by healing (see the healing section) or by fulfilling a Drive (see the Drives section). '''Healing''' When players take Strikes, those strikes remain until the DM restores them (usually in the morning or at the start of a session) or until they are Defeated. If you are facing multiple enemies in the same day, this can be a problem! Thankfully, Strikes can be healed. To heal a strike, you must be outside of any encounters and otherwise have no time pressure- there can be no enemies around to get in the way, or pressing tasks that prevent you from performing a thorough medical treatment. Then, one party member must perform a Skill Test. If the Strike you wish to restore was lost by a physical attack, the party member must test Science against a TN of 25. If the lost strike was mental, they must roll Persuasion instead. If they roll higher than the TN, they restore one Strike to the target and may roll again to heal more Strikes. If they fail, they do not restore a Strike and may not attempt any more healing on that character until the next time that the DM restores Strikes to the entire party. If you want to be able to heal during combat, you should consider taking a trait or a power (see Traits and Powers) to be able to do so. A simple example trait you could use would be: Battle Medic: You’re trained in healing under pressure. You may roll Science to heal Physical Strikes during combat. Each Strike you heal costs one action, and unlike out of combat healing you may try again if you fail. '''Special Skills in Combat''' Some skills can be used in combat in unique and special ways. Legerdemain A character may test Legerdemain against an enemy’s Agility + Prevent Harm or Acrobatics (their choice) to try and steal an item (see the Equipment section for more on items). An item which is Stolen stops providing any bonus to the hero it was stolen from until the end of the Scene. (While Players might get to hang on to things they stole from NPCs, DMs should generally not separate players from their equipment for more than a scene. Losing the items you paid points for with no clear way to get them back is not fun.) Narratively, the stealer now has the item, and while they usually will not gain whatever bonus that item provided the DM might award them some benefits if it makes sense in the story (If a wizard steals a magical staff, the DM might allow them to make an Occult check to try and use its power once or twice). If a player wishes to keep an item they steal, they should pay the necessary number of EP points to purchase it as if they were buying the item normally (see the Equipment section for more on EP). Legerdemain rolls made to steal a Lesser or Greater Artifact (any item with a bonus of +4 or higher) have a -5 to the roll. Exalted Artifacts cannot be stolen unless stated otherwise. Stealth A player that starts a combat in stealth or makes a successful stealth check in combat (opposed by the enemy’s Sensibility + Insight) is hidden from the enemy. The enemy is still aware your character is nearby; they simply do not know where, and thus cannot deliberately target you until they succeed on their Insight check to notice you. (Some Powers or other special rules might cause you to be caught in a blast or area of effect, not to mention social strikes still working just fine). In addition, a DM might rule that attacking from stealth might provide a situational bonus to a sneak attack, especially if you have taken a Trait or Power for such an occasion. If facing multiple foes, roll against the one with the highest Sense + Insight when sneaking. '''Status Effects''' Some Traits and Powers may inflict their target with a Status Effect. A status effect causes some long-term change in the way a character works. Generally, status effects last until the end of a Scene and then end, unless otherwise stated. Status Effects do not stack unless otherwise stated; the most serious negative status effect and most beneficial positive status effect (up to DM) are the only two that apply at once. Any other Effects do not work until the more serious effects stop. Some example Status Effects are: Burning: This character is on fire. Which is bad, usually. At the end of their turn, this character must test Prevent Harm at TN 30, or take one physical Strike. A player stops burning once they succeed on this check at least once, or when they find another way to extinguish the flames (leaping into water, for example). Snared: This character has been tied up, grappled tight, or otherwise had their movement restricted in some way. Unless they are freed or break out, they cannot move or do actions that would require them moving about. The how of escaping depends on how exactly they were snared. Hurt: This character has been wounded, whether with an arrow in the shoulder or with a piercing argument that sends them into deep anxiety and confusion. Reduce this character’s maximum Strike count by 1. Unlike most Status Effects, Hurt lasts past a Scene. Unless someone performs a TN 30 Science check (for physical Hurts) or Persuasion (for social Hurts), Hurt remains until the DM restores the party’s Strikes. More powerful versions of this effect might even last past when the party normally regains their Strikes; for example a cursed wound. Stunned: This character has been discombobulated, usually by electricity, blunt force, or an unfathomable display of skill (or lack thereof). Stunned characters lose 1 action from the number of actions they normally possess. Stunning only affects a character’s current turn and does not last in any capacity, meaning on their next turn they have to be Stunned again. These are not the only Status Effects that a trait or power could cause. Status Effects are explained in the text of the ability that grants them. The text of a specific trait or power in a statblock always supersedes any other example of that status. For example, a villain might have a power that forces players to make a TN 35 test when burning, instead of the above 30. Players are allowed and encouraged to submit their own status effects to the DM for use in traits and powers as well! Note these status effects are a work in progress, so feel free to make suggestions!
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