After 2 failed attempts to create a combat system for my upcomming "Matrix"
game, I've developed a system that simulates the high-speed physical combat
in the movie (or any movie with cinematic combat). After working on it for
about a week, I'm ready for some reviews or thing I haven't thought of.
Thanks in advance!
Fudge: The Matrix
Character's in "The Matrix" get 38 pts to spend on 9 (or more) Attributes.
All attributes start at 0, with 4 being human average. The maximum for any
Attribute is 10, although beginning characters are limited to a maximum of
6.
Attributes (38pts to spend) Max: 6
Physique: Your character's physical strength.
Perception: Your character's intelligence and wit.
Unarmed Combat: Your character's ability to fight unarmed.
Melee Combat: Your character's ability to fight with hand
weapons.
Ranged Weapons: Your character's ability to fight with ranged
weapons, including guns.
Education: Your character's background and learnings.
Quickness: Your characters agility and speed.
Willpower: Your character's inner strength.
(Profession): You character's job or training. Your character may have
as many Professions as you wish.
Level Cost Description
Abysmal 0 Absolute worst.
Terrible 1 Infant or Invalid
Poor 2 Below Average
Mediocre 3 Adolescent Human Average
Fair 4 Adult Human Average
Good 5 Above Average
Great 6 Professional
Superb 7 Best in the world. Max for non-Adepts
Amazing 8
Unearthly 9 Agent level. Nearly Impossible.
Legendary 10 Impossible. God-like.
Characters in "The Matrix" do not have skills. With skills being able to be
downloaded on a whim, I felt that having skills was pointless.
Combat
Unarmed & Melee Combat:
Actions during combat use Action Points (AP), which is determined each round
by rolling 4dF and adding the total to your Quickness. The charcter with the
highest total goes first, although he/she may hold their action until later.
Rounds last approximately 3.14 seconds (). Characters have 3 Stun per
Wound catagory.
Combat Sequence
1: Attempt Matrix Effects (Speed up, recover Stun, etc. More on this later.)
2: All combatants roll Quickness + 4dF. The total is the Characters AP for
the round. The Character with the highest AP goes first.
3: The Attacker declare his attack, and the Defender has the opportunity to
Defend (if he has Action Points left). Attacks cost 2 AP, Defending/Blocking
costs 1AP. Characters may spend 1 extra AP to either increase their chance
to succeed, or to increase the amount of damage they do. The Attacker rolls
his attacking Attribute (Unarmed or Melee), while the Defender rolls his
Quickness. Highest total wins.
4: If the Attack was successful, the Physique of the Attacker or Damage of
the weapon is applied to the Defender. Armor subtracts 1 Stun per point of
Armor and 1 Wound per 3pts of Armor. Physique subtracts 1 Stun at 5, 2
Stun at 6, etc (10 subtracts 6 Stun), but does not protect vs Wounds.
5: Continue with the next highest AP until all APs are spent or all actions
have been taken for the round.
6: Recovery: all characters recover Stun equal to their Current Physique.
Wounds cannot be recovered this way.
Action Cost in AP
Attack 2
Dodge/Block 1
+1 to Success +1
Ranged Combat is done somewhat the same way.
Well what do you think? What am I missing (except for a list of weapons)?
-Ed
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Edward Wedig
Graphic Designer
Key Blue Prints
Columbus, Ohio