Combat
Not every encounter can be solved with tact and social grace. Sometimes, whether by choice or circumstance, players will encounter scenarios that require them to fight. Combat in Warped World progresses much like the rest of the game, with some additional rules for handling damage and defense. Unlike traditional tabletop RPG games, however, all characters have the same base health. That being said, items such as armor, as well as anomalous effects, can mitigate or negate damage in some cases.
Attacking
When a character is engaging in direct, fair combat, contested rolls are made. The attacking party rolls their relevant die (typically, Containmnet for conventional arms, or Anomaloy for thaumaturgy and anomalous effects), with the defending party rolling to dodge, block, or otherwise conter or withstand the attack. If the blow lands, a damage die is rolled according to the chart below.
Damage Die | Danger Level |
---|---|
D4 | Unarmed, small thrown objects, less-lethal weapons, non-weapon attacks when damage is a side effect |
D6 | Lighter blunt objects, short exposure to flame, mild electric shock, weaker poisons |
D8 | Small arms, thrown weapons, medium blunt objects, short blades |
D12 | Rifles, small or indirect explosions, high voltage, intense fire, heavy blunt objects, long blades, strong poisons, vital point strikes with pistol caliber ballistics |
D20 | Direct or large explosions, heavy arms, lightning strikes, vital point strikes with intermediate and large caliber ballistics |
Once the damage die is rolled, any damage reduction through armor or anomalous means is subtracted. All remaining damage is dealt to the character.
Ballistics Classifications
In this book, ballistics will at times be referred to as "pistol", "intermediate", or "full" caliber. These are commonly used classifications for the a given firearm's cartridge and bullet size. You are welcome to explore these topics in depth if you desire, but as a brief primer:- Pistol Caliber: Typically designed for use in sidearms, intended to be
effective at close range -- generally between 25 and 100 meters, though sometimes
greater.
- Intermediate Caliber: Intended for use in assault rifles and light machine
guns, intermediate caliber cartridges offer higher muzzel velocity and heavier bullet
weights compared to pistol cartridges. Typically designed for an effective range
between 300 and 600 meters, intermediate cartridge firearms are common service-issue
weapons in militaries accross the world. Notable examples include the AR-15, which is
chambered for 5.56x45mm cartridges, and the AK-47, chambered for 7.62x39mm
cartridges.
- Full Caliber: These cartridges are designed for use in "battle rifles" and accuracy-over-distance oriented firearms like sniper and marksman rifles. They have a much higher recoil than their intermediate counterparts, and typically propel much larger, heavier bullets. Full caliber cartridges tend to have effective ranges exceeding 800 meters. Notable examples of firearms that fire full-caliber cartridges include the Lee Enfield rifle, chambered for the .303 british cartridge, and the FN FAL, chambered for the 7.62x51mm cartridge.
Of course, even small pistol caliber cartridges are dangerous and can be lethal, and the impact and kinetic dispersion characteristics of different cartridges vary wildly, depending on the intended purpose of the cartridge. Getting too deep into the weeds on specific cartridges and even the specific bullets they fire can be a bit too "chunky" for a tabletop game, so for the purpose of brevity we will stick to looking at the umbrella designation of a given weapon's effectiveness. If you want to add that fine detail to your game, by all means feel free.
Sneak Attacks
If one character is able to sneak up on another and make an attack without being noticed, the initial attack is not contested, and instead rolled against a GM-decided DC based on how the attack is performed and the state of the target (for instance, a target which is sprinting and being attacked from a distance may be a difficult target to attack, and have a high DC to hit). If no mitigating circumstances prevent it, the attack is made with Advantage (using the same example from earlier, a sprinting target at a distance would be considered a disadvantaged check, cancelling out the sneak attack's advantage).
Health
All player characters and most non-player characters have 15 health. In addition, these health values are subdivided into three zones which describe the character's condition. From 15 to 10 HP, the character is hurt, but not in a way that significantly impacts their performance and ability to take actions. From 10 to 5, they are seriously injured and without medical attendance in the near future may suffer permanent effects. Depending on the nature of the injuries sustained, some actions may not be eligible for advantage at this point. From 5 to 1 HP, the character is gravely injured and is in need of immediate medical intervention. Rolls may be made at disadvantage due to complications from heavy wounds. At 0, the character is dead. If a player character drops to zero, there are no death saving throws or stabilizing mechanics. Save a deus-ex-machina narrative moment, the character is permanently dead.
Damage Reduction
Whether it's armor or some fancy thaumaturgy, damage can be reduced or avoided. Damage reduction effects are static, and apply a flat reduction to incoming harm. See the table below fo relative reduction values for different kinds of armor or anomalous effect. These are examples, and it is possible for armor or effects to exist beyond these values, per the GM and the player's agreement on said item's relative defense potential.
Damage Reduction | Example Items or Effects |
---|---|
-4 | Motorcycle jacket with armor, football helmet and pads |
-6 | Light ballistic vest (L1), simple force field |
-8 | Medium ballistic vest (L2), Riot armor, plate armor, medium force field |
-10 | Combat ballistic vest (L3/L3A), strong force field |
-15 | Heavy ballistic vest (L4), EOD suit, very strong force field |
Additionally, a group may decide to allow targetted attacks, in which case when successful attacks are made, the damage reduction applied only draws from armor and effects specifically protecting the targetted point.
Targetted Attacks
Generally, when making attacks those attacks are directed towards a character's center mass, unless otherwise specified by the acting player or narratively relevant. To simplify gameplay, the targetted attack rule is not used by default, and a group may decide to ignore this section. When targetted attacks are made, difficulty should be adjusted to match the required skill needed to target a specific point on the target's body while in the heat of battle. In addition, targetting specific vital points or body parts can inflict penalties against the targetted creature's future attacks and actions, such as hampering their ability to run or heft a heavy weapon. Strikes against critical vital points also incur heavier damage when relevant.
Healing
Healing in Warped World can occur in one of two ways. During a long period of inactivity (for instance, between sessions where characters are not engaged in peril and are able to rest in a safe location), or by specific intervention. Some thaumaturgic/anomalous effects may heal minor or even somewhat severe wounds, and characters with significant medical knowledge may have the capability to stabilize or even treat combat wounds to varying degrees of success. However, it is unlikely that someone would be fully restored during the heat of combat, so be careful! Below is the relative roll difficulty chart for different levels of healing or stabilization.
Difficulty | Effect |
---|---|
4 | Treat a minor wound, treat common illnesses |
6 | Treat non-life-threatening cuts, sprains, or illnesses |
10 | Basic life support/stop the bleed treatment, triage mild injury or medical emergencies |
14 | Stabilise serious injury to mitigate loss of life |
16 | Set complex fractures, perform specialised medical intervention, diagnose serious illness or medical concern |
20 | Perform life-saving surgery |
Roleplaying Resources and Knowledge-Building
Roleplaying a medical intervention scenario can be difficult, especially without any prior real-world knowledge to draw from. If you or your group desires more "real" roleplay, or you simply want to be better equipped to handle unexpected situations in game or in life, the following resources can be consulted.While this source book is largely focussed on purely in-game contexts, the author firmly believes everyone who can take a Stop the Bleed or Basic Life Support training class, should. Even something as specific as CPR certification can come in handy at unexpected times.
Stop the Bleed: https://www.stopthebleed.org/find-a-course/
Red Cross BLS: https://www.redcross.org/take-a-class/bls
Riot Medicine: https://riotmedicine.net/