Nah, it's good. Anyway since this is becoming more Street Fighter than I anticipated, I expanded on the combat rules. These are the expanded rules for the Tournament and hereon out, at least unless I find that something is ludicrously unbalanced or makes combat too lethal or not nearly lethal enough or what-have-you. I also have to write the update now because I need a diceroller to fight this out, and over the weekend I will (try to) flesh out the various Styles that you might encounter.
You will hate Snake Style. But everyone hates Snake Style.
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Expanded Combat Rules for Roanapur Quest
Combat Terminology
Round: Each phase of combat is called a Round, and consists of all engaged characters taking Actions in turns established by rolling Initiative. Once all players have taken their Actions, the Round ends and a new Round begins. Defense Values of all players refresh as their turn comes up in the following Round.
Initiative: Every character involved in a combat rolls Wits + Dexterity. The character with the highest number of successes takes their Actions first, with all other characters acting in order according to the number of rolled successes. In the event of a tie the character with the higher Wits score goes first; if both Wits scores are equal, both characters roll one chance die and the highest roll wins.
Action: In essence, anything a character can do during a round. Characters can take the lower of their (Wits or Dexterity) number of Actions in a Round.
Defense Value: The Defense Value is formed by the lower of Wits or Dexterity. Many merits exist to increase the DV, in most cases by adding an Ability score or doubling the Attribute in question. The DV is halved, rounding down, to form the Difficulty of an Attack roll by another combatant. Actions have an associated DV penalty that subtracts dice from the Defense Value pool for the remainder of the Round; these penalties are cumulative but may not drop passive DV below 1. Stunts add their rating in dice to the DV pool for the remainder of the update. Some situational modifiers may also apply to the DV, particularly with various Merits. Wound penalties from damage subtract dice from the DV pool as from all other physical dicepools.
Attacks: Attacks are made at a listed dicepool of Attribute + Ability. Stunts add their rating in dice to attacks for the remainder of the update. Situational Modifiers, usually the Accuracy of a given weapon or Attack, may also add or subtract dice from an attack. To succeed, the number of successes on the Attack roll must exceed the passive Defense Value of the target. Each attack after the first made in a single round subtracts one dice from the pool for further attacks. This may be modified by Style benefits.
Soak: Soak subtracts damage from a successful attack. Natural Bashing Soak removes (Stamina) Bashing Damage from a physical attack. Lethal Damage may not be naturally soaked save by Legendary Stamina or with certain rare Merits. Armor provides its rating in Bashing and/or Lethal Soak on top of the character's natural Soak rating. Certain attacks may not be soaked at all, and any successful physical attack will always inflict a minimum of 1B damage if it has any damage rating at all.
Styles: Styles are a Merit linked to a combat Ability that provides a character with new capabilities beyond basic attacks. Some of these abilities are different kinds of attacks with different statistics, others enhance Initiative or Defense Value, provide counterattacks under certain circumstances, given access to Crippling damage, and so on. Most styles are various forms of Martial Arts, but Weaponry, Firearms, and even unique Personal styles also exist. The character is limited to the same number of dots in the Style as they have in the linked Ability.
Cover: Parts of the environment may obscure a character or provide protection against attack. While in Cover the character adds +4DV dice to their DV pool applied to any attack that the Cover can intercept. Attacks coming from angles where the target is exposed do not give the defender this benefit, and there are Firearms Merits which ignore Cover. Some weapons may also be powerful enough to simply shoot through anything short of tank-grade armor plate.
Non-Attack Actions
Dash: Move (Dexterity + Athletics) meters closer to/away from opponent; -2DV dice.
Defend: Focus on defending yourself above everything else; +2DV dice.
Aim/Study: Spend the round studying a target, gain +2 dice on an attack next round; -2DV dice.
Shield: Interpose yourself between a target and enemy attack; no change to DV.
Take Cover: Find Cover and hide behind it; no change to DV, end turn.
Basic Brawl Attacks
Punch: +2 Acc, (Strength) +1B Damage, Dexterity + Brawl, -1DV dice.
Kick: +0 Acc, (Strength) +3B Damage, Dexterity + Brawl, -2DV dice.
Grapple: -2 Acc, Strength or Dexterity + Brawl, -3DV dice, DV set to 1 while Grapple is maintained.
-Restrain: Restrained character's DV set to 1, unable to do anything except roll for control of grapple.
-Choke: Win Grapple control for six rounds, silently kills or disables target per player choice.
-Crush: Does (Strength)B unsoakable Damage, ends Grapple.
-Throw: Inflicts automatic knockback/knockdown, roll for Stun, ends Grapple.
Advanced Brawl Attacks
Slap: +2 Acc, (Strength)B Damage, Dexterity + Brawl, roll for Stun, -1DV dice.
Roundhouse Kick: 0 Acc, (Strength) + 6B Damage, Dexterity + Brawl, roll for Knockdown, -3DV dice.
Haymaker: +1 Acc, (Strength) +3B Damage, Dexterity + Brawl, roll for Stun, -2DV dice.
Elbow Strike: +1 Acc, (Strength) +2B, Dexterity + Brawl, -1DV dice.
Knee Strike: -1 Acc, (Strength) + 3B, Dexterity + Brawl, roll for Stun, -3DV dice.
Knifehand Strike: +3 Acc, (Strength)B Damage, Dexterity + Brawl, -1DV dice.
"Dirty" Tricks
Stomp: +4 Acc, (Strength) +4B Damage, Dex + Brawl, Prone target only, -2DV dice.
Bite: -1 Acc, (Strength/2) Lethal Damage, Dex + Brawl, roll for Stun, -2DV dice.
Eye-Gouge: -3 Acc, 2B unsoakable Damage, Dex + Brawl, automatic Stun, roll for Crippling, -2DV dice.
Distraction: Roll Manipulation + Streetwise against Wits + Composure for Surprise Attack, -1DV dice.
Advanced Features
Stun: Roll Composure + Resolve to resist, can take no actions next Turn if failed.
Control Grapple: Both characters roll for Grapple, the highest successes controls for the Round.
Human Shield: Character who controls Grapple can place target in the way of external attacks.
Knockback/Knockdown: Roll Dexterity + Athletics to avoid being forced Prone.
Prone: Character lying is on the ground, with their DV set at 1.
Rise from Prone: Roll Dexterity + Athletics, success means one further Action can be taken.
Crippling Damage: Crippling Attacks inflict a permanent or semi-permanent disability.
Surprise: Roll Wits + Composure against Dexterity + Stealth to avoid surprise attack.
Ambush: Surprise attacks set target's DV to 1.
Called Shot: Target a specific portion of an opponent's body at a -3 dice penalty.
Cover: Add +4DV dice to attacks from any angle obscured by the cover.