The Ambition Combat System “ACS”
This system may be reproduced whole, or in part, and incorporated into any game mechanics with one condition: the words “The Ambition Combat System” must be printed on the cover of the manual, and included in the credits.
Created by Raven c.s. McCracken: Copyright, 2007
Physical components required: Dice-d12, d10, graph paper, pencil, and eraser.
The basic combat system should be modified to fit each games
specific mechanics.
Any skills relating to this system and any association
with attributes, or physical ability scores, shall have to be developed within
the framework of each new game utilizing these combat mechanics.
Ambition: This
roll determines the order of events, and/or who is the most ambitious in the
combat and strikes first. Ambition is rolled on a d12, at the beginning of each
second of combat. Everyone rolls the
d12, adding their ambition bonus to the result.
The person with the highest score wins.
The winner of ambition gets to perform a free action before anyone else
on segment 1. This initial action is
extra and does not count as one of the character’s “actions per second”. This
only occurs at the beginning of each second of combat. Once the winner of ambition has taken the
initial action, the second continues starting with segment 1.
Prepared
Ambition: Subjects
with an attack ready-and aimed at a target, receive a plus 3 on Ambition.
Pure
Ambition: is when the d12 is
rolled without any bonuses; Ambitions against events, such as an avalanche, or
catching a falling object, are typically pure; however, the referee can alter
that as they see fit.
Actions per second: In the context of the ambition combat system, a second is broken down
into 10 segments or tenths of a second.
The segments of a second are numbered 1-10, with 1 representing the
first 1/10th of the second, and 10 representing the last 1/10th
of the second. Each character or
creature in the game has a certain number of “actions per second” they may
perform, based on the attributes and the game mechanics employing this system. Each action performed takes place, or starts,
on a specific segment within that second.
Actions should include: but not be limited to, speaking, normal motions-
such as opening a door, Shot- includes throwing something, use of a weapon,
hold, grapple as well as the use of a skill or spell.
The
result of the each roll(s) determines on which segment(s) your action(s) take
place. If two of the player’s action
dice come up the same, you may re-roll one of them, or change the dice roll to
the next highest available open segment. The exception to this is when the
referee allows two actions to occur in the same segment. Typically a single character, or creature,
may not have two actions in one segment without a skill simultaneous actions,
and then only if the two actions do not take more that total concentration (5)
when combined. I.E. A normal sized subject with 2
actions per second rolls 2d10 to determine which segments they act on. The subject rolls a 2, and an 8, so he/she or
it may act on segments 2, and 8 during that one second of combat. The opponent has 4 actions per second, and
rolls a 3, 3, 4, and 8. Because two die
of the same number were rolled (3, 3), the subject may re-roll one of the two,
or slide one of the two to the next available highest open segment, which in
this case would be 5. The die may not be
changed to a lower number. The subject
chooses to take the 5, so now the actions take place on segments 3, 4, 5, and
8. Now the only question is, who goes
first on segment 8, and that is determined by the ambition previously rolled.
For
larger creatures: the d4 action dice starts out actions for giant sized
creatures at segment 7 and up to 10.
This models the fact that giants are slower, when a giant creature gets
two actions per second, then the subject rolls 2d6, takes actions on segments 5
through 10 and with 3 actions shift to the d8 and go from there. If a giant sized creature with one action a
second rolls a 2 on the d4 they take action on segment 8, a one and they would
go on segment 7. Note: Ambition winners always act on segment 1 regardless of
size.
The numbers of actions in a second: This is based on the game mechanics employing this
system.
Listing a combat order: At the
beginning of the second, all involved in combat roll ambition and action dice,
at the same time; The Referee then rolls the same dice for events or Referee
played characters; listing all of the results on graph paper is very helpful.
Start
by numbering down one through 10, then across the top list the subjects in the
combat by numbers if you like. Then
beneath each number leave a space for the ambition and write it down there when
rolled. Then list the action segments
beneath that and move on to the next subject until you have all of the
subject’s in the combat listed; then start the action on segment one with
whoever/whatever won ambition.
Note:
it is possible for the Ref to pre-roll the combat order and Ambition rolls for
adversaries/events, and list them. This
will speed up combat in some cases.
Passing through a second: The
person with the highest ambition begins by taking a free action on segment 1.
(See Actions) when that is finished; play is advanced to segment 2. Any character/event or that acts on segment 2
may go now, in order of Ambition.
If
more than 1 character or RPC can act on a segment, order of action is determined
by the highest ambition roll. If
ambition rolls are the same re-roll “pure ambition” on a d12 with no ambition
bonuses, the high roll performs he/she/or its, action first. This “pure ambition” roll is only used for
tie-breaking and has no relevance or effect on any characters initial ambition
roll. After everyone that acts on
segment 1 has done so, play advances to segment 2, all those who act on segment
2 may go now, order determined by ambition rolls of course. Once segment 2 is complete, play moves to
segment 3, and so on, through segment 10.
After everyone has finished their actions on segment 10 (if any), the
second is complete. Everyone still
involved must roll ambition and their action segment dice to determine the next
seconds combat order. The ambition die (d12) and action dice are rolled
altogether at the beginning of each second.
To Hit: When
attacking characters should have a set number, they must roll on, or above, to
hit, or successfully complete the event type; in the Ambition system the
important point is that shots or actions are rolled on percentile dice and any
score above 100, decreases the defense, by that amount or increases the events
affectivity. Bonuses to the shot or
skill allow for rolls above 100%. This
guideline is should be fined tuned by the individual gaming system, based on
the gaming mechanics.
Action
disruption: If a subject is
interrupted, attacked, amidst a maneuver, or while invoking a spell-or similar
type of action, that action can be disrupted, and may have to be started
again. Typically this only happens if
the subject has to make a defense during the process.
If a subject has to roll a
defense on a segment in which they have an action they lose that action; this
does not affect defenses. This “lost”
action may be taken on the next free segment or by a defensive maneuver that
requires a free action remaining in the second.
You seldom lose all actions in a second unless severely pressed.
Movement: The ability to move during
combat should not be considered a separate action, although it takes place over
the course of actions and segments.
Movement is based on the mechanics utilizing this system.