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.

 

Designed with maximum flexibility the ambition combat system can be used to control every aspect of a subject or groups interaction with the physical world. For combat, a second is broken down into ten segments, which are smaller amounts of time equal to 1/10 of a second.  The ambition die (d12) and action dice are rolled altogether at the beginning of each second by everyone/event involved in combat.  A second ends when segment 10 has been completed.  The engine applies to mental and physical combat.

 

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. Defensive actions include, but are not limited to, block, throw disarm. Outside of spell use, speaking should be possible simultaneously with physical actions.

 

Determining when a character/event takes action in a second:  To determine which segment a character, or creature may perform a specific action for that second, the player must roll a single die for each action they have in a second; this is the action dice; for normal sized creatures, and smaller, the action dice is a d10.  For gigantic creatures over 15ft in height a d4 is the action dice for 1 action, a d6 is used for 2 actions and a d8 for three actions and then a d10 for 4 actions and above. 

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.

  

Defenses: The individual game mechanics utilizing this system should determine the types of defensive actions, and what percentage chance the character has to evade them.  Rolled on percentile dice, the character must meet the determined score, or roll below it, in order to successfully defend against the event.  Base the number of defensive actions a subject can perform- in a single segment, on the number of actions the subject may perform in the entire second.  Note: The winner of Ambition gets an additional defensive action each segment along with the additional action. 

                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.