top of page

First of all, it should be noted that Gods and Monsters is a high power game. We are dealing with divine beings on the scale of, at the lower end, Hercules and the Greek gods on the other.  It is, however, a game running on the exact same system as Vampire the Masquerade and Werewolf the Apocalypse.

 

Generally speaking we prefer that players be fair and reasonable in their assessment of what they, and others, can do. All of the information regarding purviews, Epic Attributes, and Knacks has been put out for /everyone/ to see, there should be very little confusion regarding what sorts of things your characters, and others, can do. It is, however, important to remember that just because you are a ‘big strong demigod of War’ does not mean that Cupid’s arrow is not going to hit you like a freight train o’ love. 

 

Overall, it is preferable that we all employ the use of freeform RP with our peers. There may, of course, be times when it might be fun to use dice just to throw the element of randomness into the mix. This, however, should be agreed upon by everyone involved in the scene. For the most part, however, we prefer to keep our flexing to storyteller run scenes with NPC monsters. 

Level Ratings:

Level rating is a reflection of a character, or NPC’s power level in any given situation. It defines how potent some powers are and how much DeP a character possesses.

 

0. Mortal

1. Unclaimed

2. Demigod

3. Veteran

4. Leader

5. God

 

Target Difficulty:

  • Target difficulty represents the level of skill required for the task at hand. Target difficulties may go up, or down, dependent on the situation and conditions involved. 

  • Base Target Difficulty = 6

  • Max Target Difficulty = 10

  • Minimum Target Difficulty = 2

 

 

Dice combat:

 

Hitpoints - Everyone starts with a base of 50 hitpoints. Centaur, however, and Satyr, start with 100 hitpoints. It is important, however, to keep in mind that Epic Stamina will raise a demigod’s hitpoints considerably. ( If you have Epic Stamina and are unsure of what your hitpoints would be, ask a moderator for help.)
 

 Initiative - Initiative is the roll that determines who goes when in a combat scene. At the start of the combat, all players (And the NPCs) will roll initiative to determine the order of play. Those with the highest number of successes rolled will go first. (Keep in mind that there ARE some Purview Boons and Knacks that might allow another player to jump to the beginning of the Initiative order.)
 

 

  • Dice Roll: Wits + Awareness difficulty 6
     

 

Now that the order in which characters may act has been determined, combat will begin. Keep in mind that there will be times that Storytellers will ask players to HOLD their roles until they have had time to narrate the scene for you. When you are asked to HOLD, everything stops, including RP posts.

 

Combat Round vs Combat Turn
 

  • A combat round begins with the action of the FIRST character in the Initiative order and ends at the completion of the actions taken by the LAST character.
     

  • A combat turn refers specifically to the point at which your character begins and completes their action.
     

  • Be aware that during a combat round, however, you may have to dodge various actions taken by NPCs. These are NOT part of your turn. Your turn refers specifically to execution and resolution of your character’s actions.
     

 

Attack and Defense rolls
 

  • Attack and Defense rolls can be  Physical, Mental, or Social actions, depending on what your character wishes to do and will have varying difficulties depending on what it is, exactly, you wish to do. (The default difficulty is 6 – but actions can be complicated, or enhanced, by environmental conditions, damage taken and other factors.) The Storyteller will tell you the difficulty of your roll and what, exactly, you need to roll. (This will vary with the type of attack and how you are choosing to defend)
     

Ex: Marron and Finn are Fighting. It is Marron’s turn and he is going to try to punch Finn in the mouth.

 

Marron Rolls: Dexterity + Brawl (Given this is pure fisticuffs, the difficulty is 6) to hit and scores 8 successes.

 

Finn Rolls: Dexterity + Brawl (Given this is pure fisticuffs, the difficulty is 6) to dodge and scores 6 successes.

 

Marron has succeeded in his attack and the combat moves on to damage resolution.

 

Now we roll for Damage  but first we have to determine how many dice the attacker has to roll vs the number of dice the Defender has to soak that damage. 

 

Damage dice is determined by the following:

  • Number of the attacker's successes minus the number of the defender’s successes. (In the above example 2)
     

  • Number of dots the attacker has in Strength (Not including Epic Strength– Epic strength automatically counts as a success)
     

The attacker rolls the number of dice listed above at a difficulty of 6.

 

In this case:


Marron has a strength of 4 (Not including Epic Strength) and gained 2 successes more than Finn. Marron will roll 6 dice for damage and gets 3 successes. 

 

Marron’s Epic Strength, however, equals 4. This is 8 points of automatic damage that can only be soaked by Epic Stamina.

 

Finn has stamina of 4 (Not including Epic Stamina) and only gets 1 success on his damage soak roll.  Finn will take 2 points of damage + Marron’s Epic Strength.


However, Finn has Epic Stamina of 3 and automatically soaks 3 of the 4 points of damage from Marron’s Epic strength. Finn takes 5 points of damage from Marron’s Epic Strength.

 

In total, Finn has taken 7 points of Damage from Marron’s attack and subtracts them from his hitpoints.


 

The round continues with Finn’s attack on Marron, and continues until one of them is down, or they stop organically. 

 

Be aware that there are a number of different scenarios and abilities that could change the way combat turns out. Rather than try to include everything here, we have given a very basic example of how things go. 

 

Surprise Attacks:

A surprise attack happens when a character or NPC makes a successful stealth-related roll to sneak up on their target while the target is unaware. Conditions must be available for the use of stealth, or the character must have a power that allows for them to move into position without detection. (Attempting, for instance, to sneak up on a character in the middle of a room made of mirrors would be impossible without powers).

 

Surprise attacks are contested rolls. The character attempting the surprise attack rolls Dexterity + Stealth (or whatever dice are necessary for the power being used instead) and the opponent rolls Wits + Awareness. If the character scores a successful attack, the opponent is surprised.

 

Condition of Surprise means that the character, or NPC, does not get to make a dodge roll. As long as the surprising character does not Botch (Fail) their roll, they move directly to the damage stage. 

 

You can only surprise an opponent once. Once they have been attacked, they are aware of your presence even if they cannot actively see you.


 

Clinch/Grapple (Wrestling):

 

Grapple: Grappling  is the act of attacking your opponent in a hold (clinch) with the intention of not letting go. Opponents make an opposed roll (Dexterity + Brawl target difficulty 6 [If you have the wrestling speciality, you gain an automatic success]) the winner of the roll has scored a successful Grapple and now has their opponent in a hold (Clinch).

 

Clinch: A Clinch is when one combatant has another controlled via a holding maneuver. The opponent is rendered unable to attack, however, they may attempt to break the Clinch each round.  In order to break a clinch, characters must win an opposed roll of Strength + Brawl target difficulty 6 [if you have the wrestling speciality, you gain an automatic success] vs Strength + Brawl target difficulty 7 [if you have the wrestling speciality, you gain an automatic success] 

 

NOTE: The higher of the two rolls is the person being held in the clinch. Only the Brawl Specialties Wrestling and Martial Arts apply an auto-success to breaking a Clinch. The person controlling the Clinch is restricted to certain attacks while in the clinch. [Headbutt, Kneeing, Squeezing]. Any attack that involves a weapon, or blow using the arms, or legs, depending on the type of Clinch, will release the Clinch.

 

Coordinated Attacks:

A coordinated attack is when two, or more, characters are working in tandem in combat. Normally this is a flavor thing in combat, meaning that for posting purposes, the characters can reflect that they are working together. However, it gives no advantage in terms of dice rolls, unless all of  the characters involved have the Epic Dexterity Knack Perfect Partner. 

 

Onslaught:

An onslaught is when a character, or NPC, is being attacked by multiple opponents at one time. For each opponent, after the first, the character suffering onslaught suffers a -1 dice on their dodge rolls for every opponent after the first. 

 

Special Combat Notes:

 

  • Auditory powers do not work against enemies who cannot hear.

  • Spoken word powers can be used with Telepathy (Epic Intelligence Knack)

  • Physical Armor only helps against physical attacks, it does not protect against mental, physical, and some magical attacks.

 

Wound Penalty Charts:

The more damage a character takes, the less effective they become in a combat situation (Unless they have the Epic Stamina Knack Raging Bull). Wound Penalties occur at specific points of damage taken. Click Link to See Charts: Wound Penalties

 

 

 

 

 

​​​

Epic Stamina 1.png
bottom of page