Professional Documents
Culture Documents
Alt Combat System
Alt Combat System
by Andrew Peregrine
Explorers Society, 7th Sea and all related marks are © and ™ 2016 John Wick Presents. All rights reserved. No part of this work may be duplicated without express permission from the
Author. Images from Explorer’s Society stock or the Dreamstime stock photo website. I’m also using English spelling, deal with it
Overview
This new system takes the action dice mechanic from first edition and uses the second edition system of
raises to do wounds. The effects of Dramatic Wounds and the Death Spiral remain, but each attribute
also has a particular use in combat. The duellist manoeuvres become actions available to all swordsmen,
but the Duellist advantage still grants a special school ability and now another bonus to make them
deadly without being overpowering. I’ve also added a few more bells and whistles you might enjoy.
Essentially, it takes the versatility of Second Edition and adds the structure of First Edition.
Using Attributes
The five attributes all have a particular use in combat. While I’ll go into depth a little later with each
action, the following details how they are generally used.
Brawn is the main damage and hitting attribute. It is now always used in your attack no matter what
type of weapon you use as it defines the damage you are doing when added to your skill. You skill
already covers the dexterity part of the attack.
Finesse determines the amount of actions you have in a round. The faster you are the more strikes you
can get in.
Resolve is used to determine how many wounds you can take before suffering a Dramatic Wound. Each
character can take double their Resolve score in wounds before they must take their next Dramatic
Wound. This is the only change to the character sheet.
Wits isn’t especially useful in a fight, but is useful for tactics and strategy. There is now a special action
you can take to represent finding an advantageous position in the fight.
Panache isn’t left out and is used in any roll to do something swashbuckling and daring, such as carving
your initials on your opponent’s shirt.
Villains
Villains have ready-made statistics for this
sort of thing in Second Edition. Strength
represents their physical ability and
Influence their social power. So you can
assume any physical dice pool they use in
combat is equal to their Strength. However,
unlike Brutes, they get all 4 Dramatic
Wounds and it takes their Strength in
wounds to do a single Dramatic Wound.
However, you may put a limit of 10 on this
or combat will take all night! On the other
end of the scale, you may insist on a
minimum as well. So a villain should never
have a dice pool lower that 4 and it always
take 4 wounds before they suffer a Dramatic
Wound. You should always remember that
the villain has a purpose in your adventure,
so they should have the attributes to perform
as you need them to and create a challenge
for the heroes.
Villains also have Influence, and they can use this is a fight. As an action, once per fight, they can
summon a gang of Rank 2 Brutes equal to their Influence. These are people they have nearby keeping an
eye out for them. The villain can half the number (round up) and make them Rank 3 Brutes instead. The
Brutes arrive on the next round, and their first action will be to protect the villain and/or their means of
escape.
Many villains also have advantages and special abilities to bring into play, so don’t forget those. These
will balance a lower Strength. But in all cases, the balance between Strength and Influence tells you how
this villain should be used. A true villain always makes sure any encounter gives them the advantage.
Story Hooks
An Unfortunate Reputation
The heroes are approached by a wealthy merchant who tells them he has heard of their skill and wishes
to employ them. He wants them to fight for him, and specifies a place they should meet up for more
details. The venue turns out to be a fighting arena, where some rather nasty specimens engage in illegal
blood-sports for the enjoyment of a wealthy crowd. If the heroes fight they will be rewarded, if they
leave the arena alive. But the merchant has built up their potential participation as a big deal, so if they
fail to take part their reputations will suffer as cowards.