Elder Scrolls Combat
For the most part, we’ll be respecting the basics of Ersatz combat. However, as an experiment, we’ll be using a wounding system similar to Riddle of Steel for our Elder Scrolls campaign. When a target is hit, instead of doing damage to vitality, follow these steps to determine the effects.
The Effects of Wounds
A wound is inflicted when a character makes an attack that does physical damage. The margin of success of the attack, the weapon and the power employed determine how much shock and pain are inflicted by an attack. The character’s fortitude resists these wounds.
Shock and Fortitude
When a blow hits an enemy, it immediately inflicts shock. Shock reduces the target’s dice pools for one round by a number equal to the shock minus the target’s current fortitude. So if the wound does 4 shock damage and the target has 3 fortitude, they take a -1 penalty to all dice pools for the next round. If the target’s fortitude is greater than the shock, they take no penalty. If the effective shock is greater than the target’s fortitude (ie the original shock was double or more than the target’s fortitude), the target is knocked down and the shock penalty lasts an additional round.
Pain and Fortitude
When a blow hits an enemy it may also inflict pain. Pain is not reduced unless otherwise indicated. For the remainder of the battle, add pain to all shock that the target suffers. Pain is cumulative, each attack that inflicts pain adds to the amount of pain the character currently has. When a target’s cumulative pain is equal to their fortitude, they fall unconscious. When a target’s cumulative pain is greater than double their fortitude, they die.
The following are a list of other common maladies that can be inflicted on targets other than direct damage. Each condition has a track. If two powers inflict the same ongoing condition on a target, the effects stack.
Push, Pull, Slide
The target is forcibly moved. If the target is moved into a wall, they take shock equal to the number of additional squares they could have been moved. There are three kinds of forced movement. Push moves the target away from the origin of the power; Pull moves the target towards the origin of the power; Slide moves the target as desired by the power’s user. The success rate indicates how many hexes the target is moved.
The target is unable to do as much because forces are working against their attempts to act. The target loses initiative equal to the success rate of the attack.
The target is less able to move across the ground. The target reduces their speed by a number equal to the success rate of the attack.
Drain, Jinx, Hex
The target’s warrior, thief or mage skills are hampered. The target takes a penalty equal to the number of successes to target numbers on all appropriate checks.
Weaken, Confuse, Silence
The target’s warrior, thief or mage skill is dampened. The target takes a penalty to their dice pool equal to the number of successes for the appropriate checks.