Combat Ratio

Combat Ratio (CR) is an abstract measure of the referee persona’s toughness. The CR is a number that pretends to measure how dangerous an RP is in combat. The higher the combat ratio, the more powerful the adversary. The CR is used to determine the EXPS value and number of attackers. The CR is optional.

The Combat Ratio number indicates how many player personas represent a fair fight. For this process, a player persona is a level one anthro persona with a typical attack table. The larger the combat ratio the more dangerous the referee persona.

A referee persona with a CR of 20 should be able to handle 20 player personas. This is a dangerous RP indeed. A referee persona with a CR of 1/4 would need 3 other friends for a fair fight against 1 player persona. This RP is very weak in combat.

The combat ratio applies to personal combat and is used to guide encounters and reward combat experience.

Example

The referee goes through the following tables collecting Pluses and Multipliers. A referee persona may collect 4 Pluses and 2.5 Multipliers. The multiplies the total Pluses (4) by the combined multipliers. This anonymous referee persona’s combat ratio is 10.

CR = Pluses times Multipliers

Plus 1, Plus 4, Plus 3, 1.25 Multiplier, and 2.0 Multiplier
(1 + 4 + 3) times (1.25 * 2.0) = 8 times 2.5 = 20

Attack Table

The highest skill bonus on the RPs attack table is used for the combat ratio.

Skilled Attack Combat Ratio Table
The more likely to hit the more dangerous.

Skilled

Pluses

Multipliers

<25

0

0.25

26-50

0

0.5

51-100

0

1

101-150

3

1

151-200

6

1

201-250

9

1

251-300

12

1.5

301-350

14

2.0

Above 350

16

2.5

Skilled

Pluses

Multipliers

Attack Type

The most dangerous attack type the RP has is used for the combat ratio. This includes the attack type of a weapon being used.

Attack Type Combat Ratio Table
Not all attack types are equal.

Attack Type

Pluses

Multipliers

Strike

0

1

Fling

3

1

Shoot

6

1

Sotto (2)

9

1

Sotto (3)

12

1.5

Flotto

12

2.0

Area, Strike

2

1.5

Area, Fling

3

2.0

Area, Shoot

4

3.0

Psionic

0

2.5

Invisible

0

2.5

Chrono (Time)

3

4.2

Attack Type

Pluses

Multipliers

Attacks

The total number of possible attacks per unit.

Attacks Per Unit Combat Ratio Table
More attack rolls more dangerous.

Attacks

Pluses

Multipliers

<1

0

0.5

1

1

1

2

2

1

3

4

1.25

4

6

1.75

5

8

2.25

6

10

2.75

Attacks

Pluses

Multipliers

Damage

The maximum amount of damage that could be inflicted at once. Choose the most powerful weapon to adjust the combat ratio.

Damage Combat Ratio Table
More damage more dangerous.

Damage

Pluses

Multipliers

less than 1

0

0.125

1-5

0

0.25

6-10

0

0.5

11-20

1

1

21-30

2

1.0

31-40

2

1

41-50

4

1

51-60

6

1

61-70

6

1.25

71-80

7

1.50

81-90

8

1.75

91-100

9

2.0

101-125

10

2.25

Above 125

12

2.5

Damage

Pluses

Multipliers

Movement

Fast opponents are more dangerous. Vehicle speeds do not count.

Movement Rate Combat Ratio Table
More speedier the harder to hit.

Move

Pluses

Multipliers

less than 2

0

0.25

3-4

0

0.5

5-6

0

1

7-8

2

1

9-10

3

1

11-12

5

1.25

13-14

7

1.5

Above 15

9

2.0

Flying

2

2.0

Burrowing

2

3.0

Move

Pluses

Multipliers

Hit Points

The harder to break the more dangerous. Only use hit points max if referee persona is at full hit points.

Hit Points Combat Ratio Table
The more Hit Points (HPS) the harder it is to stop.

Hit Points

Pluses

Multipliers

less than 10

0

0.25

10-20

0

0.5

21-40

1

1

41-50

1

1

51-60

2

1

61-70

3

1

71-80

4

1

81-90

5

1

91-100

6

1

101-125

8

1

126-150

8

1.25

151-175

8

1.50

176-200

8

1.75

201-250

10

2.0

251-300

10

2.25

301-350

12

2.5

Above 350

12

3.0

Hit Points

Pluses

Multipliers

Attributes

Higher attributes can make for a more difficult opponent. The RPs highest attribute is used on this table. Social Standing (SOC) does not count. If the RP is using her Charisma to lead cannon fodder then CHA can be used. If the RPs most excellent attribute is not being used then it should not adjust the CR.

Attribute Combat Ratio Table
A high attribute can improve the combat ability of the opponent.

Attribute

Pluses

Multipliers

13-15

2

1

16-17

4

1

18-19

6

1

20-21

8

1

22-23

10

1

Above 23

12

1

Attribute

Pluses

Multipliers

Defence

The harder to hit.

Defence Rating Combat Ratio Table
The harder to hit the more dangerous.

Defence

Pluses

Multipliers

less than 400

0

0.25

401-500

0

0.5

500-600

1

1

601-625

1

1

626-650

2

1

651-675

3

1

676-700

4

1

701-725

5

1

726-750

6

1

751-775

8

1

775-800

8

1.25

801-850

8

1.50

851-900

8

1.75

901-950

10

2.0

951-1000

10

2.25

1000-1100

12

2.5

Above 1100

12

3.0

DEF

Pluses

Multipliers

Vocations

Some vocations more dangerous than others.

Vocation Combat Ratio Table
Vocation and Combat Ratio.

Vocation

Pluses

Multipliers

Anti-Knite

5 per level

1.5

Knite

3 per level

1.5

Mercenary

1 per level

2.0

Nothing

0

0.5

Spie

2 per level

1.5

Vocation

Pluses

Multipliers

Anthros

Anthro RP Combat Ratio is tricky to calculate because anthros are soggy bags of mostly water. However, their weapons and vocations can make them the most dangerous RPs in the game. When preparing an anthro combat ratio, the referee should consider all of the RP’s equipment. A nothing canine with a fusion pistol is more dangerous than a nomad feline with a bow and arrows.

Aliens

These are for evolved alien abilities if the alien is in combat without tools. A tiny creator alien with a fusion pistol would have a high CR regardless.

Aliens and Combat Ratio Table
Alien specific things that make them more dangerous.

Ability

Pluses

Multipliers

No Tools

0

0.5

Psionic

2

2.0

Ambusher

4

1

Traps

2

1

Poisonous

2

1.5

Packs

2

1

Herds

4

1

Swarms

6

1.5

Ability

Pluses

Multipliers

Robots

Robots and Combat Ratio Table
Robot specific things that make them more dangerous.

all robots, double CR given for HPS

Ability

Pluses

Multipliers

Android

2

3.0

Combot, Any

5

2.0

Combot, Heavy Offensive

10

4.0

Disregard Base Race

5

1

Antigrav

1

2.0

Over-ride Interrupt

7

1

Ability

Pluses

Multipliers

Combot, any does not apply to Heavy Offensive