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