Friday, July 28, 2023

V2 Movement and Combat

 Copyright Carl Janssen 2023

WOJAC version 2 movement and combat


New times 3

Walking will also mean running

When walking is mentioned in game mechanics it also means running or jogging.  There is no difference between these in terms of WOJAC game mechanics.  If someone is walking really fast they are probably running or jogging instead but this will be called walking in WOJAC rules to make rule writing simpler.

Metabolic Rounds / Physical Combat Rounds

Rounds in this chapter shall refer to 10 seconds periods of time used for physical combat and metabolic systems.  There might be other types of rounds with other amounts of time per round in WOJAC for other types of tasks like psychological combat or whatever to be determined.

Ten Segments per round, what costs movement points and what costs action points

Each round will have 10 segments

It is called being someone's turn when they get to control their character to move or do actions other than attacks of opportunity.  Whoever has the first turn in a segment acts first in that second, whoever has the second turn in the segment acts second in the segment and so on.

On the first round of the first segment every person starts with exactly 1 movement point and 1 action point

Every segment after that everyone gains 1 movement point and 1 attack point before the first person's turn starts on that segment but after the last person's turn ended on the previous segment.  If they have more than zero action points when they would have gained 1 action point then they will have 1 action point instead.  If they have more than zero movement points when they would have gained 1 movement point then they will have 1 movement point instead.  No one can have more than 1 movement point and 1 attack point.

Someone can have no more than one turn per segment

Someone gets one turn per segment as long as they have more than zero action points or more than zero movement points.  If they have zero or less action points and zero or less movement points then it is still their turn but their turn automatically ends without them being able to do anything with it that segment.  This means that they still get attacked if someone declared an attack that would be resolved during their turn.

When someone has zero or negative movement points and zero or negative action points their turn is over.  When someone declares their turn is over then their turn is over.  Someone can not get out of being subject to attacks of opportunity or other harm they might have accidentally inflicted on them-self by movement or actions they did during their turn by declaring their turn over such events happen when they trigger them by doing an action during their turn,  They can continue their turn after triggering such things as long as the things they did to trigger such things in the middle of their turn do not do something to prevent them from acting like knocking them unconscious. 

Someone can only do attacks of opportunity when it is not their turn

Someone can only be attacked by a attack of opportunity when it is their turn or at the very end of their turn if they do something that would normally end their turn that also triggers an attack of opportunity.

Someone gets to declare an attack on their turn on their segment if they have more than zero actions points even if the attack costs more action points than they have.  If the attack costs more action points than they have then they can have negative action points.

Someone can do an attack of opportunity even if they have negative action points so long as they have not exceeded the number of attacks of opportunity they can do based on other limits

An attack of opportunity costs the same number of action points as doing the same thing as a declared attack and the action points are subtracted immediately when the attack of opportunity is done.  Movement points are subtracted immediately also if the attack of opportunity uses movement points.

Someone can only declare one attack per turn

An attack someone has declared on their turn on their segment is not resolved until the next turn of the person they are attacking.  If the person they are attacking has already had a turn on this segment then it will be resolved on the turn of the person they are attacking on the next segment.  If the person they are attacking has not acted yet this segment then the attack will be resolved on the turn of the person they are attacking on this segment.

When someone declares an attack the amount of action points it takes is based on the type of attack they declare.  These action points are subtracted when they attack during the victims turn.  Someone needs more than zero action points to declare an attack during their turn but if something happens to lower the attacker's action points below zero before the attack is resolved on  the victim's turn then they still can attack and spend the number of action points the attack takes.

If someone declared to attack someone without following the victim and the person who they declared to attack without following chooses to move away from the range of the type of attack the attacker declared during the victim's turn the attacker will have spent the amount of actions points for the type of attack they declared they will do but do not get to do the attack or automatically miss the attack possibly hitting where the person was before they attacked, whichever they choose.  The amount of action points it will take will be based on the victim's location on the turn the attacker declared that type of attack in such a case.

If someone declared to attack someone without following the victim and the person moves but does not move away from the range of the type of attack the attacker declared then the attack will be rolled based on the current location of the victim when considering attack modifiers effected by range for the type of attack.  Their new location may also effect how many action points will be spent.

Someone can declare to attack someone by following them by approaching the limit to being as close to the lunge attack of opportunity distance of the person they want to follow as possible without being close enough to be subject to a lunge attack of opportunity then saying they will attack them by following them if they have more than zero action points and more than zero movement points.  Doing so ends their turn.  When it is the followed person's turn if the followed person declares an attack on the follower then the follower gets an attack of opportunity or lunge attack of opportunity on them first as long as they are at less than the lunge attack of opportunity distance from the followed person and have enough movement points to do a lunging attack of opportunity or are close enough to do a regular attack of opportunity that does not require the expenditure of movement points.  If the opponent declares they are walking toward the person following them then the follower gets to do an attack of opportunity or lunging attack of opportunity whenever the opponent moves into the distance they want them to be to attack.  If the opponent moves away from the attacker then as long as the person following them has enough movement points they will continue to move closer to the opponent to follow them at a distance of the distance they were away when they started following the opponent at the end of the follower's turn or closer.  The follower can choose not to follow to stop following their opponent if the followed person intentionally walks them into danger or if they change their mind for some other reason.  The person who attacks by following can choose what type of attack of they do so long as that it is a attack they would qualify for based on the distance of the opponent when they do it.  The person who attacks by following can change their mind and not attack and not spend the action points for attacking.  If they move while following they will spend movement points for whatever type of movement they do jumping, walking or something else and the distance they travel.  When someone declares they are following someone to attack them the person they are following can not get any attacks of opportunity against the person following them until after the person either attacks them or declares they will stop following them unless the follower is unarmed and the followed person is armed.  If they choose not to follow their opponent when the opponent walks away that will be treated the same as stopping following them.  If the person they are following walks so far away that the person following them can no longer spend movement points to continue following them then they will stop moving to follow them but can still attack the person they are following if the person they are following end's their turn within attack range, or is within attack range of the follower when the follower runs out of movement points or if they walk or jump or otherwise move back into the attack range of the follower before the end of the followed person's turn.  Such an attack will be resolved during the turn of the person being followed at the moment the person being followed does such an event to trigger it.  As long as the follower has not stopped following them then the person they are following can not do attacks of opportunity on the follower but the follower can do attacks of opportunity on the person they are following.  If someone who is following someone else does either attacks of opportunity or lunge attacks of opportunity on anyone other than the person they are following then it is treated as though they have stopped following the person they are following.  When would they be able to do such attacks or opportunity or lunge attacks of opportunity?  If someone else has a turn between when the person declared they will follow someone and when the person they are following has a turn.  The follower can not do attacks of opportunity on anyone other than the person they are following during the turn of the person they are following.  If the person doing the following is unarmed and the person they are following is armed and the person doing the following chooses to attack the person being followed then the person being followed gets an attack of opportunity before the person who is following can attack and the attack of the person who is following happens during the turn of the person being followed after being attacked by the attack of opportunity from the person being followed unless the person being followed's attack of opportunity results in some side effect to prevent the follower from attacking.  When the follower uses an attack of opportunity against someone they are following this does not count against the limit to the number of attacks of opportunity they get per person per round or among all people combined per round.  A follower who is following someone can only do attacks or attacks of opportunity against someone they are following if they have more than zero action points unlike normal attacks of opportunity.  A follower who is following someone can potentially get multiple attacks or attacks of opportunity against the person they are following each time the person they are following does one thing that triggers such an attack or attack of opportunity so long as the follower has enough action points.  If the follower has attacked or done an attack of opportunity during the turn of the person they are following then they are treated as having stopped following them after the person being followed turn ends.  If the follower has not attacked or not done an attack of opportunity against the person they are following and has not done something else to stop following them then they can continue to follow them so long as they say they are still following them and do no other actions or movements during their turn and end their turn to follow them whenever it is their turn.  Someone who has stopped following someone can follow them again when it is their turn so long as they meet the qualifications to follow them.  They "magically" know the correct distance to follow the person they are following from even though they would not know the range of their attacks in real life.  If the person being followed walks in a circle around the follower maintaining a constant distance from the follower the follower can choose not to spend movement points and just stand their while they do so without getting the status of having stopped following them.  If someone is following someone even if they did not move they get the same defense bonus as if they did move.

When someone triggers an act of opportunity and the person chooses to do the attack of opportunity the attack of opportunity will happen on the turn of the person who triggers it the moment they triggered it.  They victim of the attack of opportunity can continue to do actions and move on their turn after the attack of opportunity has been resolved as long as the attack of opportunity does not result in something that prevents them from doing so such as knocking them unconscious for example, as long as still have more than zero movement and action points.

Moving can include walking or jumping or possibly some other form of travel.  Moving into the range for a attack of opportunity or the range for a lunge attack of opportunity during your turn or moving into the range for an attack of opportunity in order to declare an attack in your turn triggers an attack of opportunity or a lunge attack of opportunity if the person who can do it chooses to do so.  Attacking someone who is armed while unarmed triggers an attack of opportunity if the person who can do it chooses to do so.  Attacking someone with the 

People who are held in stand up wrestling or holding people in stand up wrestling can not do attacks of opportunity.  Attempting to hold someone in stand up wrestling and failing does not prevent the victim from doing attacks of opportunity.  Someone who is on the ground with someone on top of them engaging in ground fighting can not do attacks of opportunity nor can the person on top of them engage in attacks of opportunity.  At least they can not do attacks of opportunity on other people than the person they are stand up wrestling or ground fighting with.

The rules for when a declared attack is resolved may be different for stand up wrestling and ground fighting

Normally only one person can have a turn at a time.  For simultaneous actions that multiple people do at the same time like a group of people pushing the same boat at the same time to be determined.

It shall cost a certain amount of movement points to move a certain distance in a certain way

Spending 1 movement point enables someone to walk the maximum distance they can in a segment of a round, they can spend a lower number of movement points by walking a fraction of that distance.

Someone can not spend movement points down to a negative number by doing lunging attacks of opportunity, or jumping lunging attacks of opportunity.  Someone can spend movement points down to a negative number or even if they already are a negative number doing kicking attacks of opportunity or jumping kicking attacks of opportunity or jumping attacks of opportunity that are not lunging attacks of opportunity such as doing a jump kick or jumping punch to attack something vertically higher than normal while staying horizontally in the same place.  Someone can spend movement points down to a negative number doing a jump but can not do any more movement after that during their turn however they can still attack if they have action points left over after such a jump.  Someone can not spend movement points down to a negative number doing walking. 

Reloading takes action points.  Wielding a weapon you have not equipped takes action points.  Picking up a item takes action points.  

Unequiping a weapon by putting it back in a proper place like a backpack, scabbard or holder takes action points.  Dropping a weapon or throwing a weapon you are holding without aiming it at a target to unequip it or to keep it out of range of someone you are ground fighting with takes no action points but it may take action points if you have to pick it up or equip or hold it first to do those actions prior to throwing or dropping it without aiming it.  Dropping or throwing a weapon at a specific target to unequip it takes the same amount of action points as to throw it at a specific target.

Wielding two hand held weapons or one hand held weapon and one empty hand does not grant the ability to declare extra attacks during your turn compared to one two handed hand held weapon but may grant extra attacks of opportunity under certain circumstances.  When you declare a striking attack you can only choose to use one of the weapons you are holding or do one kick if you are holding one weapon in each hand.  Sometimes tripping, stand up wrestling, ground fighting attacks or attempts to disarm a weapon might involve using multiple weapons coordinated together at once and possibly even combined with the feet or legs to grab something.

Following an opponent to attack them does not counting toward the limit on attacks of opportunity listed below

You can only get a maximum of one lunge attack of opportunity per segment

Doing a lunge attack of opportunity with a handheld weapon or using a empty hand counts toward the limit for attacks of opportunity with unarmed empty hand attacks or handheld weapons

You can only get a maximum of three attacks of opportunity per segment

You can only get a maximum of one kicking striking or tripping attack of opportunity per segment

You can only get a maximum of two hand based attacks of opportunity of the following types per segment

1 empty handed unarmed attacks of opportunity using the hands

2 Attacks using a weapon or shield held in one or both hands

3 Tripping attacks using one or both empty hands or hands that hold weapons ( these might technically use your legs to in addition to hands to trip but count as the category toward hands instead of the kicking category in terms of attack of opportunity limits )


maximum number of melee attacks of opportunity per round = ( melee skill + motor control ) / 100 

maximum number of missile attacks of opportunity per round = ( missile skill + motor control ) / 100 

maximum number of missile and melee attacks of opportunity combined per round = 

= ( higher of melee or missile skill + motor control ) / 100 


A attack of opportunity can not be done against an opponent with the same weapon in the same hand with the same type of attack or with the same part of the same weapon in the same segment.  There is an exception of a one part weapon like a staff as long as a different type of attack is used each time.  The second attack with the same weapon must be one that is optimal for a shorter range than the first attack.  Stabbing with a sword is optimally a longer range attack than slicing with the same sword.  Striking with a staff is a longer range attack than tripping or stand up wrestling with the same staff.  A sword in the right hand can be used for a striking stabbing attack with the sharp point then a second striking slicing attack on the same opponent with the bladed edge in the same segment but can not be used for two striking stabbing attacks with the sharp point in a row or two striking slicing attacks with the bladed edge in a row.  A pole arm with a weighted end can be used for one striking attack or disarming attack with the weighted end and one tripping or striking or stand up wrestling attack or wrestling ground fighting attack ( to bring them down to the ground and initiate ground fighting ) with the pole but can not be used for two attacks with the weighted end or two attacks with the pole in a row.  A staff can be used for a striking attack then a tripping attack or a stand up wrestling attack but can not be used for two striking attacks in a row.

A second attack of opportunity with the empty hand or a hand held weapon or shield can not be done against the same opponent in the same segment unless they walk into the next attack of opportunity range for a different kind of attack with the sane weapon or into the attack of opportunity range for a empty hand or hand held weapon in the other hand.  They must also have traveled at least one arm length closer then the location where they received the last attack of opportunity.

A additional kicking striking or tripping attack of opportunity can be done if they also move in range of a kicking attack and the person doing the attack of opportunity is not unarmed but is holding a shield or weapon in at least one hand.

A kicking attack of opportunity can be done against a unarmed opponent that attacks with their hands or walks into kicking attack range.

A kicking lunge attack of opportunity can be done against a unarmed opponent that attacks with their hands or walks into kicking lunge attack range.


Attack of Opportunity ranges

This is for stand up fighting, different rules might exist for ground fighting and attack ranges with weapons.

Daggers and knives shall be treated as very short swords

The maximum range for attacks of opportunity for stabbing striking attacks with swords shall be arm length plus weapon length

The minimum range for attack of opportunity for stabbing striking attacks with swords shall be weapon length

The maximum range for attacks of opportunity for slicing attacks with swords shall be three fourths the weapon length plus three fourths arm length

The minimum range for attacks of opportunity for slicing attacks with swords shall be one fourth weapon length plus one fourth arm length

Slicing attacks can be done with swords at closer than the minimum range for attacks of opportunity with swords but can not be used for dismemberment or attacks of opportunity at that range.  

Missile weapons shall have a minimum range for attacks of opportunity that is longer than their range for missile attacks

Missile weapons shall have a maximum range for attacks of opportunity that is shorter than their maximum range for missile attacks

It takes action points to adjust the distance that pole arms and staffs are held at in on guard mode if they are already equipped and this can only be done during the player's turn.  When equipping them for the first time they automatically choose the distance with no extra action points spent for choosing the on guard mode distance but the action points for equipping them are still spent. 

Pole arms and staffs have an on guard mode distance this is the distance they are held away from the body  to protect from attacks or potentially attack an opponent who comes to close when the user is not attacking in WOJAC combat system.  Holding them at less than maximum on guard mode length reduces the amount of torque it takes to wield them but reduces the maximum range for attack of opportunity.  Holding them at maximum on guard mode length does not prevent using them for attacking at shorter distances, the person will automatically adjust the distance they hold them at without spending extra action points if they declare an attack with them at a shorter distance.

Maximum on guard mode distance when holding a staff or pole arm with two hands is shorter than with one hand by the distance equal to the length between the shoulders.  Holding a staff or pole arm with two arms increases the chance to hit and the hardness of hits compared with holding them with one arm.

Swords and daggers can not adjust on guard mode distance. 

There is no benefit to holding a sword with two arms but holding a sword with one arm and leaving a empty hand allows a hardness of hits bonus for slicing attacks, the person will as needed push against their arm or the dull edge of a single sided bladed sword ( of it is single sided and not double sided ) to slice harder or will automatically grab the opponent for a moment with the free arm to slice them, which of these three ways they choose is not needed to be specified and does not make a difference for game mechanics.

Staffs and pole arms can be used to joint lock opponents in stand up wrestling attacks, and in attacks to bring the opponent down to the ground to start to engage in ground fighting.  Staffs and pole arms can also be used in tripping attacks.

String or chain weapons get a attack of opportunity range but do not provide defensive bonuses to lower the chance to hit of opponent attacks.  Holding almost any other sort of melee weapon or shield does against attacks from an opponent attacking within it's attack of opportunity range.

When holding a string or chain weapon in one hand only with a weapon or shield in the other hand one must choose a more narrow attack of opportunity range for striking attacks with the difference between the maximum and minimum range being equal to one half of arm length but one can spend action points to change this range similar to changing on guard range for staffs and pole arms.  When holding a string or chain weapon with one hand and one weapon or shield in the other hand the maximum attack of opportunity range is no greater than that for melee attacks with two hands and the minimum attack of opportunity range is no less than that for melee attacks with two hands.  Holding a string or chain weapon in two hands or with one hand empty allows one to have a minimum attack of opportunity range for melee striking attacks of one foot plus one half arm length and a maximum attack of opportunity range of human height plus arm length using the melee skill for striking attack.  A string or chain weapon is treated as missile skill for attacks beyond a distance of human height plus arm length.  A string or chain weapon shall have a different attack of opportunity range for missile attacks to be determined.



A jumping attack shall cost both movement points and actions points

A jumping attack shall cost movement points equal to the movement points to jump to the position you want to attack from plus the action points of the type of attack you want to do

A kicking striking attack of opportunity or kicking tripping attack of opportunity shall cost both movement points and action points.  

Kicking attacks that are not attacks of opportunity nor jumping attacks cost action points but do not cost movement points

Striking and tripping attacks that are not kicking attacks of opportunity nor jumping attacks nor lunging attacks of opportunity cost action points but do not cost movement points

Jumping attacks allow the person to get an attack of opportunity if you move into the range that would cause an attack of opportunity for traveling into the same range by walking

A lunging attack of opportunity shall cost both movement points and action points.  Lunging attacks of opportunity can include jumping attacks.

A lunging attack of opportunity costs the same number of movement points as to move into the range to do the desired type of attack.  A jumping lunge attack of opportunity shall cost the same number of movement points as to jump into the position you wish to attack from.

A lunging attack of opportunity can be done if the person moves to a location within the distance the other person can travel with the current number of movement points they have ( before they get their one movement point on the next segment ) if spending the movement points does not result in them having a negative number of movement points.  There shall be a maximum distance you can do a lunge attack of opportunity or jumping lunge attack of opportunity based on your attributes and skills and the type of attack of opportunity that you can not do a lunge attack of opportunity or jumping lunge attack of opportunity from if it exceeds that distance even if you have enough movement points.

Lunge attack of opportunity distance will refer to whatever is farther of a lunging attack of opportunity or a jumping lunging attack of opportunity for the rest of this chapter unless specified otherwise.  

The tenth segment of a round is followed by the first segment of the next round

If something can only be done once per round or a certain number of times per round or lasts one round in duration then one round shall have expired on the same segment as it was started in the previous round.  For example if someone boosts their attributes for 1 round duration using Phospho Creatine points on the third segment of the first round then their attributes will be boosted from the third segment of the second round up to and including the second segment of the second round but shall no longer be boosted on the third segment of the second round.

The choice of what metabolic system someone is using and thus if any attributes are boosted shall be decided on each segment before any turns start on a segment so as to see if it determines initiative.  If someone wishes to do so later in the segment they can boost to a more energy expending metabolic system to increase their attributes but it will not effect the initiative for that segment, it will however effect initiative for future segments until the effects where off and it will be treated as starting at that segment and not the next segment for purposes of when the attribute boost expires.

Initiative

Whoever has the highest motor control attribute gets the first turn in the segment, whoever has the second highest gets the second term, whoever has the third highest gets the third turn and so on.  If everyone has the same motor control attribute roll a die with an equal number of sides and whoever rolls the highest number has the first turn, the second highest has the second term, the third highest has the third turn and so on.  If numbers are equal then those with equal numbers re roll but those without equal numbers keep the same number they already had.  The numbers will not be resolved until everyone has equal numbers.  Once everyone has equal numbers they will be ranked in order to determine whose turn it is when.

When it is someone's turn during a segment they can say that they wish to act on a later turn and they will act the turn after the next person in lines turn if the next person in line does not say they wish to act on a later turn.  When it is declared their turn again they can say they wish to act on a later turn again and the process can repeat as many times as they want as long as the other person chooses to act that turn.  But if the next person says they wish to act a later turn then we will see if the person after both of them wishes to act on their turn, if they wish to act on their turn then they will act before all the people before them who wished to act on a later turn, but if not then they will be added to the list of people who wish to act on a later turn.  The list of people who will act on a later turn can continue to grow until either one or more of them says they will act on a turn or there are no more people left with next turns in this segment who have not declared that they wish to act on a later turn.  If someone who has been waiting to act on a later turn wishes to act on a turn that would be the turn of someone who wants to act then the person waiting for their turn to act will act first.  If more then one of them wishes to act that turn then whoever has the highest motor control acts first if they want to, if they have equal motor control then they roll and whoever has the highest roll acts first if they want to.  ( If they say they do not want to act first among the list of people waiting to act then they will be treated as still waiting to act a later turn and should not have rolled in the first place against other people who want to act this turn. )  If it is a turn where there is no one else left to act who is not waiting to act then among those who are waiting to act, it shall be asked who wants to act first and who wants to act last.  All the people who want to act first shall see who has the highest motor control and whoever has the highest motor control shall act first among them, and whoever gets the second highest motor control shall act second among them and whoever gets the third highest motor control shall act third among them and so on but if there motor controls are equal then whoever has the highest die roll acts first.  Next after all the people who said they wanted to act first act then those who said they wanted to act last will act.  Those who wanted to act last shall compare motor control and whoever has the highest shall act last and whoever has the second highest shall act second to last and whoever has the third highest shall act third to last and so on and if they have equal motor control then they shall roll a die and whoever rolls the highest shall act last.  If all the people waiting to act want to act in a specific order and all of them agree on that order then they will take their turns in that order if no one in that group of people disagrees with that order and no die roll is required.  This die roll shall not have any attribute or skill modifiers and shall not have any good or bad re roll number.




New times 2

Possible alternative name for WOJAC "bureaucracy hell world"

Beneficial Attributes

Motor Control 

Strength

Endurance

Willpower


Metabolic Energy Store related Attributes

Glycogen Points

Lactate Threshold Points

Lactate Reserve Points

Good Fat Points

Bad Fat Points

Phospho Creatine Points


Detrimental Attributes - Not Applicable to movement and combat except how they effect behavior choices.  Exception if you classify good and bad fat points as detrimental attributes.


Skills

Melee Combat

Missile Combat

Lifting

Flexibility

Walking

Jumping

Climbing without gear

Climbing with gear

Swimming


Body Weight  - Player Characters shall have 60 kilograms plus extra mass based on their good and bad fat attribute points

1 Kilogram Weight - This is the weight of 1 Kilogram of mass as experienced under standard WOJAC gravity

1 Kilogram Weight = 1 Kilopond

https://web.archive.org/web/20230530012936/https://www.sizes.com/units/kilopond.htm


Maximum carrying torque

Strength and lifting skill - The maximum amount of torque someone can lift is based on there strength plus their lifting skill.  The maximum amount of weight someone can lift with a lever arm of less than 6 inches is based on there strength plus their lifting skill.

Lever arms of less than 6 inches shall be treated as a 6 inch lever arm.  The maximum amount of torque and weight someone can dead lift with a strength of 400 and a lifting skill of 400 is equal to 2400 kilogram weight inches or 600 Kilograms if the lever arm is 6 inches or less.  This shall also be the maximum amount of weight or torque they can carry while standing completely still.

The maximum amount of torque someone can dead lift is 

( lifting skill + strength ) * 3 kilogram weight inches

( lifting skill + strength ) * 0.75 Kilogram weight


Carrying Torque and Motor Control Penalty

Motor Control = Full Motor Control based on metabolic system choice *  ( 100% - Percent of Maximum Carrying Torque ) / 100 %


Carrying Torque for walking, running, stairs and jumping movement

Carrying Torque shall be the total of the following in non combat situations

The distance away from the body shall be the horizontal distance away from the body, this is assuming the person is walking upright in a normal posture and that gravity is pointing in the standard direction and has the standard magnitude for WOJAC which shall be earth gravity except in possibly in special locations to be determined

Add up the weight of all items the person is carrying that are less than 6 inches away from their body and multiply this by six inches

Add up the weight of each individual item that is more than 6 inches away from their body multiplied by the distance it is away from the body

Add up their good fat points and bad fat points to calculate their extra body fat weight

Multiply their extra body fat weight by 6 inches for carrying torque in non combat situations 

Assume they are carrying long object vertically or holding them horizontally but in a balanced point in the middle so a 6 inch lever arm is normally used except in unusual situations

If they are pushing or pulling objects in a wheel barrow or manpower pulled wagon then to be determined

If they are using a difference movement skill then to be determined


Carrying Torque and Wielding weapons in combat for purposes of movement

This is for calculating carrying torque in terms of movement rate for walking, stairs, running and jumping during combat.  Torque will be determined differently for weapons in terms of attacking but will often be based on carrying torque with some modifiers based on if there is a one or two handed grip but in some cases will have altogether different rules.

Any weapons they are not wielding will have carrying torque determined the same in relation to movement for non combat situations

Weapons they are wielding for combat will have torque determined in a different manner for carrying torque in terms of movement for combat situations.

Characters can wield up to 4 weapons at a time although normally it is only 1 or 2

Characters can hold up to one melee weapon, shield or missile weapon in each hand

Characters can wield weighted and or bladed combat boots on both feet.  They can also hold one weapon such as a small dagger or knife with one but not both feet if one or both feet are barefoot but this will usually not work out well.

Hand Wielded Weapons or shields for carrying torque for combat movement

Assume they are holding rigid hand held weapons at arm length distance from their body held out as far as possible horizontally to get maximum range for carrying torque in terms of combat movement.

If they are wielding a staff holding it in the exact middle add the weight of the staff times times the length of the arm for carrying torque in terms of combat movement but they only get half the range

If they are wielding a staff at one end or a sword, dagger or knife by the handle then add one half the weight of the weapon times the length of the weapon plus the length of the arm for carrying torque in terms of combat movement.  By handling a staff at the far end they get the full range.  In the WOJAC combat system a sword dagger, or knife can only be held at the far end near the handle.

If they are wielding a staff somewhere in between the exact middle and the far end such that they lose some attack range then a different formula shall be used to calculate carrying torque in terms of combat movement.  

If they are wielding a pole weapon with a very heavy end at one end to get full range.  Then add one half the weight of the pole times the length of the arm plus the length of the pole plus additionally add one times the weight of the heavy end times the length of the arm plus the length of the pole plus the length of the heavy end.

If they are wielding a pole weapon with a very heavy end but not using the full length of the pole to reduce the carrying torque they get a reduction in range.  Let them choose how much attack range they lose from the full range of attack up to but not exceeding the length of the pole.  Take the carrying torque for holding it at full length and subtract one times the weight of the pole times the length of the pole minus the loss in range.  Additionally subtract one times the weight of the heavy end minus the loss in range.  At the shortest range this should enable them to attack at arm length plus the length of the heavy end and result in a carrying torque of arm length plus the length of the heavy end times the weight of the heavy end minus one half the weight of the pole times the length of the pole, if the final total ends up being a negative number then take the absolute value of it and if the final total is less than 6 inches times the weight of all parts of the weapon combined then use 6 inches times the weight of all parts of the weapon combined instead of it.

If they are wielding something like a baseball bat which can only be held at the handle on the long end.  Then treat it like holding a staff at the long end or like holding a pull weapon to get the full range of motion.

If they are holding a spear that does not have a sharp end with a much greater density then a staff then treat it like holding a staff in terms of carrying torque.

If they are holding a shield instead of a weapon in a arm then add 3 inches plus one half the length of the arm times the weight of the shield in terms of carrying torque for combat movement

Combat Boots and Foot held weapons and carrying torque for combat movement

If they are wielding combat boots then add the length of the leg times the weight of the boot in terms of carrying torque for combat movement

Non Rigid Weapons and carrying torque for combat movement

If they are wielding a stringed or chain weapon and not twirling or spinning it then add 6 inches times the weight of the weapon for carrying torque in terms of combat movement this is the same as it's weight for non combat movement.  Twirling or spinning a stringed weapon when you are not attacking provides no combat benefit in WOJAC.

Fat and carrying torque for combat movement

Add the weight from good fat plus the weight from bad fat times the leg length for carrying torque in terms of combat movement

Types of Melee Attacks

Striking - To slice, cut, stab, pierce,, punch, finger strike, kick or hit.  To hit with blunt force trauma without tripping them.  To break a glass bottle on someone.  To stab a weapon through someone pinning them into a wall or tree or ground if the weapon can pierce through that object behind them and get stuck also.

Tripping - To move an opponent or cause them to fall down by tripping or throwing without continuing to hold them after doing so.  This d

Stand up wrestling - To continually hold or joint lock an opponent or move them around without bringing them down to the ground.  Can also include choking.  Doing stand up wrestling leaving you extremely vulnerable to third party attacks compared to tripping.

Ground wrestling - To continually hold or joint lock an opponent and possibly move them around from one position to another on the ground.  Can also include choking.  Can include moving them to the ground from a position in which they are standing similar to tripping except that you continue to hold them once they get to the ground instead of being able to safely leave.  You can not move a opponent as far a horizontal distance per round in ground wrestling as in stand up wrestling and are extremely vulnerable to third party attacks compared to stand up wrestling.

Disarmament - To cause someone to let go of a weapon or to destroy a weapon.  This can be similar in method of accomplishment to any of the other types of attacks listed above.

Restraining - Placing a restraining device around someone

Torque and Melee Combat for striking attacks with melee weapons

In melee combat someone when striking someone will choose a type of attack with a stated goal and target.

Hitting hardness - Determines how extreme the effect is when a strike succeeds

There will be one percentile die roll to see if you hit or miss.  This will be based on motor control + melee combat skill.  Plus many other factors.

Hitting chance - Determines whether you hit or miss

There will be a second percentile die roll to see how hard you hit.  This will be based on strength + melee combat skill.  Plus many other factors

When using string or chain weapons at a range of less than human height plus human arm length you can use melee combat.  Between human height and human height plus arm length a string or chain weapon can be used as a melee combat weapon with a melee skill or a missile weapon with a missile skill but not both.  Beyond human height plus arm length a string or chain weapon uses missile skill.

The torque for a string or chain weapon shall be different in combat for attacking then in combat for adjusting movement rate based on carrying torque amounts.  The torque for a string or chain weapon for attacking shall be based on the range the target is away from you.  

Torque = ( 0.5 * Range * Chain Weight / Chain Length ) + ( Range * End Piece Weight )

A chain weapon end piece could be a dagger, or a heavy spiked ball or a grappling hook


When holding a baseball bat, staff or pole arm with one hand multiply the combat movement carrying torque by 10 for your roll to see if you hit or miss on striking.  When holding a sword, dagger or knife there shall be no penalty for holding with one hand vs two hands to to see if you hit or miss on striking.  Lances are classified as spears or pole arms not swords in WOJAC.  If they are closer to you then the farthest attack range the weapon allows then use the lower carrying torque for the shorter range when determining this penalty.

For the roll involving how hard you hit you shall get a bonus for how hard you hit based on the carrying torque for a staff, baseball bat or pole arm if there is a circle like swinging motion instead of using them in a straight line stabbing, piercing or poking motion.  These attacks would be like trying to hack off an arm with an axe or hit in the head  with the blunt end of a pole arm.  The kind of attacks that get this bonus would not be like trying to stab someone with a pole arm.  Use double the carrying torque as the bonus if you are holding them with two hands and one times the torque bonus if you are holding them with one hand in terms of how hard you hit.  If they are closer to you then the farthest attack range the weapon allows then use the lower carrying torque for the shorter range when determining this bonus.

For the roll involving how hard you hit you shall get a bonus based on the weight of the object times six inches for using a poll arm to do a straight line stabbing motion.

For the roll involving how hard you hit you shall get a bonus based on the weight of the object times six inches for swords, daggers and knives whether you are doing a straight line or circle attack and whether you are trying to cut, slice or puncture.

With a sword with a sharp point and a bladed edge you can choose to either do a slicing attack in which you try to either nick, or dismember someone or cut a slice out of a object.  Or a piercing attack in which you try to stab all the way through someone or nick them or stab through a object.

Swords with a bladed edge can be straight in which case they get a + 200 bonus to how hard you hit and how likely you are to hit instead of missing for piercing attacks but a - 200 penalty to how hard you hit and how likely you are to hit for slicing attacks.  Or they can be curved.  Curved swords with a max curve can get up to a -200 penalty to hitting chance and hitting hardness on a piercing attack and a + 200 bonus to hitting chance and hitting hardness on slicing attacks.  Slightly curved swords that are in between can get any value in that range but whatever bonus they get to slicing they get as a penalty to piercing or whatever penalty they get to piercing they get as a bonus to slicing.

Slicing attacks can be done at a minimum range of 1 / 4 the weapon length + 1 / 4 the arm length

Slicing attacks can be done at a maximum range of 3 / 4 the weapon length + 3 / 4 the arm length

Piercing can be done at a maximum range of arm length + weapon length

Piercing can be done at a minimum range of weapon length

 

There shall be a list of effects from the type of attack you are doing and the body part or item you are targeting.  Each effect shall have a difficulty for whether or not you succeed in hitting based on your motor control and combat and the weapon type you use and a difficulty for how hard you hit based on your strength and  motor control and combat and weapon type.

Some weapons shall not use the person's strength but have their own strength value to use for charts in terms of how hard you hit these weapons usually can only be made with the invention skill and might include chainsaws or guns.  Chainsaws might use the slicing table for another weapon but have a strength value of more than 1600.

For every 3 pound kilogram weight inches of torque based on the torque based bonuses as described based on weapon and attack type above you add 1 point on the table for hitting hardness for striking

For every 3 pound kilogram weight inches of torque based penalty as described in the weapon and attack type above you subtract 1 point on the table for chance to hit when striking.  This also makes the attack take longer for each point of penalty as to be determined.

Modifiers - The modifier for the chance to hit the opponent based on their equipment combat skills and any other factors or the modifier for the hardness to hit the opponent based on their equipment and any other factors

Soft Armor - lowers the hardness someone is hit with blunt weapons, punches, kicks and finger strikes

To be determined if soft armor can effect sharp weapons

Hard Armor - lowers the chance someone can be hit with sharp weapons and finger strikes but does not lower the hardness they are hit, because when they are hit in the gaps between the armor then the armor does not block the hit

Armor does not prevent tripping or wrestling attacks

Certain weapons created by inventors like Cannons can not be effected by hard and or soft armor

,Guns and chainsaws are more likely to be effected by hard armor than Cannons, to be determined.

Shields - Shall follow different rules than armor to be determined.  Axes and certain pole weapons as well as string or chain weapons shall be able to curve around shields in a way staffs, sword, bats, daggers and knives shall not be able to. 


Finger Striking - Finger Striking requires a minimum strength of 300 and a minimum combat of 100

Chance Die Roll + Motor Control + Melee Combat Skill

Hardness Die Roll + Strength + Melee Combat Skill

Eye Finger Strike Instant Death

Minimum Hit Chance 900 + Modifiers

Minimum Hit Hardness 200 + Modifiers

Puncture One Lung Finger Strike

Minimum Hit Chance 200 + Modifiers

Minimum Hit Hardness 900 + Modifiers

Puncture Heart with finger strike instant death

Minimum hit chance 600 + Modifiers

Minimum Hit Hardness 1200 + Modifiers

Remove one Eye with finger grab without killing

Minimum Hit Chance 1700 + Modifiers

Minimum Hit Hardness 500 + Modifiers


Punching or finger striking arm

Minimum Hit Chance 300 + Modifiers

Effects based on hit hardness

Must make a willpower check rolling equal to hit hardness minus 300 or discontinue fighting by surrendering or fleeing 

Hit Hardness 500 + Modifiers

Hand no longer functions for 1 second for every hardness point above 499 and drops weapons or tools and can not hold weapons or tools for that duration.  But elbow and shoulder still functions and person can still use it for tripping attacks.  In addition to effects above

Hit Hardness 900 + Modifiers

Shoulder and elbow no longer function for 1 second for every hardness point above 899.  Can no longer use that arm for any attacks.


Punching Head

Minimum Hit Chance 300 + Modifiers

Effects based on Hit Hardness 

Must make a willpower check rolling equal to hit hardness minus 299 or discontinue fighting by surrendering or fleeing 

500 + Modifiers

Knockout if they fail a Endurance check rolling equal to hit hardness minus 499 in addition to effects above

Instant death if they fall in such a way as to die as a result of the knockout which is very likely if they land on concrete whether or not the attacker intended it

1100 + Modifiers + Endurance

Instant death whether or not the attacker intended it


Kicking Head

Minimum Hit Chance 600 + Modifiers

Effects based on Hit Hardness 

Must make a willpower check rolling equal to hit hardness minus 299 or discontinue fighting by surrendering or fleeing 

200 + Modifiers

Knockout if they fail a Endurance check rolling equal to hit hardness minus 199 in addition to effects above

Instant death if they fall in such a way as to die as a result of the knockout which is very likely if they land on concrete whether or not the attacker intended it

800 + Modifiers + Endurance

Instant death whether or not the attacker intended it


Punching Leg


Kicking Leg


Nicking - Must make willpower check to continue plus to be determined


Cutting, hacking or slicing with sword, knife, dagger or axe like bladed pole arm

Arm

Nicking

Hand Dismemberment

Shoulder Dismemberment


Leg or legs

Nicking

One Foot Dismembement

One Leg Dismemberment at hip

Two Leg Dismemberment


Neck

Nicking

Dismemberment and instant death


Torso near lungs

Nicking

Slicing through one lung treated like punctured lung

Slicing through both lungs instant death



Torso Below Lungs

Nicking

Dismemberment and missing body below lungs


Piercing

Eyes

Nicking face next to eye

Instant Death 

Blindness - Blindness without instant death shall require a more difficult hit chance than instant death


Foot, legs, hand, arms

Nicking

Pin limb to floor or wall or object or dismember limb if blade is too wide


Torso Below Lungs

Nicking

Pin torso to floor wall or object


Lungs

Nicking torso without puncturing lungs

Puncture one lung

Puncture both lungs instant death


Heart

Nicking torso without piercing heart

Instant death


Blunt Weapon Strike

Must make willpower check to continue

Must make endurance check or knocked out

Limb or part of limb temporarily stops functioning

Broken Bones

Possible Instant death depending on location striked


Restraint Devices



Full Movement rate and full jump height with no carrying torque

Someone carrying wearing and wielding no items, with zero good fat points and zero bad fat points shall be able to move at up to their full movement rate and jump at up to their full jump height.  Except having zero good fat points shall effectively lower attributes.  Except any other factors that may effect movement rate.

Running, Walking and Stair Speed 

Running and walking speed is based on strength + walking skill

With a strength of 400 and a walking skill of 400 someone shall travel at 10 meters per second on a level surface with no modifiers

Walking speed = 1 meter per second * ( strength + walking skill ) / 80

Running and walking speed are calculated the same way in WOJAC, WOJAC makes no distinction between running and walking in terms of movement rules

Running and walking speed shall be for a flat and optimal surface

If the surface is slanted or there are stairs or other factors the speed maybe slower

If it is slanted or so high that one can no longer travel without using their hands then climbing with or without gear skill shall be used instead

Stairs or climbing

Look at lowest of 

walking

strength + lifting

motor control + flexibility

How difficult a surface someone can walk on instead of climbing is determined by these numbers up to a certain point, beyond that point a surface requires climbing skill no matter what

Climbing Without Gear

Look at lowest of

climbing without gear 

strength + lifting

motor control + flexibility

How difficult a surface someone can climb without gear on instead of climbing with gear is determined by these numbers up to a certain point, beyond that point a surface requires a climbing with gear skill if it is possible to climb no matter what

If a surface is possible to climb without gear then travel speed shall be based on strength + climbing without gear skill if no gear is used

If gear is used to climb a surface that does not require gear then travel speed shall be based on strength + climbing with gear skill + climbing without gear skill

Climbing with gear

If a surface can not be climbed without gear but can be climbed with gear

Then movement rate shall be determined by strength + climbing with gear skill


Percent of Maximum Carrying Torque

Percent of Maximum Carrying Torque = 100% * total carrying torque for all items / maximum carrying torque based on strength and lifting skill 

Movement rate and carrying torque for walking, running and stairs

Movement rate = Full movement rate with no carrying torque * ( 100% - Percent of Maximum Carrying Torque ) / 100 %

If you are carrying 100% of your maximum carrying torque then you can not walk

Jump Height

Jump height with no carrying torque is based on strength + jumping skill

Jump height = Full jump height with no carrying torque * ( 100% - Percent of Maximum Carrying Torque ) / 100 %

Jump Air Time

Jump air time is how long someone is in the air when they jump from a horizontal surface to another horizontal surface at the same height or jump straight up in the air vertically and land in the same place again.

There shall be a separate amount of time spent every time you jump recovering and setting up to jump based on your jumping skill and motor control attribute mentioned elsewhere in addition to this.

Since jump height decreases as carrying torque increases, jump air time decreases as carrying torque increases 

If someone chooses to jump at lower jump height then their jump air time will decrease.  This will prevent them from jumping as far as they can horizontally if they choose to jump horizontally.

Jump height = 0.5 * g * jump time squared

Jump air time = ( 2 * Jump Height / g ) ^ 0.5

Horizontal Jump distance

Horizontal Jump Distance = Horizontal Jump Speed * Jump Air Time

Horizontal Jump Speed from a stationary start

Full Horizontal Jump Speed from a stationary start shall be based on Strength + Jumping Skill

Horizontal Jump Speed from a stationary start = Full Horizontal Jump Speed * ( 100% - Percent of Maximum Carrying Torque ) / 100 %

Horizontal Jump Speed from a running start

Running speed is the same as walking speed.  There is no difference between walking and running in WOJAC game mechanics.

Horizontal Jump Speed from a running start = running speed



Movement Skills

Walking 

Jumping

Swimming

Climbing Without Gear

Climbing With Gear



New

Metabolic Pathways

1 Round = 10 seconds


First Pathway Energy Conservation

Cost 1 Glycogen Point per round and 1 Fat point per round 

Use one half of movement, strength and motor control attributes

Use one half of all skill values for using any skill used to do a physical task.  In this case a physical task means to move objects or to move one's own body or to keep one's body stationary in a difficult to maintain position or to hold an object in one place and prevent it from moving

Do not use one half of all skill values for skills involving thinking about how to do a physical task.  For example using Navigation to determine how far a character will travel when navigating does not receive a penalty but using walking/running skill and movement attribute to determine how long it will take to reach that distance will receive a penalty.  Using invention to build a invention will receive a penalty for being a physical task but using invention to think of the answer to a scientific question will not receive a penalty for being a physical task. 

No time limit on how long someone can be in this metabolic pathway.


Second Pathway Max Aerobic Exercise

Cost 2 Glycogen Points per round and 2 Fat Points per round

Use full strength, movement and motor control attributes and full skills for physical tasks instead of half attributes and half skills

Max Aerobic Time Limit = Constant * 1.1 ^ Endurance

Max Aerobic Time Limit = 3600 rounds * ( 1.1 ^ Endurance ) / ( 1.1 ^ 100 )

An endurance of 100 should enable someone to maintain this metabolic pathway for 10 hours which is 3600 rounds


Third Pathway Lactate Reserve

For each 1 lactate reserve point spent the strength,  movement and motor control attributes all increase by 3 points each for 1 round.  Spending 1 lactate reserve point results in spending 1 glycogen point.

Lactate Reserve = Constant * Lactate Threshold * 720 * ( 1.1 ^ Endurance ) rounded down

Lactate Reserve = Lactate Threshold * 720 * ( 1.1 ^ Endurance ) / ( 1.1 ^ 100 ) rounded down

Lactate Threshold = ( Strength + Motor Control + Movement Attributes ) / 9 rounded down

An endurance of 100 should give someone a Lactate Reserve of 720 * Lactate Threshold

An endurance of 100 should enable someone to spend 2 hours which is 720 rounds using their full Lactate Threshold every round

One Eighth 1 / 8 of Lactate Reserve Points are restored for each 1 hour sleeping but only for someone who has not been in glycogen debt in the last 24 hours.


Fourth Pathway Phosphocreatine creatine phosphate PCr Reserve

The PhosphoCreatine Reserve is always 3 for player characters and human non player characters

1 PCr Point increases strength, movement and motor control attributes by 2 / 3  that is multiplied by 5 / 3

Spending 1 PCr Point costs 2/3 the lactate threshold in glycogen points

2 PCr Points strength, movement and motor control attributes are increased by 4 / 3 that is multiplied by 7 / 3

Spending 2 PCr points costs 4/3 the lactate threshold in glycogen points

3 PCr Points strength, movement and motor control attributes are increased by 6 / 3 or 2 that is multiplied by 9 / 3 or 3

Round the increase to the nearest whole number 

an increase of 66.6666.... points would round to an increase of 67 points and a increase of 133.3333.... points would round to an increase of 133 points 

Round the number of glycogen points spent to the nearest whole number in a similar manner

The increase in attribute points from spending PCr points does not raise the lactate threshold

The increase in points is based on the attributes before any other modifications such as increases from using the lactate pathway lactate reserve points

The increase only lasts for the round that the PCr points are spent

Each 1 PCr point spent costs 2/3 the lactate threshold in glycogen points

Each 1 PCr point spent increases the strength, movement and motor control attributes by 2/3

Player Characters and human non player characters get 1 PCr point back per hour even if they have been in glycogen debt and even without rest or sleep


Which metabolic pathways are normally combined

If a person is not holding their breath then usually the following can be assumed

These are the four most common options a player can choose to use on any round


Option 1

Metabolic Pathway 1 with penalties described above

Cost 1 glycogen point and 1 fat point per round

Penalties

Half of strength, movement and motor control attributes and half of certain skills are used


Option 2

Metabolic Pathway 2 no bonuses and no penalties from metabolic pathway choice

Cost 2 glycogen points and 2 fat points per round

No penalties or bonus on attributes or skills based on metabolic pathway choice


Option 3

Metabolic Pathway 2 + bonuses from Metabolic Pathway 3

Cost

2 glycogen points and 2 fat points from pathway 2

plus 1 glycogen point per lactate reserve point spent too boost strength, movement and motor control attributes

Bonuses

3 point boost to strength, movement and motor control attributes per 1 lactate reserve point spent

No more than lactate threshold can be spent in lactate reserve points

no skill bonus from metabolic pathway choice


Option 4

Metabolic Pathway 2 + bonuses from Metabolic Pathway 3 + bonuses from Metabolic Pathway 4

Cost

2 glycogen points and 2 fat points from pathway 2

plus 1 glycogen point per lactate reserve point spent too boost strength, movement and motor control attributes

plus 2/3 lactate threshold in glycogen points per 1 PCr point spent

Bonuses

3 point boost to strength, movement and motor control attributes per 1 lactate reserve point spent

No more than lactate threshold can be spent in lactate reserve points

2/3 boost to strength, movement and motor control attributes per 1 PCr point spent

No more than 3 PCr points can be spent

no skill bonus from metabolic pathway choice


Metabolic Pathways Movement and Initiative

Each player Character and non player character must declare what metabolic pathways they are doing at the beginning of any round that requires initiative as that might effect who acts first by changing movement points.  Boosting your movement attribute by spending PCr points or Lactate Reserve points will increase the number of movement points you have that round but only if done at the beginning of the round before anyone acts.

Non player Characters ( NPCs ) should usually be assumed to choose to use all their lactate threshold points in every combat round until they run out of lactate threshold points.  This is also reasonable to assume for player characters during combat unless they specify otherwise but they can choose to specify otherwise.

Non player Charecters should be assumed to use 1 to 3 PCr points per round until they run out of PCr points from the very first round of combat unless they are in a situation where they expect to get into another fight within less than 1 to 3 hours before their PCr points can partly or fully recharge

An exception might be made also regarding NPCs if they went into glycogen debt in the last 24 hours, already spent most of their lactate reserve or have a limited carbohydrate food supply available

If someone declares to use a metabolic pathway to boost attributes after they or other people have already acted they will still get the the boosted attributes but no increase in movement points by increasing their movement attribute that round.  Any actions they have taken that round will not be retroactively improved.  Any future actions they take that round will benefit by the boosted attributes.  Even though they will not get any more movement points by declaring to use a metabolic pathway to boost attributes after people acted they will still be able to travel a farther distance per movement point after they have boosted their attributes but not retroactively so.  Boosting attributes through a metabolic pathway late in the round after other people have acted will not result in a increase in attributes in part of the next round but only increase the attributes until the end of the round in which they were boosted through a metabolic pathway.


Movement Points and Initiative during physical combat


Each physical combat round lasts 10 seconds

Each psychological combat round lasts 1 hour.  If the type of  round is not specified and the term round is mentioned in this section then it is a physical combat round not a psychological combat round.  Hypnosis can be done as an action within the time frame of a physical combat round or a psychological combat round depending on the way hypnosis is being used.


Each character starts with their movement attribute in movement points on the first round


Determining who has the first turn in the first round of combat

Whoever has the highest movement attribute acts first

If movement attributes are tied then whoever has the highest motor control acts first

If motor control is tied then whoever has the highest strength acts first

If strength is tied then whoever has the highest melee combat skill acts first

If melee combat skill is tied then whoever has the highest missile combat skill acts first

If missile combat skill is tied then whoever has the highest endurance acts first

If endurance is tied then whoever has the highest willpower acts first

If willpower is tied then whoever rolls higher acts first.  

A single ten sided die will be rolled and if it is tied then it will be re rolled until it is not tied.  If more than two people are rolling then any individuals who did not tie with any other individuals on the first roll will not re roll.  Each person who tied will get their turn based on their first roll relative to those who did not tie.  If multiple people tied with different tying numbers then the people in the group with the highest tying number will act before the people in the group with the lowest tying number.  For each tie group with the same tie number whichever person in that tie group rolls higher than the other people in that group will act before whoever rolls lower in that tie number group.


What is a turn

One must distinguish between how many movement points a round has and how many movement points all the characters acting in that round have

The first combat round has a number of movement points equal to the highest movement attribute of anyone involved

Each round after that has a number of movement points equal to whoever has the highest movement attribute minus their movement debt for the previous round

If a character still has movement points on their last turn and they declare an action on that turn that costs more movement points then they have left over then however many more it costs than what they have left over will be toward movement debt

Movement debt can also be got by doing an automatic action when it is not your turn and that automatic action costing more movement points then you have left over.  If you do this you will not have anymore movement points during a round

On the next round they start with movement points equal to their movement attribute minus they movement debt

If there movement debt is greater than their movement attribute then they can not have any turns that round and can only do automatic actions which will sometimes create more movement debt if they chose to do them and the next round there movement debt will be equal to their previous movement debt minus their movement attribute

The game master says how many movement points there are at the beginning of a round and who has the first turn

That person then can declare one action at a time spending movement points as they spend 1 movement point then the number of movement points left over in the round will decrease by 1 

Each time they complete a action whether it is a success or failure the game master will declare that that action has been completed and how many movement points are left in the round and whose turn it is

They can declare a new action each time they complete a action as long as it is there turn

Sometimes a action will take so long to complete it will not be complete at the end of their turn and they will continue to try to finish it during other people's turns

If they declare a action to move in a straight line or a circular path they can declare a movement pattern that is so many movement points that they will continue it throughout other people's turns

Every time 1 movement point passes in the round they will continue 1 movement point further on that path until that action is completed or interrupted

If that action is interrupted then for purposes of calculating whose turn it is they will only have spent the movement points it took to reach up to the point of interruption and not the full number of movement points for the path they intended to travel

However they will have to pay additional movement points for the automatic action of changing directions, starting, stopping or jumping

Each time 1 movement point is subtracted from the round people who have the number of movement points left in the round or more left over based on the movement points they started with and the movement points they spent get to declare what they are going to do but only 1 person can declare what actions are going to do at a time

It is the turn of whoever is declaring what they are going to do

The only people who can declare what actions they are going to do when it is not their turn are people doing automatic actions


There are multiple turns in a round

A turn is when someone can declare actions

Normally only one person can declare actions in each turn

There are exceptions if someone does something resulting in an automatic attack or possibly some other sort of automatic actions such as blocking with a shield, 

Automatic actions involving changing a movement path when it is not your turn

Doing the automatic action of changing directions, stopping or starting moving costs movement points subtracting from their remaining movement point total this round or putting them in movement debt for the next round

The new path they declare also does likewise but they are not charged for the movement points they would have spent but did not after the point they got interrupted only for the movement points spent traveling up to the point of interruption

When someone is traveling a path during someone else's turn and they say they suddenly want to stop traveling that path they must spend movement points to change directions, start, stop or jump they then will specify which new path they wish to travel and will not be treated as starting that path until those amount of movement points later or they can say I am just going to stand here until it is my turn again which is highly ill advised but they can not use this to attack or do any other thing other than change how they are moving until it is actually their turn again

They can also choose to jump over an obstacle or jump over a lack of an obstacle for who knows why at the expense of movement points and then declare the new path they will continue to travel to once they land

When jumping they can not stop movement or change directions even to avoid hazards or attacks of opportunity until they land

It is ill advised for them to choose to stand still because they automatically lose movement attribute related bonuses to defending themselves and suffer certain penalties in defending themselves it sometimes better to just walk in a circle and get the defense bonuses for moving if they want to wait around and do nothing

They can automatically do this before they get close enough to suffer an automatic attack as long as they know the people or animals or traps potentially planning or designed to attack them exist and where they are 

They can automatically do this before they are close enough to get attacked by any dangerous hazard they know of like if lava is flowing and gets near them by the time they reach a certain part of the path

However if they choose to continue to get to near the hazard or people that can automatically attack them they may potentially be harmed by such a thing

They can also change movement directions to stop following someone as a automatic action if it puts them in danger of automatic attacks or hazards


What are Automatic Attacks

If someone chooses to use an automatic attack they will attack the other person before the other person can attack them or move away from them even if they should not even be declaring actions yet because it is not yet their turn

Doing an automatic attack takes away from movement points which may delay when the person who does an automatic attack has their next turn or even may prevent them from having any turns at all during a round and may take movement points away from them in future rounds up to and including having multiple future rounds where they do not have any turns to declare actions if all the automatic attacks added up to multiple rounds worth of movement points.

Automatic attacks do not normally happen during your turn unless someone in a previous turn in this round or in the last turn of a previous round declared an action to do something that has not yet finished at the beginning of your turn and them continuing to try to finish doing it leads up to your automatic attack, if for example they declared they would walk a path that would lead right up to you within automatic attack range in a previous turn and they did not wish to change the path or could not change the path.  Of course in such a case since you can either declare an action or do a automatic attack which both amount to the same thing what difference would it make?  The difference would be the automatic attack, automatically happens first and can not be interrupted with the way a normal attack can with either another automatic attack or by someone simply walking away if an action of following has not been declared.

There is no limit to how many automatic attacks someone can do in a round so long as other people keep on setting themselves up for being victims of automatic attacks by doing the things that allow automatic attacks

When someone attacks someone with an automatic attack in response to their type of attack the person with the automatic attack always goes first but the other person still gets to attack when it is their time to attack based on how many movement points will be left over when their action is complete unless the automatic attack leads to something that makes it impossible or undesirable for them to continue to attack. 

Automatic Attacks making attacks impossible

Say they got tripped and end on the floor then they can not continue their attack.  If the automatic attack missed or failed then the person can continue their attack.  Say the person got killed or knocked unconscious do to the automatic attack then they can not continue their attack.  If someone loses one or both weapons if they were holding two weapons due to an automatic attack then they can continue their attack with the remaining weapon or continue their attack but unarmed.  However if they choose to continue the attack and their new weapon arrangement would result in a automatic attack the person who got the first automatic attack can get another automatic attack if they would not have gotten an automatic attack based on the previous weapon arrangement.  But they can only get this second automatic attack if it is based on wielding two weapons with two different weapon lengths or based on a previously armed person becoming unarmed and choosing not to cancel their attack but to continue to attack while unarmed.

If there is something that makes it undesirable for them to continue to attack they can say I cancel my attack but they still pay the movement points.  

What might make it undesirable say someone with a sword that is shorter than a spear and longer than a dagger attacks someone with a spear in one hand and a dagger in the other hand.  The person with the spear and dagger gets an automatic attack and disarms the person with a sword, now it is the person with the swords turn to attack and he would be to close for the person with the spear to get an automatic attack with the spear since although he is closer than the range of the spear the person with the spear would be within sword attack range of him and thus not get an automatic attack and if he still had his sword he could get an attack against the same person with the dagger and spear because of the longer range of the sword than the dagger but now he can not because he is unarmed so the person would get a second automatic attack with either a tripping or stand up wrestling attack with the spear or a striking attack with the dull part of the spear or a striking attack with the dagger if he finished his attack.  So, instead he cancels his attack which still cost him movement points but since it cost the person with the spear and dagger movement points to automatically attack last time it will most likely be his next turn before the other person's next turn and he can use that turn to spend movement points to change directions then spend movement points to run away if it is still his turn.

Shield and automatic blocking

If you are holding a shield in one hand you can prevent one automatic attack when you do a action that would qualify you to be attacked by one.  You can only do this once per turn.  If you did not do this during a turn and you started an action that was not complete during the turn like walking somewhere and this action causes you to suffer an automatic attack when it is someone else's turn then you can do this once but can not do this again until your next turn.  Each time you automatically block an automatic attack with a shield it will cost a certain number of movement points.  This automatic attack is assumed to be blocked with 100% certainty.  

Blocking automatic attacks only applies to transparent shields taller and wider than the shield user.  This does not apply to opaque shields where they can not see where the attack is coming from.

Shields block automatic attacks for staves, lances, spears, knives, daggers and baseball bats and other similar straight weapons

Shields block automatic attacks for swords even curved swords designed for slicing because they curve the wrong way to get around shields when used for slicing.

Shields can not block automatic attacks with curved weapons such as axes, hammers, flails, whips, string weapons and chain weapons but give them a penalty however this penalty is less than the penalty for the weapons shields are good at blocking.  Opaque shields are better at blocking attacks to the body involving these weapons because the attacker can see where the person's body is when they get around the shield.

Shields can block automatic attacks but can not block regular attacks however they can raise the difficulty for the person attacking the person with the shield

When shields block automatic attacks from certain weapons there is a chance they will break and can not be used again and that attack is greater with certain weapons and greater the higher the strength attribute and melee combat skill of the attacker

Someone holding a opaque shield has a penalty to attacks they do with the weapon in their other hand because they can not see the person they are trying to attack while blocking with the shield.  A transparent shield lowers that penalty but also lowers the shield users ability to defend against curved weapons.

A smaller shield lowers the attack penalty but also lowers the defense bonus and can not block automatic attacks.

If the shield is opaque it provides a penalty for those attacking the shield wearer with missile weapons if they can see the shield wearers shield but if they can not see the shield wearer and are just shooting a folly of arrows hoping they hit something in that general direction or location and do not know where the shield wearer is a transparent shield provides a greater penalty for the attacker of the shield wearer if the shield wearer knows where the attacks are coming from and can see the missiles or missile source through the shield


Things that trigger automatic attacks

Range for melee weapons and unarmed attacks will be determined by the weapon itself, the type of attack with the melee weapon or unarmed attack and the person's combat skill.  The farthest range for striking attacks with melee weapons increases as the weapon length increases and as the person's combat skill increases and as there movement, motor control and strength attributes increase.  It is based on how far someone can step in a lunge to another lunge in a single leaping step plus the length of their arm plus the length of their weapon from where there weapon is held to the farthest point on the weapon that can actually strike the target.

All humans in WOJAC will have the same height and limb lengths but animals will not

Coming within range of attack of a melee weapon for purpose of automatic attacks will be based on the longest range for all types of attacks with the melee weapon available

Melee attacking someone who has a longer ranged melee weapon than yourself if you start farther away from them than their weapons farthest attack range grants them an automatic attack at you except special cases where the person with the longer range is using a chained or stringed weapon.  But if they are closer to you than your weapons longest attack range when you start the attack it does not grant them an automatic attack.

If someone is disarmed due to an automatic attack and is either unarmed or now only has one remaining weapon and the only remaining weapon they have would qualify for an automatic attack from the other person's shorter weapon then the other person can do an extra automatic attack unless they cancel their attack. 

Someone wielding two weapons one in each hand and if one weapon is at least twice as long as the other weapon or more  in length and at least 33 inches longer than the other weapon then if someone attacks them or moves to close to them they can get one automatic attack when they get within range of the long weapon if they would normally qualify for an automatic attack against such a long weapon and a second automatic attack when they get within range of the short weapon if they would normally qualify for such a attack.  The first automatic attack must be with the long weapon only.  The second automatic attack can either be with the long weapon using it's type of short distance which is different then it's type of attack for people at the long end of it's range or can be an attack using the short distance weapon.  If someone chooses to use both automatic attacks they will pay movement points for both, if someone chooses to only do one of the automatic attacks they will suffer movement points for just one and if someone does not choose to do a automatic attack they will not pay movement points for it.

Someone wielding two weapons one in each hand can choose which one weapon to use for their automatic attack as long as the person is in range of the type of attack but can only use one weapon to do one striking attack, however if they are using the weapons to assist in tripping or stand up wrestling or disarming then they are assumed to potentially be using both weapons to do this but still only get one attack

Some pole arms and swords that are mostly dull except at a sharp point at the end can be used for tripping and wrestling attacks but can not be used for striking attacks if you are closer than a minimum attack range.  However after the tripping or wrestling attack is done there is a chance they will puncture, slice or cut the person by accident or on purpose as they slide by the sharp spot while being thrown or wrestled.  There is a chance the item might break harming or killing either one or both people if thin metal swords that are dull except a sharp point are used to trip or wrestle attack at a close range but thick poll arms or lances will not have this problem.  Thick poll arms or lances can also be used to strike with the dull part at close range but it will not cut or puncture or slice as long as the person is close by.

String weapons have a minimum range they can be used for striking but can be used for wrestling or tripping at a closer range.  Certain limitations maybe placed on them if they have blades or sharp objects at the end resulting in potential accidental or intentional injuries with wrestling or tripping attacks to either or both people involved.  String weapons with no sharp objects do not cause this problem for wrestling and tripping attacks in this game system even if they have heavy dull weights attached.

Daggers or knives have no minimum attack range for striking attacks

Unarmed attacks have no minimum attack range for striking, tripping or wrestling attacks

Swords that have both a sharp point at the end and also a sharp blade have no minimum attack range for striking but can not be used for tripping or wrestling an opponent unless you are using them against some of their equipment to trip or wrestle them instead of against their flesh.  Trying to trip or wrestle their flesh will result in cutting or slicing them instead in this game system.

Attacking an armed person while unarmed grants them an automatic attack at you

Attacking a person armed with a sturdy or sharp weapon other than a string or chain weapon with a flimsy weapon is treated the same as attacking a armed person while unarmed in terms of automatic attacks

Flimsy weapons can include paper fans ( not hard metal objects that look like paper fans ) or sponges without a mop handle

Unarmed attacking someone who has a stringed or chain weapon grants them an automatic attack

If the length of a  string or chained weapon is less than the length of a sturdy weapon a automatic attack can be done to the hand of the person attacking with the chain or string weapon.  This is not talking about the range of the two weapons compared with each other based on a combination of the person's melee combat skill and the weapon but based on the actual length of the one weapon compared to the other.  This is not an additional automatic attack in addition to the types of automatic attacks someone with a 2 foot or longer weapon might get against someone with a string or chain weapon but an additional option for an automatic attack choice if one qualifies for it.

A person with a string or chain weapon does not get an automatic attack against someone with a sturdy nelee weapon 2 feet or longer regardless of how long the string or chain weapon is

A person with a chain weapon gets an automatic attack against someone with a flimsy melee weapon

A person with a stringed weapon does not get an automatic attack against someone with a flimsy melee weapon 2 feet or longer

A person with a string weapon attacking someone with even a flimsy melee weapon 2 feet or longer grants the person an automatic attack against the stringed weapon.  If they are using a chain weapon however an automatic attack is only granted for a sturdy melee weapon 2 feet or longer.  If the automatic attack against the string or chain weapon succeeds they get a second automatic attack against the person ( not the weapon they are holding this time but the person them self ) armed with the string or chain weapon unless the person with the string or chain weapon is armed with a sharp weapon in their other hand or bladed boots, etc.  There are two ways they can attack the string weapon causing an automatic miss by intercepting the string very easy or causing a tangle by intercepting the string very difficult and with a higher chance of critical failure than normal.

If the automatic attack against the string weapon succeeds for the automatic miss method then the person with the string weapon will spend the movement points required to use the string weapon but will automatically miss however they can try to attack again once it is their turn or if it is still their turn based on their left over movement points.

If the automatic attack against the string weapon for tangling happens this has several possible effects.  This can result in a tug of war or one or both people dropping their weapons.  The non stringed weapon can still be used to attack while the string weapon is tangled around it as long as it is not dropped but the string weapon can not be used to attack as long as it is tangled around the other weapon.  In order to use the string weapon again the person will have to get hold of both of the weapons tangled together without the other person holding them and then untangle them or manage to find a way to untangle it while the other person is still holding the weapon it is tangled to.  They can also try to push or pull the weapon the stringed weapon is tangled to away from the other person but if the other person is using a sharp pointed weapon they will let them pull it right into themselves or push themselves right into it and can get an automatic attack against the person with the stringed weapon every time they try to do this.  If the string weapon is tangled up against a dull weapon then both people can try to do stand up wrestling or tripping attacks against each other as long as both people are holding their weapons and neither one chooses to drop it.  A dull weapon tangled up with a stringer weapon can be used to strike the person with the stringed weapon but with a penalty as long as the person holds the string weapon.  If the person lets go of the string weapon and the other person has their weapon tangled up with the string weapon then they are able to attack with that weapon without any bonuses or penalties except possibly for the extra weight.  If the person with the string weapon succeeds in taking the weapon away from the other person it will fall on the floor and either person can try to pick it up or ignore it or it will be hanging from their hand by a string or chain and they can spend a lot of movement points to arm themselves with it or spend movement points to untangle the two weapons or choose to simply drop it on the floor instead of spending more movement points.  If they want to choose to automatically drop it on the floor upon pulling it away that requires a lower level of difficulty than to have it hanging from their hand by a string or chain.

A critical failure at attacking the string weapon will result in the string weapon tangling around the person's arm so they can not escape as long as it is tangled, this results in automatic injury puncturing, cutting or slicing their flesh if there are sharp objects attached to the stringed weapon and grants the person with the string weapon an automatic striking attack with the other hand not holding the string weapon or with their feet, or a automatic tripping or stand up wrestling attack.  The hand not holding the string weapon can be holding another weapon possibly a sharp weapon.

If the weapon is sharp not just at a point but at a blade then it can be used to try to cut a string weapon instead of the other types of automatic attacks against the string weapon.  But a sharp weapon can not be used to cut a chain weapon.  If it is only sharp near the end point then it can be used to try cut a string weapon with a much greater difficulty.

Walking into the melee attack range of someone grants them an automatic attack at you before you are allowed to attack or move back out of the way from them 

Ranged weapons will have a automatic minimum and maximum attack range which causes the same problem as walking to close to someone with a melee weapon if you get in between the minimum and maximum automatic attack range.  The minimum attack distance for a missile weapon shall be shorter than the minimum automatic attack range and the maximum attack distance for a missile weapon shall be longer than the automatic attack range.  Automatic attacks can only be done with missile weapons that are already loaded and ready to fire.

Automatic attacks can not be used if someone is already doing ground or stand up wrestling to try to restrain someone.  Throwing or striking does not prevent an automatic attack because it is not an action that needs to be maintained.  Using a tool or weapon to restrain someone counts as wrestling if you have to continue to use the tool to keep them restrained.

Turns

When the person who can declare actions switches then it is the next turn

Whoever declares action(s) first has the first turn, whoever declares action(s) second has the second turn, whoever declares action(s) third has the third turn and so on

It is possible for someone to declare actions in multiple turns in a round such as during the first turn, the third turn and the seventh turn all in the the same round

It is not possible for someone to have two consecutive turns in a row such as acting on the first turn and then acting on the second turn.  If they declared an action again immediately after no one else acted then it would still be the same turn.

There is no limit to how many turns someone can have in a round as long as they have enough movement points.


What can someone do in a turn

On each turn someone can potentially do multiple actions but they can only declare one action at a time

Each time they do an action they will be told how many movement points it will take to attempt the action

They then will agree to do that action or cancel and can choose another action that costs a different number of movement points

On each person's first action they will start with their movement attribute in movement points

Each action will subtract from their current movement points

An action will not be completed until that number of movement points is reached in the round

If multiple actions would be completed at the same time then the same process for determining who the first person to have the next turn determines which action will be completed first

If the predicted time for the completion of an action is below someone else's movement points then it becomes the next turn or that person's turn

Whoever currently has the most movement points left over gets the next turn

If two or more people have the same number of movement points left over then whoever had the most recent previous turn acts last, whoever had the second most recent previous turn acts second, whoever had the third most recent previous turn acts third to last and so on.  If none of those people have completed any actions yet this round then whoever would have the first turn of the first round gets to act next. 


Five Types of melee attacks

Striking

Tripping - anything to get the person from a stand up position to on the ground without continuing to hold the person after they are on the ground - this also includes throwing but is not called throwing to avoid confusion with throwing missile weapons

Stand Up wrestling - Holding someone in place or locking them to restrain them while they are standing up or walking.  This is safer then ground wrestling because you can try to force the other person to walk to different positions however they can try to do the same to you.  This means you can try not to walk near where other people can attack you.  It is more difficult to put restraint devices on people like handcuffs during stand up wrestling then ground wrestling in wojac and in fact requires someone else to do that for you usually.

Ground wrestling - Trying to hold someone to the ground while trying to stay on top of them without letting them get on top of you so that you can be in a position to put restraint devices on them even without someone else to help you.  This is extremely dangerous in WOJAC because anyone can walk up and stab you since you are essentially staying in the same place near where the person you are trying to keep in place is and not moving them all over the place the way you can with stand up wrestling.

Disarming - Trying to get them to drop a weapon or shield

Melee weapons can be used in WOJAC to assist in up to all five of these types of melee attacks although not all weapons can be used for all five purposes

Movement rates

The distance someone can travel per 1 movement point shall be a constant times the root of one or more attribute times the root of one or more skill

All the roots shall add up to the number 1 when expressed as powers

For example


Distance Walking or running on a level surface per 1 movement point

The walking skill shall be used for both walking and running

Constant * ( Movement ^ 0.5 ) * ( Walking Skill ^ 0.5 )

Distance walking or running on a level surface spending all movement points in a round

Constant * Movement * ( Movement ^ 0.5 ) * ( Walking Skill ^ 0,5 )

Swimming per 1 movement point

Constant * ( Swimming ^ 1 / 2 ) * ( Strength 1 / 3 ) * ( Motor Control ^ 1 / 3 ) * ( Movement ^ 1/3 )

Swimming per all movement points

K is for constant

K  * Movement * ( Swimming ^ 1 / 2 ) * ( Strength 1 / 3 ) * ( Motor Control ^ 1 / 3 ) * ( Movement ^ 1/3 )

Climbing with or without gear.  A different constant for with gear and a different climbing skill for gear climbing and no gear climbing

K * ( Strength ^ 1/ 2 ) * ( Appropriate Climbing Skill ^ 1 / 2 )

Height walking up stairs.

Constant * ( Strength ^ 1 / 2 ) * ( Walking ^ 1 / 2 )


For a movement of 400 and a walking skill of 400 then someone should travel at 10 meters per second walking on a level surface and using all their movement points to walk that round this is close to the olympic record rounded to the nearest meter per second

Someone with a movement, strength and motor control of 100 can boost their score up to approximately 400 for one 10 second round using all the metabolic pathway bonuses


Maximum Weight lifted

( Lifting Skill ^ 1 / 2 ) * ( Strength 1 / 2 ) * constant

Measure closest distance the object is horizontally from the feet, toes, legs, thigh or pelvis

Add on constant * ( the number of good fat points + the number of bad fat points ) to the total weight

If it is more than six inches create a penalty

Multiply the weight by distance / 6 inches

If it is less than six inches multiply the weight by 1


This is the maximum weight lifted while stationary

The number of movement points someone has per round shall be multiplied by ( 100% - % of maximum weight the are carrying )

Good fat and bad fat

Good fat will create a penalty to strength, motor control and movement attributes if it goes below a certain number of points

Good fat will create a penalty to strength, motor control and movement attributes if it goes above a certain number of points

Bad fat will create a penalty to strength, motor control and movement attributes per 1 fat point starting at the very first point

The penalty for 1 point of bad fat shall be greater than the penalty for 1 point of good fat outside the range

Each point of good fat outside the range will create a equal penalty


Sttength, Motor Control and Movement Attributes will be gained by spending lactate reserve points and PCr points.  The player can determine how these are distributed among boosting each attribute for the character's current incarnation.  When the character dies and respawns and player creates a new character he keeps 90% of these points he earned but can divide them among those three attributes in a different way of he so chooses. 

Endurance will be gained by spending glycogen points in addition to the minimum 1 glycogen point per round.  When certain lactate reserve points and PCr points are spent more glycogen points are spent and when one is in Max Aerobic Exercise Pathway more glycogen points are spent.  When the character dies and re spawns he keeps 90% of the points he earned toward endurance.

Number of points to boost an earned attribute or earned skill by 1 point = K * ( 1.1 ^ Attribute )

K is different for each attribute or skill

How to earn points is different for each attribute or skill

This is only for positive numbers starting at 0

All Characters start with all earned attributes at 0

Total Attribute = Earned Attribute*Archetype Multiplier + Archetype Starting Attribute + Quest Attribute modifiers + Character Creation Attribute modifiers - Earned Over Use Penalty * Same Archetype Multiplier

Total Skill = Total Attribute = Earned Skill*Archetype Multiplier + Archetype Starting Skill + Quest Skill modifiers + Character Creation Skill modifiers

Every time someone dies they get to keep 90% of their earned attribute or skill for each specific skill or attribute they earned through game play choice

Earned Over Use penalty is for things like going into glycogen debt that are ways to lower attributes through game play

Every time someone creates a new character after dying they get to choose a archetype

The Archetype determines the multipliers for each skill and attribute and the starting skill and staring attributes this time they are creating the character

Players can only have one archetype but can choose a different one each time the character dies

Character creation skill and attribute modifiers are different skill and attribute bonuses someone can add each time they create a new character after character death


Consider removing health points and stun points.  Instead have combat injuries result in all sorts of debilitating problems or instant death.  Have black boxes able to heal amputations and missing eyes and such that happen in combat after a mission is completed.  Consider removing medic archetype.


Old

Up to 25 lactate points can be spent per round

Each lactate point boosts the movement attribute, motor control attribute and strength attribute by 3 points for that round

Using a lactate point costs 1 glycogen point

Each Phospho Creatine point can boost movement attribute, motor control attribute and strength attribute by 35 points for that round

Using a Phospho Creatine point costs 10 glycogen points

Lactate and phospho creatine points can be used at the same time

Movement skills can be between -500 and 300 at the start

Combat skill can be between -100 and 300 at the start

Endurance time can be between 30 seconds and 8 hours at the start

25000 Glycogen points at the start

24 * 60 * 60 * 2000 / ( 700 * 10 ) = 24685 approximately

If one is resting for 24 hours they should spend 700 out of their 2000 calories in glycogen

Each glycogen point represents one ten second round worth of spending resting metabolism on glycogen

700 out of every 2000 of their glycogen Calorie allotment should be spent on resting metabolism

Maximum starting Movement Attribute, Motor Control and strength are 100 and minimum is 26

Remove Refresh point

Remove die rolls for movement points

Phospho Creatine points automatically restore at 1 point per hour


These are rules for WOJAC game mechanics.  The WOJAC world system can be used using other gaming systems with different mechanics.


Beneficial Attributes

Glycogen Points

Good Fat Points

Bad Fat Points

Lactate Points

Lactate Threshold

Phosphocreatine points PCR

Burst

Movement

Motor Control

Strength

Physical Education Potential

Learning

Endurance


Detrimental Attributes

Double Think

Cognitive Dissonance


Combat Round

A WOJAC combat round shall last 10 seconds


Dice Rolls

In WOJAC 


All human characters in WOJAC have exactly three Phospho Creatine points

Lactate Points are different for each character

Lactate Threshold is the maximum number of lactate points someone can spend in a round

Refresh points are different for each character


Glycogen Points

There are 86400 seconds in 24 hours

86400*3/10 = 25920

Each player starts with twenty five thousand 25920 glycogen points

Each player spends one glycogen point per round if they do nothing


Fat Points

Each player spends one good fat point per round if they do nothing or one bad fat point per round if they do nothing and have zero good fat points.  If they do not have any fat points left to spend they will lose credit hours in all mental and physical attributes.

Having below a certain number of good fat points will result in penalties on certain die rolls and a greater penalty the lower the good fat points.

Having above a certain number of good fat points will result in penalties on certain die rolls and a greater penalty the greater the higher the number of good fat points.  This penalty involves the added weight the person must move to complete tasks making things more difficult even if the circulatory system is not being harmed.

Good fat points will improve die rolls on certain things involving exposure to cold

Bad fat points will not improve die rolls on certain things involving exposure to cold

Having any bad fat points will result in penalties on all die rolls and a greater penalty the more bad fat points, different things will have different penalties the penalty involves the brain, mind and body working less effectively from harm to the circulatory system and the added weight the person must move to complete tasks

Glycogen point costs

They spend 1 additional glycogen point per round if they do not use any lactate points or phosphocreatine points and get half the positive die roll results (one half of attribute + one half of the number after rolling) on all die rolls that use positive values for strength, motor control or movement.  If these attributes are negative however then they will instead get double points for these attributes and get half the positive dice rolls.  If the dice rolls are negative their dice rolls double.  Any rounding of fractions will be done to make the number lower in this case.

For example if they have a movement of 50 and roll a die roll of 120 ( rolling a 80 followed by a 40) they would get a roll result of 75 = ( 50 + 120 ) / 2

If they have a movement of 50 and roll a die roll of negative 60 they would get a result of 25 - 120 = -95

If they have a movement of 50 and roll a die of negative 10 they would have a result of 25 - 20 = + 10

If they have a movement of -10 and roll a die of 50 they would have a result of -20 + 25 = 5

If they have a movement of -10 and a die roll of - 15 they would have a result of - 20 - 30 = -50

A negative result will result in bad things happening to them


They spend 1 additional glycogen point per round for each lactate point they use

Spending 1 lactate point boosts their movement, strength and motor control points by a constant times their burst attribute.  This constant might be different for movement, strength and motor control and is to be determined.  They can spend no more than their lactate threshold in lactate points per round

Spending 1 phosphocreatine point shall boost their movement, strength and motor control points by a constant times their burst attribute.  1, 2 or 3 phosphocreatine points can be used in a round.  All human characters have exactly 3 phosphocreatine points.

Spending 1 refresh number point enables someone to refresh all their lactate and phosphocreatine points.  Someone can normally only do this once every 24 hours divided by their Refresh Number.  Someone can do this earlier than they are supposed to or more times then they are supposed to with a certain number of successful willpower checks.  The first time they do this requires one successful willpower check.  The second time they do this allows two successful willpower checks in a row, the Nth time they do this requires N successful willpower checks in a row.  If they use at least one willpower check to reset then their glycogen automatically drops to 0.

The refresh number resets whenever the person wakes up from 1 hour or more of sleep if they have not reset their refresh number before within the past 24 hours and got at least 24 hours of sleep in the last 72 hours and have not gone into glycogen debt within the last 24 hours.

They spend 2 additional glycogen points per round if they do not use any lactate points and use their full movement, strength and motor control points toward die rolls.  They can only do this up to their Endurance Time per day.  

If they wish to get full dice rolls and use full attributes points toward dice rolls for movement, motor control or strength longer than their endurance time per day then they can only do so with a certain number of successful willpower checks and will lose credit hours toward movement, strength and motor control.  The first time they do this requires one successful willpower check.  The second time they do this allows two successful willpower checks in a row, the Nth time they do this requires N successful willpower checks in a row.  Each time the proper number of willpower checks are made they can continue to do this for their endurance time again.  If someone uses their full movement, strength or motor control attributes on dice rolls for greater than or equal to their endurance time or uses at least one willpower check to be able to do this beyond their endurance time then their glycogen automatically becomes zero.

Endurance time shall be between 30 seconds and 8 hours for human characters

Glycogen Debt

Glycogen debt in the game rules is losing muscle mass to pay for glycogen you would have spent but can not spend because you ran out of glycogen points.  Glycogen debt is paid for by a loss of credit hours toward attribute points for the four attributes of strength, motor control, movement and endurance. 

If someone's glycogen drops to zero then they can continue to do activities that would cost glycogen points anyway.  Their glycogen debt is equal to the number of points they would have spent on glycogen after their glycogen hit zero.  They will lose a number of credit hours from each of those four attributes equal to their glycogen debt times a constant.  The constant might be different for each attribute.  They do not get to pick and choose which attribute is effected they will lose credit hours from all four of those attributes.

Their glycogen will remain 0 until 15 minutes or 90 ten second rounds after they finish eating a meal with carbohydrate.  After 15 minutes they will gain glycogen points equal to the number of glycogen points in the meal and no points will be subtracted from this total for their glycogen debt because it has already been paid for with credit hours.  They do not lose glycogen points from the meal based on their glycogen debt.


Movement points, Movement Attribute and Dice Rolls

At the beginning of a round each player shall roll dice and add the result to their Movement Attribute

If they are conserving energy the result of this die roll and their movement attribute will be cut in half and this will not count toward their Endurance time limit as already mentioned

If they spent Phosphocreatine Points or Lactate Points they will use their adjusted movement attribute as discussed above

The result of this roll will determine the number of movement points they have in a round

Movement point costs

Locking/Restraining/Wrestling, Throwing/Tripping/Sweeping, Punching or kicking costs humans a base of 80 movement points.  For every 5 points it costs 1 less movement point but can not cost less than 1 movement point.  For every 5 points below zero on a combat skill roll it costs 1 more movement point up to an unlimited number if the game master does not choose to cause a critical failure for such a bad roll.  

Locking/Restraining/Wrestling shall cost this number of movement points to start but must be maintained once started and will prevent or make lots of actions more difficult while being done

For a difficult attack that has a penalty to the chance of success such as a called shot the movement point cost shall increase by the same as one sixth the number of percentage points the penalty is rounded up.  For example if there is a 61 percent penalty there shall be a 11 point increase in movement cost.  Penalties should be made three times what one might normally think they would be because three times combat skill is used in attack rolls.

The base cost for humans changing directions costs 50 movement points this is reduced by 1 movement point for every 5 points of motor control but can not cost less than 1 movement point.  For those with negative motor control attribute the base cost increases by 1 movement point for every 5 movement points.


Attacking chance of success

All attacks will use three times the attacker's combat skill  and three times the defenders combat skill and three times the die roll instead of one time the die roll


Missile Weapons

moving target

150 + twice the defenders movement attribute + one times the defenders motor control + three times defender combat skill

stationary target that is not restrained and can dodge

150 + one times the defenders motor control + three times defender combat skill


Punching or kicking

Someone punching or kicking will take three times their combat skill then add twice their motor control attribute + one times their movement attribute to see if they can hit the target and they must roll higher than the following number to succeed in hitting

moving target

150 + twice the defenders movement attribute + one times the defenders motor control + three times defender combat skill

stationary target that is not restrained and can dodge

150 + one times the defenders motor control + three times defender combat skill

attacker is doing follow, wait and strike with stationary "defender"

75 + one times the defenders motor control + three times defender combat skill

attacker is doing follow, wait and strike with moving "defender"

75 + twice defenders movement attribute + one times the defenders motor control + three times defender combat skill


Sweeping/Throwing/Tripping/Pushing

Someone sweeping throwing or sweeping will take their combat skill then add twice their motor control attribute + one times their strength and must roll higher than the following number to make the defender fall

Stationary target

225 + defenders movement attribute + defenders strength + defenders motor control  + three times defenders combat skill 

Moving target

150 + defenders movement attribute + defenders strength + defenders motor control  + three times defenders combat skill

Attacker is already touching "defender" due to having taken the action choice of Follow, Wait and Block

75 + defenders movement attribute + defenders strength + defenders motor control  + three times defenders combat skill


Wrestling/Locking/Restraining

Someone sweeping throwing or sweeping will take their combat skill then add one times their motor control attribute + two times their strength and must roll higher than the following number to make the defender fall

Stationary target

225 + defenders movement attribute + defenders strength + defenders motor control  + defenders combat skill 

Moving target

150 + defenders movement attribute + defenders strength + defenders motor control  + defenders combat skill

Attacker is already touching "defender" due to having taken the action choice of Follow, Wait and Block and defender is stationary but able to resist attack

75 + defenders movement attribute + defenders strength + defenders motor control  + defenders combat skill

Attacker is already touching "defender" due to having taken the action choice of Follow, Wait and Block and defender is stationary but able to resist attack

75 + defenders movement attribute + defenders strength + defenders motor control  + defenders combat skill

Attacker is already touching "defender" due to having taken the action choice of Follow, Wait and Block and defender is stationary but able to resist attack

75 + defenders movement attribute + defenders strength + defenders motor control  + defenders combat skill

Attacker is already touching "defender" due to having taken the action choice of Follow, Wait and Block and defender is moving

150 + defenders movement attribute + defenders strength + defenders motor control  + defenders combat skill


Weapons

Striking with a weapon shall be similar to punching/kicking

Causing someone to fall down using a weapon shall be similar to sweeping throwing/tripping/pushing

Restraining someone with a weapon shall be similar to grappling/wrestling/locking/restraining

Only weapons will have a increase or decrease in the number of movement points

Piercing, Slashing, Slicing or Bladed melee weapons can only damage health points not stun points if used to direct attack a living being and not a object and can not be used to knock someone unconscious or restrain/wrestle/locl/throw/trip/push/pull them without killing them when used to attack a human being.  They can however be used to attack objects to result in a effect that incapacitates a human being or does stun point damage without killing them.  They can potentially be used to displace a object someone is holding resulting in the person falling down or being displaced or restrained.

Someone unarmed attacking someone with a weapon automatically can be attacked by the weapon person first even if the weapon person does not have enough movement points or has a lower number of movement points at the moment the attack starts.  If the person with the weapon does not have enough movement points the movement points will be subtracted starting the next turn.  If the person with the weapon has enough movement points but has less movement points then the attacker then the person with the weapon gets to attack first and has the movement points for the attack subtracted during this round and can not do another action until the person with the highest remaining movement points has spent enough movement points to be less than or equal to them.

Someone with a shorter range melee weapon attacking someone with a longer range melee weapon will be treated the same way as a unarmed person attacking a armed person unless they are already at less than the maximum range for the short melee weapon when attacking and do not have to travel through the distance to get to the long range melee weapon

Someone with a long range melee weapon might depending on the weapon type be given a penalty when attacking someone to close to them


Attacking and Energy Conservation

If they wish to not count the attacking toward their endurance time limit they work with half the strength, movement and motor control attributes and half their combat skill toward attack rolls and get half dice rolls, unless any of these things are negative in which case they are instead doubled


Changing directions from

standing still to moving or moving to standing still = two times base cost

moving in a straight line to the opposite direction in a straight line = four times base cost

moving in a circle to the opposite direction in a circle = four times base cost

moving in a circle to moving in another circle yin yang shape = one times base cost

moving in a circle to moving in another circle y turn shape = three times base cost

moving in a straight line to a circle or a circle to a straight line in a similar direction = one times base cost

moving in a straight line to a straight line in a perpendicular direction = two times base cost

changing speed but continuing to move in the same direction without stopping = no cost for change in speed


Jumping base cost

The base cost for jumping costs 50 movement points this is reduced by 1 movement point for every 5 points of motor control but can not cost less than 1 movement point.  For those with negative motor control attribute the base cost increases by 1 movement point for every 5 movement points.

Jumping and directions

When transitioning from walking/running in a circle to jumping treat it as a straight line movement in the last direction the person was moving

Assume someone can not walk/run in a circle immediately after landing from a jump without walking/running in a straight line or standing still first for purposes of game mechanics

Stationary to jumping vertically with no horizontal movement = one times base cost

Stationary to jumping in any straight line direction horizontally = one times base cost

Walking/running in a straight line direction to jumping in same direction horizontally = one times base cost

Walking/running in a straight line direction to jumping in perpendicular direction horizontally = two times base cost

Walking/running in a straight line direction to jumping in opposite direction horizontally= four times base cost

Walking/running in the same direction you were jumping after landing at the same elevation = no cost 

Walking/running in a different direction than you were jumping after landing at the same elevation = add base cost for changing directions when walking/running if there was no jump in between the direction change this also includes transitioning from horizontally stationary to moving or moving to horizontal

Standing still after jumping horizontally and landing at the same elevation or higher = add one times base cost

Landing at a lower elevation then you started = two times percent max jump height below elevation * base cost + stun point damage + health point damage

Landing at less than 50% your maximum jump height above where you started = add no cost

Landing at 50% to 75%  your maximum jump height above where you started = add half base cost

Landing at more than 75% your maximum jump height above where you started = add one times base cost


Having a skill of 100 is the same as a skill of 100% because the skill is added to a roll using percentile dice for success/difficulty/skill/attribute checks


Walking/Running on fastest to travel terrain

base = 0.2 meters per movement point

multiply base * ( 100% + one fifth walking/running skill )


Biking on fastest to travel safe level terrain

three times Walking running distance with skill * ( 100% + one fifth bike skill )

A bike skill check is made with a bonus or penalty from motor control and if not successful the person gets into a accident or falls down or goes the wrong direction or speed or stops or starts when not wanting to

Swimming on calm water with no waves

base = 0.04 meters per movement point

multiply base * ( strength attribute * 0.5 % + motor control attribute * 0.5% + one fifth swimming skill )


Human powered Boating with one person on calm water with no waves

base = 0.2 meters per movement point

multiply base * ( strength attribute * 0.5 % + motor control attribute * 0.5% + one fifth swimming skill )


Human Powered Boating with multiple people on calm water with no waves

take average of each of their results counting people who are not rowing the boat as a 0


Motor Boat

Use design of vehicle for speed.  Check boating skill and a failed boating skill leads to malfunction just like human powered boat.  Make malfuntion more likely on motor boat.  If oars are brought on motor boat it can be treated as human boat in case of motor failure.

Boating without a paddle sticking hands in the water shall be less than one fourth of swimming speed

Holding onto a stranded boat like a kickboard with body in the water and kicking shall result in moving at one half swimming speed for a light boat with no passengers.  

With passengers inside the boat take one plus the number of passengers in the boat minus the number of kickers in the water and divide the swimming speed by that number if it is greater than or equal to 2 else divide the number by 2.


For swimming and boating a skill check is made with a bonus or penalty from motor control and if not successful the person starts sinking or goes the wrong direction or speed or stops or starts when not wanting to


Lifting

People will be able to dead lift 2 Kilograms per strength point if they do not need to move 

They can increase their strength and increase their dead lift by using lactate points or phosphocreatine points by temporarily effectively boosting strength

If they choose to conserve energy and not count in toward their endurance time limit then they can only lift half as much

The distance they can move per movement point while walking/running shall be multiplied by 100% - the percent they are of their maximum dead lift based on whatever energy system they are currently using

For example if they can deadlift 200 kilograms and are lifting 150 kilograms or 75% of that then they can only walk/run 25% the distance they normally can per movement point


Initiative, Order of actions and Interrupting actions.

Whoever has the greatest number of movement points can go first and can continue to do actions as long as they have more movement points leftover then everyone else after the cost of each action.

When the cost of a action they do puts their movement points below someone else's movement points then their action is only part way through being done and might or might not be completed depending on the other peoples actions.  However many movement points they would have when the action is completely done are noted. 

The person with the next highest number of movement points will act next.  If they can do a action that would be finished before the other person's action would be complete that would prevent them from completing the action then the action can be interrupted and stopped or changed in nature but if their action can not be finished before the other person would have finished their action then the other person can complete it successfully if they rolled a successful roll.

Walking away from a attack

If a attacker who has 60 movement points spends 50 movement points to punch a defender who is standing still with 42 movement points then there action would be completed at 10 movement points if the defender does not do something to interfere that costs less than 32 movement points.  For example if the defender could spend 20 movement points to change direction from standing still to moving and 11 movement points to move away then the attacker's attack would automatically fail.  The attacker could try to spend movement points to try to change direction from standing still to moving and to follow the defender than attack but does not have enough movement points left over to do so.

Following someone walking away from a attack


Rules for navigating

Navigating is traveling to somewhere you can not see because it is too far away

Take travel time divided by 10 seconds to calculate the number of glycogen points spend based on the chosen travel speed and metabolic pathway.

Metabolic pathways mean whether or not to count it toward endurance time or not count it toward endurance time and have attribute and die roll penalties for energy conservation and whether or not to use Lactate points although lactate points might not be usable at such long distances and phospho creatine points definitely will not be

Roll the movement points for a single round to figure out how far they can travel in 10 seconds

Divide the total travel distance by the distance they can travel in 10 seconds

That is how long it should take if they walk a straight line from one point to the other

Assume they do not walk a straight line and the distance they travel and the time it takes them are multiplied by a result based on how badly they do on their navigation skill check if they can find the place at all

Multiply the time and distance by 300 then divide it by the navigation skill check results

If they get 0 or lower on the navigation skill check then they get lost and do not find the place

If they get above 300 then they get faster then they should by the straight line distance perhaps the ground between the two points they are traveling to actually moves while they are not looking at it making the two points closer than when they first started traveling

This is only for navigating to a place beyond their line of sight

For traveling to a place within line of sight normal movement rules apply and it is assumed they are able to travel the straight line distance at the normal speed. 

Normally distance is not known even by the game master as the coordinates of places are always changing as the ground itself is created and destroyed and moved by black boxes and as people constantly demolish and build new buildings in the city

v5 second version attribute & skill intensity

 Copyright Carl Janssen 2024 Beneficial attributes used for beneficial skill check shall have at least the following primary components Base...