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2026-09-03 21:20:00 -06:00

6.8 KiB

#draft/1

Combat Process

Roll to Hit

Rolling to hit consists of rolling a d20 and adding the relevant bonuses (likely Attributes and Skills#Close Combat or Attributes and Skills#Ranged Combat) as well as subtracting any penalties (from terrain or Actions taken by the Target) the total value is compared to the Weapon's DC which is based on the distance to the target.

[!info}] Example: John is rolling to hit Tom. John grabs a d20 and rolls a 12 to hit with his short sword. Since he has a +5 to Attributes and Skills#Close Combat. However, Tom used the #Full Defense (A 2) Action which adds a -5 penalty to the Attack roll resulting in a value of 12. Which beats the DC of 10 for a short sword from 5 feet away so John misses his attack.

Roll for Damage

Once a hit has been landed the player rolls for damage based on the weapon they are using and any relative dice upgrades. The player also adds relevant modifiers like Attributes and Skills#Close Combat or Attributes and Skills#Specialization. If any of the dice involved in a damage roll yield the maximum value that dice can roll a Damage and Wounds#Wounds will be applied to the target as along as any damage gets through the Target's armor.

[!info] Since John successfully hit Tom with his short sword he rolls a d6 for damage and then adds his Attributes and Skills#Close Combat skill of +5. The dice rolled a 4 so his total is a 9.

Soak Damage

Before Damage reaches the Target it has to get through the Target's Armor. Armor has a Defense Value which gets subtracted from the total damage of the attack. If the resultant value is negative no damage is dealt to the Target but, if there is still a positive value that damage gets dealt to the Target and the Target's Armor Value decreases by 1.

[!info] Tom has leather armor which has an Armor Value of 3. Subtracting John's damage roll of 9 from that Armor Value gives a damage of 6 and Tom's armor loses 1 point of Armor Value.

Apply Damage

Any damage that gets through a Target's Armor does damage to the Target. If the damage dice of the attack is a d4 or d6 the damage is applied as Damage and Wounds#Superficial Damage. If the weapon uses any other damage dice it is applied as Damage and Wounds#Aggravated Damage.

Initiative

At the start of Combat, each participant makes an Initiative Check to determine the order of characters in Combat. An Initiative Check is a d20 + Attributes and Skills#Reaction. The highest value goes first the other characters follow in descending order. In case of a tie compare (in order) Attributes and Skills#Reaction, Attributes and Skills#Intuition, Coin Flip. If at any point in this comparison you find that a character has one value higher than the other character they go first. If you make it to coin flip the winner goes first.

Combat Round

A Combat Round is approximately 5 seconds long in the game world. During a single Combat Round, each participant gets an allotment of Action Points (AP) to use on or around their turn. The basic allotment is 2 AP per Combat Round. Players get additional AP equal to their Attributes and Skills#Reaction score as long as that score is above 0. A player can not start a Combat Round with les than 2 AP.

Actions

Some actions may be taken at anytime and are denoted with an (A) other Actions can only be done during a character's Initiative Turn denoted (I).

Actions will be listed as "Name (Letter Number)" where Letter indicates if an Action must be taken during the character's Initiative Turn and the number indicates the number of AP required to take the Action.

Avoid Incoming (A 1)

A character can use this action when it is not their turn to get away from an incoming AoE (explosion or gas) attack. With this action, a character makes a Reaction + Version 1/Notes/3 Skills/Skills/Athletics check to determine how far they are able to move. If they choose to move more than 10 feet they dive to the ground at the end of their Action and gain the Prone status. This action can not be taken if the character has used an Avoid Incoming, Move, or Sprint Action this combat round and prevents the player from taking any of those actions for the rest of this Combat Round.

Block (A 1)

Call a Shot (I 1)

Dodge (A 1)

Drop Prone (I 1)

Hit the Dirt (A 1)

Intercept (A 1)

Move (I 1)

Quick Draw (I 1)

Stand Up (I 1)

Take Aim (I 1)

Take Cover (I 1)

Trip (I 1)

Assist (A 2)

Attack (I 2)

Full Defense (A 2)

Observe in Detail (I 2)

Pick Up / Put Down Object (I 2)

Ready Weapon (I 2)

Reload Weapon (I 2)

Sprint (I 2)

Use Simple Device (I 2)

Use Complicated Device (I 3+)

Some devices are more complicated and require more focus to use. The exact cost is up to the GM. This action may be extended over multiple rounds but the Action must be completed before any other Action can be taken by the character.

Use Skill (I 2)

Maneuver Vehicle (I 2)

Surprise

TBD

Weapon Characteristics

Range

All weapons have information regarding their effective range and the roll required to hit from that range. Melee weapons are typically limited to within 10 feet while ranged weapons require a very high roll to hit a target within that range.

Capacity

This is the maximum amount of ammo a ranged weapon can hold which indicates how many attacks can be made with the weapon before it needs to be reloaded.

Skill

This is the skill that is used with the weapon. Unless the GM says otherwise use Agility as the linked Attributes and Skills#Attributes.

Base Damage Dice

This is the damage dice that is rolled when the weapon hits assuming it is the first attack and the weapon has not been upgraded.

Max Number of Attacks

Players are able to upgrade the number of attacks a weapon can make as part of an #Attack (I 2) Action up to this max value.

Damage Type

This is the base damage type and any other extra damage types dealt by the weapon.

Minimum Strength

All weapons have a minimum strength required to use the item effectively. If a character does not meet this requirement they can't use the weapon.

Armor Characteristics

Armor Value

This represents the total health of the Armor as well as the amount of damage the armor can soak when under attack.

Material

This tells what type of material the armor is made of. This comes into play when looking at armor weaknesses to different damage types.

Bulk

This values represents how heavy the armor is and the penalty to moving in the armor. This penalty applies to attack rolls as well as Actions that cause the player to move such as #Move (I 1) and #Avoid Incoming (A 1)