Combat


Initiating Combat & Taking Turns

Combat begins when a PC, NPC, etc. makes an attack against another entity. The order of turns (who goes after who) is determined by each participant rolling a d20 and adding their Senses.

On Your Turn...

You can make one move action and one major action, in any order. Alternatively, you can make two Move actions. You can also Wait, which lets you move your turn to any spot in the initiative order, as long as it immediately follows or precedes an ally’s.

Move Actions:

Shift: You move a number of feet equal to your shift score. Cannot provoke opportunity attacks.
Walk: You move a number of feet in between your shift and run scores. Provokes an opportunity attack when leaving a creature's attack range.
Run: You move a number of feet equal to your run score. Provokes an opportunity attack when leaving a creature's attack range.
Jump: You are able to attack Airborne targets until the end of your turn.
Get Up: You are no longer Grounded.

Major Actions:

Light Attack: Make a basic melee attack, and add 5 to your hit roll. If you roll an 18-20, make a Basic Attack.
Heavy Attack: Make a basic melee attack, and add 5 to your damage total. If you roll an 19-20, your attack stuns the enemy.
Volley Attack: If a target is stunned, and your attack against them hits, it's automatically a critical.
Dash Attack: Make a basic ranged attack, and move twice your Shift score in any direction. If this movement puts you within 10 feet of your target, make a Basic Attack.
Scope Attack: Make a basic ranged attack, and add 5 to your hit roll. If you are within any enemies’ attacking ranges, they get an Opportunity Attack.
Throw Weapon: Make a basic ranged attack with your weapon. The range of this attack is 10. You get -5 to hit. You obviously have to get your weapon.
Block: You prepare yourself for an attack and gain +5 to defense until your next turn. This does not apply if the enemy attacks with a gun.
Handle Equipment: You draw or sheath a weapon or pull out or put back an item from your pack.
Consume Substance: You drink or swallow something.

Note: When you make a second attack in one turn, it’s called a chain.

Free Actions:

Dropping a held item, speaking a few sentences, or picking up or slightly manipulating an object within a 5-foot radius (opening a door or pulling a lever.

Use your best judgment if an action you wish to take is not in the above list.

INTERRUPTIONS:

Some powers use the Interruption action. This means that it can be performed even if it isn’t your turn.

Attacking

To make an attack, first determine if your target is within the range of your weapon or ability. Then, roll a d20 and add to it your proficiency with the weapon and any bonuses. This is compared to the enemy's Speed (vs. melee attacks), Senses (vs. ranged attacks) or Will (vs. psychic attacks) score multiplied by 2. If your hit score exceeds your target's Speed, your attack hits. If you roll a 20 on the die, your attack is a critical, which means that you do not subtract anything from the damage.

To determine damage, add your weapon’s damage and your relevant stat (POW for melee, SNS for ranged) and subtract your enemy’s Armor score.

(This is a Basic Attack.)

If an enemy leaves your attack range, you can make a Basic Attack against them as an Interruption. This is called an Opportunity Attack.

If you are flanking an enemy with an ally, you get a +2 bonus to hit.

POWERS

How to read a power:

Class Power #1: Power Name2 (Power Type)3
Flavour text4
X Action5 • # MP6 • #x Daily7
Hit = X8 • Range = #9
Damage = X10
Effects11

1What class this power belongs to, and the level at which you acquire it
2The name of the power (fluff)
3The kind of power it is (fluffyish)
4The flavour text (complete & total fluff)
5What kind of action the power uses
6The MP cost of the power
7How many times you can use this power per day. If it just says “Daily”, you can only use it once per day.
8Okay, pay attention. This tells you what to add to your normal d20 roll. If it has a d20 as part of it, don’t add another. Your enemy should defend against the attack as they would any other attack, unless it says “vs.”, in which case you should substitute that for the normal defense.
9The power’s range
10How much damage the attack deals
11Anything else you need to know about the power. If the power requires a hit roll, assume the listed effect only happens if you hit.

Conditions

Normal: You are standing up and alert.
Blinded: You cannot see. You take a -10 penalty to all attack rolls.
K.O.’d: You are at 0 HP. Once you have been K.O.’d you disappear from the battlefield, respawn in your designated respawn point, and lose a life.
Invisible: You cannot be seen. Enemies can't make opportunity attacks against you. You get a +5 bonus to all hit rolls, and enemies take a -10 penalty to hit you.
Stunned: Attacks against you get +5 to hit. On your turn, you can’t take any Move actions, and you are no longer Stunned.
Tripped: You stumble a bit. Attacks against you get +2 to hit. On your turn you are no longer Tripped.
Burned: Take 5 damage for 1d20/5 turns.
Poisoned: Take 3 damage every turn for 1d20/3 turns.
Airborne: You are in the air. You cannot be attacked unless a power states it or the attacker is jumping. On your turn you fall and become Grounded, taking 5 falling damage.
Grounded: You are lying on the ground.

After the Fight

You can take a short rest (one block of downtime) without sleeping and recover 15 HP and 15 MP. These can be stacked, but the alternative is to take a full rest (overnight) and sleep in order to recover all your HP and MP.

If you have 0 lives and lose a life, you get a Game Over. If you want to Continue, you must lose FIVE (5) levels. IT SUCKS. (If you choose to Continue, you have ZERO [0] lives)

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