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.
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