Action/Combat Rules


Action/Combat Rules

Action/Combat rules apply when a scene occurs when multiple characters are interacting in fighting or challenging circumstances and require an orderly flow to make determinations. Action/Combat is broken down into Rounds and Phases in order to make the events happening more understandable to all players and the storyteller. The units of Action/Combat are as follows.

Action/Combat Units Of Time

Round: A round represents 10 seconds.

Phase: A phase represents the time when characters select their actions.

The Flow Of Time In Action/Combat

Rounds always represent a 10 second period of time. While a phase is more like a reaction to the events happening. Several phases occur during a round and depending on the actions taken several phases may be used up to complete certain actions. The Flow Of Action/Combat is as follows.

Flow Of Action/Combat

Round Begins

Start Phase

Question Phase

Declaration Phase

Initiative Phase

Reaction Phase

Counter Phase

Cleanup Phase

Round Narrative Summary

Round Ends

Start Phase: A general description of the scene is given to all participants in the battle to give a general idea of how things are.

Question Phase: This is when player characters can ask questions to clarify the event about to play out.

Declaration Phase: Players and NPCs declare their actions for the round at this time. A character can choose not to declare at this time but instead wait to take actions later. There are three main types of actions a character can choose. Primary Actions, Sub Actions, and Movement Actions.

Fast Actions

Fast Actions are declared at the start of phase. They are immediately then carried out. Player characters always take priority over NPC actions.

Long Actions

Long actions are action performed that take more than one round to perform. When a long action is started the storyteller determines how many rounds it will take to accomplish the action. At which time the character begins the task. There are generally two types of long actions, focused and cumulative.

Focused Long Action: A focused long action requires the complete attention of the person performing the task. At which time if they are attacked they are not allowed a chance to respond. The action is stopped and the count for the action is reset to 0.

Cumulative Long Action: A cumulative long action only requires the user to use their main action on the task. Each time a main action is used on the task the count to completion is reduced by one. If the character is attacked while performing that action the count is not reduced by one and the attack will automatically be successful. However, if the main action completes during its proper phase the character can use the rest of their available actions as normal for the remainder of the round. This main action can be performed at any time a main action could be performed.

Initiative

Initiative is what priority an action has compared to other actions. Initiative is normally determined by a characters Finesse. Whichever character has the highest Finesse acts first. Wounds apply to Finesse checks. Initiative means the character acts first before other characters act. When two or more player characters share the same Finesse they will roll 1D20 to determine order.

Actions

Actions are how the characters interact with the world. Primary, Sub, and Movement are generally the categories which actions take place. A description of each is as follows.

Primary Actions
Attacks, Using Talents [Primary Action Talents], Alternate Actions, Unique Actions, and Actions that are determined by the Storyteller that do not fit into the normal categories. Primary action can be performed once during the round.


Sub Actions
Using Talents [Sub Action Talents], Drawing Weapon, Using Items, Unique Actions [Changing Stance, Guarding, Taking Cover, Reload], Actions that are determined by the Storyteller that do not fit into the normal categories. Sub actions are simple actions that can be performed during a round. You can do several of them during a single round.

Movement Actions
Movement or movement skills.


Initiative Phase: During this phase, the Storyteller will consider all actions and give a brief summary of the situation for each character. At this time all declared actions will begin their initiative.

Reaction Phase: During this phase characters who either used a sub-action or waited will be able to declare a new set of actions in response to what had just occurred. This is called an Interrupt Action. A character can choose to wait again if they wish.

Interrupt Action

When a character declares they are going to interrupt an action it is considered simultaneous. The same with all other interrupt actions and initiative will be reevaluated at the time. Interrupt Actions can complete remove another characters initial action, they will not get there action back for the turn.

Free Spin

The free spin rule allows a character to turn in any of the nine cardinal direction once per turn. This allows them to react to an incoming attack. However, they are set in that direction once they turn.

Battle Ready

If your character was unarmed at the start of the round at this time they will have drawn there weapon if they choose too.


Resolution Phase: All events in Initiative Phase and Reaction Phase are calculated and resolved.

Counter Phase: If any characters waiting in both the Initiative Phase or Reaction Phase they can make an action at this time. If any character only made a sub-action they can make an action during this phase as well. Any character who has made a primary action can perform a sub action at this time.

Cleanup Phase: All other actions are calculated at this time. In addition to all declared actions this is when abnormal states will deal damage or be recovered. In some circumstances special events may also be declared by the Storyteller.

Round Narrative Summary
The round is given a narrative summary of all actions and events that occurred at this time. If there are still enemies or events to be resolved at this time the Narrative Summary will be treated as the start phase for a new round.

Movement And Spacial Rules

Units of movement are broken up into bands. One band is roughly 2 yards or 2 meters in using metric system. The numbers do not need to be exact but it is a rough idea. Movement Range is the number of bands a character can move in a single turn.

Band: Rough 2 yards from where character is facing.

Movement Range: The maximum amount of bands a character can cover in a single round.

Jump Range: The vertical limit of a characters movement is their ability to jump over/on-top of different planes or obstacles.

Battle Field And Movement

Battle fields are designed as imaginative interlinking hexagon. Each octagon is considered as a basis of movement. Generally one hexagon is considered 2 yards or 2 meters depending on preferred metric system. Most characters will take up only one unit of space on the map. However some characters are larger and may take up multiple units of space.

Unit Of Space (UOS): A general reference of space to envision the distance and size of an environment.

Range: The distance something can reach in a given phase. Generally applied to attacks, movements, and skills.

Types Of Movement

There are several different types of movement that can be declared. They are as follows.

Move: The typical movement, a character can choose to move up to their maximum movement range. A character typically pass through characters or obstacles without suffering penalties to their maximum movement range. In addition terrain can also hinder a characters movement range.

Full Sprint: When a character chooses to move at a full sprint they double their normal movement range. However, unless they collide with an enemy they cannot perform a primary action or sub-action. There are a few exceptions to this rule which can be determined in special circumstances by the Storyteller.

Jumping: When a character makes a Jump action there are several different circumstances to consider. Typical jumping is based on a character’s Jump Range and their skills. However, other modifiers can increase these limits. These modifiers are as follows.

Basic Jump: No additional bonus.

Assisted Jump: Character assisting jumps Height is added as a bonus. (Assisting character must be able to lift character.)

Strictly Vertical Jump: Divide Jump By 2.

Run And Jump: Multiply Jump Range By 2.

Sprint And Jump: Multiply Jump Range By 3.

Other modifiers that may effect jumping to be determined by the Storyteller include environmental and combat situations. Injuries and wounds to the legs will prevent jumping all together.

Egress: A character not in direct combat can choose to egress from the field of action. If they have done so they will be removed from the action/combat unless pursued.

Movement Skills: Movement skills are special kinds of movement that are only available to character with skills. These skills are typically pertaining to specific types of movement such as flying or swimming or teleportation ext.

Movement can also be affected by Initiative Bonuses.

Attacking And Defending Rules

Attack Rules

Declaring Attacks

When a character chooses to attack another character several things need to be considered. First and most important can the character attack the other character. Most often this is determined by both characters positions on the battlefield. If the attacking character is within range to attack the other character then the attack will continue.

The defender will choose a strategy of defense at this time. Then the attacker will then roll 1D100 for their attack. They will then add their Physical or Finesse as to there attack roll. The defender will then roll for their defense and add their Physical or Fineese to their defense roll. All modifiers will be added and subtracted to get a final number. If the attackers number is higher than the defenders it is considered a successful attack. If it is the same or lower it does not damage the defender.

Critical Hits And Critical Failures

A Critical occurs when a 20 or 1 is rolled. 20 being a Critical Hit and 1 being a Critical Failure. A Critical hit is an automatic hit. The defender does not roll and takes damage based on their Physical Attribute only. However, a Critical Failure is an automatic miss and the defender can immediately roll for a counter attack. The attacker at that point does not get to make a defense.

Melee Rules
Melee attacks are attacks that are carried out within arms reach. When Attacking and Defending at Melee range the following rules apply.

Engagement

Engagement is when two characters share the same unit of space. Both characters are locked onto the space until either their engagement ends, one character is wounded or one character performs a successful break away movement.

Melee Attack

When a character chooses to attack they must first declare their target. The attacker rolls a 1D20 then adds their Physical Attribute then adds all applicable modifiers together in order to get the Attack Value.

Melee Attack Formula: Base roll + Physical Attribute + Modifiers = Attack Value

Targeted Melee

When a character chooses a specific spot to attack they must first declare their target and what spot they want to hit. The attacker rolls a 1D20 then adds their Finesse Attribute then adds all applicable modifiers together in order to get the Attack Value. The attack value is then negated by how small the target is. The following chart shows the different penalties apply.

Large Area: 0

Limbs: 5

Head and Hands: 10

Eye, Small Area: 15

Precise Area: 20

Targeted Melee Attack Formula: Base Roll + Finesse Attribute + Modifiers = Attack Value – Target

Melee Defense

When a character is attacked there is a number of options for responding to an attack; Blocking, Dodging, and Breakaway.

Melee Blocking

First the character must declare they are attempting to block the attack. When blocking the defender rolls 1D20 then adds their Physical Attribute then adds all applicable modifiers together in to calculate the Defense Value. If the block is successful no damage is dealt to the defender.

Melee Blocking Formula: Base roll + Physical Attribute + Modifiers = Defense Value

Melee Dodging

First the character must declare they are attempting to dodge the attack. When dodging the defender rolls a 1D20 then adds their Finesse Attribute then adds all applicable modifiers together to calculate the Defense Value. If the dodge is successful no damage is dealt to the defender.

Melee Dodging Formula: Base roll + Finesse Attribute + Modifiers = Defense Value

Break Away

First the character must declare they are attempting to break away from the attack. When breaking away the defender rolls a 1D20 then adds their Physical or Finesse Attribute then adds all applicable modifiers – 1 for each direction blocked to calculate the Defense Value.

Break Away Formula: Base roll + Physical or Finesse Attribute + Modifiers – Directions Blocked = Defense Value

Melee Counter Attacks

Counter Attacks are treated as if an attack was previously declared. It is resolved as a continuation as the previously declared attack.

Melee Range Considerations

Reach Advantage: Some Melee weapons have a longer reach than others. When this occurs the character using the weapon with a longer reach has Reach Advantage over the other character. If the attacker has a longer reach they can attack without being attacked by the defender. Likewise an attacker that has a weapon with a shorter reach must first close in on the character, unless they are carrying out a sneak attack.

Closing In: Closing In is a minor action that acts exactly like a dodge. If a character has closed in on a character that character no longer has a reach advantage.

Point Blank Ranged Attacks: Ranged Attacks done at Melee distances are treated like any other Melee Attack. Damage is however calculated like a Ranged Attack negating any considerations for cover.

Grappling

Grappling: Grappling is treated like dodging. When a character is grappling another character they cannot perform any actions, like wise the character being grappled cannot perform any actions as well. Instead both characters are treated as if they have already made their actions. The only action that can be performed is a Break Away action.

Grappling An Item: Grappling an item is treated like dodging. While item is being grappled it cannot be used. The Storyteller at this time may make a determination as to what actions can be taken depending on the situation for the attacker and defender. Otherwise the action is treated like a standard Grapple.

Unarmed Attack

When attacking unarmed, the damage is purely calculated by the physical strength attribute alone.

Ranged Rules

Ranged attack are attacks that take place at a distance. When performing ranged attacks it is important to consider range of sight and arc. The following rules apply when attack from afar.

Ranged Attacks

When a character chooses to perform a ranged attack they must first declare their target. The attacker rolls a 1D20 then adds their Finesse Attribute then adds all applicable modifiers together in order to get the Attack Value.

Ranged Attack Formula: Base roll + Finesse Attribute + Modifiers = Attack Value

Ranged Defense

When a character is attacked there is a number of options for responding to an attack; Blocking, Dodging, or Take Cover.

Ranged Blocking

If a ranged attack is successful while blocking the durability of the item used to defend and the penetration of the attacker’s projectile is considered. If the Penetration Value is higher than the durability the damage is reduced by the amount of durability. If the Penetration Value is lower than items durability the defender takes no damage. Reduce items durability by 1. The attack is lowered by -1 for each point of penetration.

Ranged Blocking Formula: Base Roll + Cover + Modifiers = Defense Value

Ranged Dodging

First the character must declare they are attempting to dodge the attack. When dodging the defender rolls a 1D20 then adds the Cover bonus then adds their Finesse Value then adds all applicable modifiers – 1 for each direction blocked to calculate the Defense Value. The defender loses one stamina. If the dodge is successful no damage is dealt to the defender.

Ranged Dodging Formula: Base Roll + Finesse Attribute + Cover + Modifiers – Directions Blocked = Defense Value

Take Cover

First the character must be already behind cover and declare they are taking cover. When taking cover the normal cover bonus is doubled. If the attack is blocked by cover the durability of the cover is considered. If the attacker’s projectile’s Penetration Value is higher than the cover’s durability the damage is reduced by the durability of the cover. If the durability is higher than the Penetration Value the defender takes no damage.

Taking Cover Formula: Cover X 2 + Modifiers = Defense Value

Cover Bonus Table

Level 1: 5

Example: Anything that blocks visibility but does not seriously protect the character.

Level 2: 10

Example: Anything that covers at least half of the character’s body.

Level 3: 15

Example: Anything that covers a majority of the character’s body.

Level 4: 20

Example: Anything that covers all of the character’s body.

Special Targeting

You can choose to aim for a specific area you want to hit. When you do there is a modifier added to your attack depending on how large of an area you are targeting.

Level 1: 5

Example: Half the area. For instance upper body or lower body.

Level 2: 10

Example: Targeting an arm or legs.

Level 3: 15

Example: Targeting a hand or foot.

Level 4: 20

Example: Something that is a few centimeters.

Throwing Weapon

When throwing a weapon with no set ability for throwing range is decided by the Physical Attribute. You would divide your Physical Attribute by what ever the weight of the weapon is. That is the range of the attack. You then make a ranged attack. Damage is the weapons damage.

Other Things To Consider About Combat

Protect

Other characters can choose to protect a character who is the target of an attack. This must be declared before the attack is processed. The character attempting to protect must be within range and able to more to that character. If they are engaged with another character they must first perform a break way action in order to protect. The character performing the protect action must block the attack and cannot choose to evade or use an evasion skill.

Surprise Attack

If a character is surprised attacked they will not be able to react to what is happening for one round. They have to spend the following round getting Combat Ready.

Combat Ready

When a character is combat ready there weapon is drawn if any and they are in a fight stance. This can be established by declaring they are combat ready. It may effect social interactions.

Hiding And Seeking

When in hidden status a character must be in hindering terrain and they cannot be in eye sight of enemy characters unless special rules apply. Once hidden they will remain hidden until they either attack an enemy or they are spotted. All actions performed by a character that is hidden have a +4 bonus to them.

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