Combat Phase
During the Combat phase many scenario's and actions
can occur. so use this section to keep up with what
occurs in combat.
Initiative:
INT or Initiative unabbreviated is rolled for each player and group of
monsters/npc. to make an initial roll it is d20
(+Speed) The Higher the roll the more likely you are to be the first to make
an action. Initiative is the Starting Phase of battle unless the host says
other wise. Initiative can be done several ways by hosts and shouldn't be
questioned. Every one will get a turn eventually so there should be no reason
to argue with a host if they choose to perform initiative differently. some
may ask all the players to state their speed thus the highest will go first
and the lowest last. A host may go by level and let the lower levels have a
chance before the bigger players in levels kills everything off before they
do. some may say down the list or up the list.
There are many ways initiative can be done but either way everyone will have a
turn eventually during combat phases be it this adventure or the next.
Recovering Health: This
can be done by recovery items and spells.
This is important because as long as you keep your health up you can avoid
dieing. Also nightly rest rests heal up to 100Hp and restores all Spells and
Prayers for the following day.
Reducing Damage:
By acquiring Armor you can increase your chances in reducing damage.
Their are all types of Armor from Helms, Gauntlets,
Boots, Armor, and Shields. Armor reduces the total amount of damage death to
you. For example Alan deals Brad 10 Dmg yet Brad has Superior Leather that has
10% soak to Dmg (Damage). That 10 Dmg is now 9 Dmg that reduces Brad's Health
Points (Hp) 9 less from his max. After reducing Dmg that was dealt subtract
the remaining Dmg from your health points. Armor protect against Magic and
Physical Attacks. However Magical Armor tends to reduce magical Dmg a bit more
though since it is specific on the magic type. Magical armor tends to protect
against elements or status effects with a difficulty. For Example a
Armor Vs. Poison has a Dmg Reduction of -4 to Dmg but has a SD (Spell
Difficulty) of 14. Any Poison Status Effect must beat 14 or more in order to
deal poison Dmg. Magical armor can also reduce the amount of Dmg dealt by
Magic spells Universally or Specifically. Reducing
Damage is a bit complex but it will be explained as simple as possible. Your
Total Armor is a Percentage number (10% for example) subtract your total from
100% (Remainder would be 90%). Take the Damage dealt (10 for Example) and
multiply it by the percentage as a Decimal (.90). It should appear as this
< 10*.90 or .90*10> The Dice Bot will
automatically do the math for you. The total from the reduce damage is 9. You
subtract the total from your current Health (Health Points) and it reduces
your total amount of Health.
Player/Enemy Action: After
initiative is settle either an enemy or player goes
up. On that turn they can perform a numerous amount of
actions as their given action. Be it attacking, casting spells, using
an item, performing an ability, performing a
prayer, performing a skill check or stat check, or just trying to talk to the
enemy. This is called a Player's given action and normally when they are done
their turn is over.
Attack Actions:
These are actions that a character can perform during their turn when
attacking.
Standard Attack: Normally
those who make a standard attack use up half their turn making one attack.
When this is done and no Multi-Attack is performed the character gains +1 ATR
and only uses half their turn. However the character cannot perform another
Attack Action after they have decided just to make one attack. Yet they can
make any other half action that is not an Attack such as Movement, Defense,
etc..
Repetitive Shot:
With range weapons a player may make three shots at a -4 ATR to deal +4 Dmg
upon their opponent. However if using weapons that consume
ammo they loose 3 pieces of ammunition.
Killing Blow:
When a target is helpless and unable to defend themselves by any means
necessary and the target has them in an attack that would fatally kill them
they must make a Toughness Check. The one who is being dealt the killing blow
must make a save and score higher than 15 to prevent from being killed. If the
toughness check is made they reduce to half of their max health.
Firing Under Cover:
While a player is behind cover and has made an attack while behind or in cover
they loose the Cover bonus but gain Firing Under Cover thus gaining a +4 to
Dodge Checks when using cover and using a range weapon.
Untrained Disarm: Make
a standard Attack at a -8 (unless you have Disarm technique thus the -8 is a
-4) and if your attack is successful make a Power Check. The target being
disarmed must then make an opposing Power Check. If they fail to score higher
than you they are disarmed and if they are successful they are fine. This is
considered a half action and can be used with a standard action as a full
turn.
Untrained Feint then Strike: As
the skill yet you suffer a -4 when you dodge and attempt to strike at your
opponent after their attack has failed. This is considered to take up half of
your next turn and can be played to interrupt multiple attacks.
Grapple: A
Grapple can be a grab maneuver or a tackle attack. It takes but half your turn
and the other half is made to make a Power Check. If you score higher than
your opponent they are grappled and you can throw them for Dmg or hold onto
them. When doing Dmg it's Power +5.
Regen Health:
When in battle and you are not attack this round you may recover 3 Health
points as your turn to slowly regenerate health
Trip Attack:
Make a Standard Attack as if attempting to trip the person and if you hit
successfully make a Reflex Check. The target makes an opposed Reflex Check. If
the target fails they are knocked down and are flat footed for the round till
their next turn. See the term Grounded for details on flatfooted opponents.
Multiple Attacks: A
character may issue more than one attack than their standard attack. The may
make two attacks as their full turn with the second attack as a -4. The
character may choose to make an additional two more attacks for a total of
four attacks. However they suffer -6 on the third and -8 on the fourth plus
they take a -4 penalty to dodge on the third and fourth till their next turn.
Multiple Dodges:
Like multiple attacks you can make multiple dodges equal to the attacks made
by your Attacker. However you also suffer penalties to multiple dodge similar
to multiple attacks. The second dodge is at a -4, third dodge a -6, and fourth
dodge a -8.
Untrained Two Weapon:
A character may attack with two weapons untrained however doing so untrained
is cumbersome and the character suffers a -6 penalty to their attack roll.
When fighting with two weapons you can deal both Dmg of both weapons on a
successful attack. However when making multiple attacks with two weapon
fighting each extra attack gains an additional -2 to it's original penalty for
use untrained.
Call Shots: A
call shot is attempting to deal extensive Dmg to a vital area of the body. The
more extensive the call shot the more difficult it is. A regular call shot is
at a -10 and that deals x4 Dmg but the attack is evadable. call
shots just to wound deal 1hp and merely there to show disrespect by inflicting
a small scar at regular ATR. Call Shots To harm
certain body parts like arms, legs, head, and the body are at -16 and deal Dmg
to the body part. Call Shots to vital organs for bleeding death are at a -20
and are the most difficult. Keep in mind Called shots normally are unable to
fatally kill a target but on rare occurrences can. Call shot to the head
attempting for the brain to be slain is automatic death as long as you beat
the difficulty. Other vital organs can be repaired via magic or other means.
Also keep in mind that if a person is wearing armor over the body part it
reduces Dmg from a call shot. When making a Call Shot to kill a person fatally
you must score higher than their Toughness + Levels. Even if the attack was a
critical or a successful hit and you did not score higher than their
Difficulty (Toughness + Lvls) you deal x4 Dmg of the weapon.
Move Actions:
These are actions that can be used as movement and may cost a turn or half
your turn. Also when in liquid, such as water for example, Knee high liquid
reduces speed 25% and when waist up or swimming you move in water only half
your total movement unless you are aquatic or natural to that environment.
Standard Movement:
You may make movement up to the amount of Movement you have x 2
. This is considered normal movement among most characters unless the
race or ability says other wise. This can also be a movement as getting up
from being flatfooted or knocked down. When getting up from being flatfooted
or knocked down it will take 3 Movement to get your character up. Base
Movement of a character is listed in the Character's Race page.
Charging Rush: Instead
of going up to your opponent you rush towards them at full speed with your
melee weapon or range weapon. You pick up momentum to add to the power of your
attack. Take this as half your Action if you are going to do this as your
first attack to a multi attack. Take your full turn when you are doing this
for +8 Dmg at a -4 to your Dodge till your next turn.
Running: When
you wish to run after someone or simply run It is always your Movement d4
(Example> Movement of 7d4) to see how far you run. Some times you may have
a great start or an awful one. It is a random distance between your base
Movement d4. Usually by taking your movement multiply it by 2 can tell you
your average speed in a run. Bare in mind every time you run a character makes
a Power Check. If the Check fails you only gain half the distance you scored
but if you succeed you can continue running. Yet if you fail three times you
are fatigued and must stop for 3 rounds or 10 minutes game time to rest.
Escape: Some
times battle gets to tough for you or you must make a retreat. You can Escape
by rolling d20 + your Movement. Depending on the type of battle or situation
the host makes a difficulty of escape. You must beat that number in order to
escape. Keep in mind if you are surrounded, ambushed, or in a place with few
escape routes it will be even harder to escape. A Host may also state that you
cannot escape from this battle meaning that no matter what the battle is
unavoidable. You should not argue if your able to
escape if the battle cannot be avoided by escape then rough it out. The battle
may be a main battle or an important battle in the story line. Also some
monsters are able to prevent you from escaping battle. A High Movement tends
to be the first one out of a battle so keep that in mind.
Changing Equipment:
Some times a character may choose during combat to change equipment or remove
it. During the combat phase it takes 1 full action (Standard) to remove any
item or change/exchange an item. When in non-combat it takes a full movement
(Base 4 Movement) in order to perform this action in a non-combat scenario.
However once done it will take another standard action in order to replace or
put back on any equipment that was removed during that turn.
Defense Actions:
These are actions that offer some
defense or increase bonuses to defending or attacking via defending.
All Defense:
When you state you are All Defense on your turn you use up your turn for that
round to gain a +5 to your Dodge Rate. You can do this as much as you want
when desiring to try and avoid being hit.
Grounding: Used
by those with spells or prayers a Caster, Cleric, or Priest may choose this
option on their turn and gain a +4 to Concentrate
checks to avoid being interrupted from their spell or prayer.
Take Aim:
Those with Range Weapon may choose to take aim on their turn and on the next
turn gain a +5 to ATR.
Precise Aim:
A character may choose to wait this turn and state taking precise aim. This
can be with a melee, range, or spell attack. As they do so they suffer a -4 to
their ATR or CR and if the hit is successful the target suffers x2 the amount
of Dmg.
Guarding:
Taking this action a Character has decided to cover a fellow character thus
any attack made to the character being protected is on the person guarding
them. Once this is decided the
character stays close to their charge ensuring their safety and makes Defense
maneuver as they like. This action must be stated on the turn of the character
or can be said before battle.
Untrained Parrying:
This skill is an attempt at a Novice warrior using their weapon to parry and
attack. Character with out the skill suffer a -4 to
ATR but gain a +4 To Parrying. Parry is performed with a d20 +Parrying Bonus
and is commonly used to block melee attacks. You can also parry an attack and
attempt to Disarm or Strike the person when your score is higher than the
Attacker's ATR roll.
Untrained Shield:
This action takes a turn but if your Dodge is to low you can defend with your
Shield. Keep in mind that shields do have Hp and will eventually break. Using
a Shield tends to be resourceful when either a characters Dodge is no match
for a person's ATR roll or or when a character
fails a Dodge roll and is about to be hit they may make a Shield roll base on
Reflex Check. If they score higher than the attack roll the Shield is raised
and takes Dmg.
Contact: Instead
of fighting you may choose to try to contact the opposing target to try to
negotiate battle terms or avoid battle. Be aware that in battle negotiations a
Social Check is made each time you try to suggest or negotiate with the enemy.
It is Host Discretion of how the monster or npc reacts. Some times this can
infuriate the target, cause them to be afraid (See Fear for details), Make
them happy <terms are negotiable>, or confuse them. There are many ways
a target can react so keep that in mind as well when you try to negotiate with
them.
Shield Defense:
When a character states this this either means
they are on very low hit points or are unable to dodge an attackers ATR Ratio
so they decided to hide behind their shield. When doing so the attacker who
makes an attack on you will strike your Shield no matter what. However bare in
mind your shield has so many hit points before it becomes broken. So do what
is needed in order to save yourself before your shield breaks. If your shield
is ever broken when using this ability or defending by Blocking with a Shield
bare in mind once broken the attack goes through automatically regardless how
many hit points the Shield had the remaining damage is dealt to the player.