Combat

Combat

The moment when tensions rise to the point where the only other option to handle a dispute is combat.

Combat Rounds

Combat is broken up into Turns and Rounds. A single Round in combat lasts a total of six seconds, it comprises every characters turn. A Turn is one Player or Nonplayer Characters time where they can make actions and character decisions such as attacking a monster.

Initiative

When it's determined that combat will need to take place in order to progress the scene, all characters in the scene must roll initiative and record the rolls until combat ends. When combat starts, the player or NPC with the highest initiative roll goes first and then the second highest will go second and so on until all turns are over. Once all the turns are complete, a new round begins and the process repeates until the GM declares combat is over.

Surprise

Sometimes, characters can begin combat without expecting it. Such as being ambushed or attacked during a peaceful event when they weren't ready. In a situation like this, the GM may call for either a stealth check if the party is attempting to suprise someone else, or a perception check if the party is being suprised. Anyone who would fail the perception check this way should be suprised.
Targets who are suprised also have -4 on Reflex checks from attack rolls.

Starting Your Turn

Once the initiative goes down to your turn, you can start taking actions. At the start of your turn, you first regain all used action points and reroll prowess dice. For rerolling prowess, read the section below.
During your turn, you have a total of Six Action Points to spend. Certain actions will cost anywhere from 1-6 action points. When you use an action, you must expend the total number of action points for the costs of the action. For example, taking the Attack action costs (3) action points. You do not regain action points until the start of your turn.
Prowess Roll
At the start of your turn, you count your total prowess dice and then roll all of them. For each die that is 5 or higher, you regain that die and can roll it again on your abilities.

General Actions

Lists all basic types of actions that can be taken during combat.
Ready Action
0 Action Points.
The Ready actions is the ability to prepare another action. You must name another action you want to take and a trigger for that action when you want to take the action. When you do, you spend action points equal to the action you wish to take. The Trigger can be anything such as a guard walking around a corner or an ally casting a spell. However, if your turn starts again before you can take the Ready Action, your action automaitcally fails.
Once the Trigger happens you can take that action. You must expend action points for the chosen action.
Item Interaction
3 Action Points.
You can interact with a item, such as opening a door, pulling a lever, pushing a crate, etc. Based on the item of Item Interaction you take, it may take cost more or less action points than the base cost.
For example, pushing a heavy crate a far distance may cost 4 points while opening a door might only take 2 action points.
Recovery
2 Action points.
Recovery allows you to Prowess Roll again during your turn.
Loading
2 Action points.
You take time to reload a mechanical weapon. Some weapons may take longer to reload than others and you must take the Loading Action several times before the weapon is considered loaded again.
Hide
6 Action Points.
You can take the hide action to avoid watchful eyes. Make a Stealth (Dexterity) check and anyone watching you must make a Sight (Awarness) check. If your roll is higher than theirs, you are successfully hidden. While hidden, if you take any move actions, you can only move half the distance, if you more any faster, you are no longer hidden. While you remain hidden, the GM may call for multiple sleath checks the longer you keep hidden. All attacks you make while Hidden have the Flanking Bonus to the attack roll.
You cannot take the Hide Action if you are in plain sight and have no cover or object to hide behind.
Assist
3 Action Points.
You can assist another target with an action they want to take. They can add +4 to an ability check or attack roll they're attempting. This lasts until the start of your next turn.
Disengage
3 Action Points.
While within a Hostile Target's Aura of Reach, you can choose to disengage from them. You move 5ft away from them in any direction and they can't make any attacks of opportunity against you.

Movement Actions

During your turn, you can take types of movement actions. Movement allows your character to move from space to space to reach your targets. Obstacles may also block the characters path which requires ability checks to cross.
Passive Movement
0 Action Points.
At the start of your turn, you can move up to 10ft plus your Brawn Movement Bonus. Brawn Movement Bonus is equal to (Brawn x 5)/2 In Feet.
Movement
1 Action Point.
As an action, you move up to ten feet in any direction.
Dash
6 Actions Points.
As an action, you move up to 60ft. You also make an Athletics (Brawn) Check. For every 5 points you roll, you move an additional 5ft.
Difficult Terrain
Some terrain such as loose rocky earth, deep mud, or a few feet of water may be considered as Difficult Terrain. While traveling through this terrain, all movement actions only move you half as far as they normally would, round down.
Being Prone
While laying down, your character is considered prone. While prone, all movement actions only move you half as far as they normally would, round down. As a Movement action, you can stand up. You gain other penalities as well, check the Conditions page for more information.

Attacking And Defending

Attacking is the main action in combat and is broken up into different subcategories and modifiers.

Attack

3 Action points.
To make an attack, select a target within the range of your weapon. You roll 1d20 and then add the Weapon Hit Bonus.
Then your opponent rolls for their Evasion Resistance Check, or they may choose to Parry, (Detailed Below). If your roll is higher than theirs or equal to, you hit and roll damage. Your damage is equal to the Weapon Damage Total. If you roll lower, you miss.
Attack Hit Modifier
When making an attack roll, you add your Hit Bonus to the attack roll total. This is determined by two bonuses, your Ability Modifier and your Weapon PRF Bonus. When you add these two modifiers together you get your Hit Bonus.
Ability Modifier. Your ability modifier is either Brawn for a Melee Weapon or Awareness for a Ranged weapon.
Weapon Proficiency Bonus. Every weapon type has a certain Proficiency level learned with it, based on the weapon you're using you add the Procficiency Bonus to the attack roll.
The Total forumal can be simplified as follows.
(Brawn OR Awareness + Weapon Proficiency Bonus) = Hit Bonus
Weapon Damage
Whenever you hit with an attack roll, you deal damage to your target. The Weapon Damage Total is determined by the listed damage on the Weapons Page, Plus Your Damage Modifier, Either your Brawn for Melee weapons or Awareness for Ranged weapons.

Parry

2 Action Points.
Instead of taking the Evasion action, you can choose to parry, either with a weapon or Shield. You can only parry with a melee weapon. When you parry this way you roll 1d20 an add your Weapon Hit Bonus to the roll.
Parry With Shield
Whenever you would Parry, you can also choose to Parry with a Shield instead of a Melee Weapon. When you do, you add your Brawn and Shield Proficiency Bonus just like you would with a melee weapon.

Block

4 Action Points.
You cannot take this action if you've made an attack this and cannot make attacks, except opportunity attacks, while this ability is active unless you choose to end it early. Until the start of your next turn, Parrying with a Shield costs no action points and you add the Block Score from the shield to the Parry Bonus.

Adding Prowess Dice

Whenever you would make either Attacks or Parries, you can add Prowess Dice to the roll. After you roll the D20, but before you know if you hit or miss, you chose how many prowess dice you wish to add to the attack roll and then expend those dice.
For each Prowess Die you add, you add 1d6 to the total you roll. You do not regain Prowess Dice until you Roll Prowess at the start of your turn.

Flanking

Whenever you would make an attack roll and have an ally across from the target you're attack, you have flanking. While you have Flanking, you add an additional Prowess Dice (D6) to the attack roll.

Cover

While standing behind an obstacle or wall of some sort, your character can gain a Cover Bonus against attack rolls. Minor Cover represents foilage, a crumbling, wall, standing above your opponent, or any other minor bonus terrain might grant you. Major cover represents a proper fortified wall or man made cover.
Minor Cover. You add +2 to Evasion or Parry checks.
Major Cover. You add +5 to Evasion or Parry checks.

Attacks of Opportunity

Sometimes, you might find you're able to make an attack roll when it's your opponents turn or in reaction to someone's action or ability.
Aura of Reach
While wielding a Melee weapon you have an Aura of Reach equal to that weapon. If that weapon is shorter than 5ft, your Aura of Reach is still considered 5ft.
Whenever a target would take a certain action within the Aura of Reach such as, leave your aura, attempt to cast a spell, make a ranged weapon attack, interact with an item, or anything that might leave them vunerable, you can make an attack of Opportunity.
In addition, if a target enters your Aura of Reach with a melee weapon that is shorter than your own, you can also make an attack of opportunity.
Opportunity Attack
Free Action, Reaction.
An Opportunity attack is made the same as a normal melee attack but can only be made in response to any of the actions above. You can make any number of Opportunity Attacks as long as you are not suprised. You must also expend a single Prowess die when you take this action. This die is not added to the roll.

Critical Hit

Whenever you would make an Attack Roll or Parry and add Prowess Dice to the Roll, if you roll a 6 or higher on any of those Prowess Dice, it's considered a Critical Hit for that Prowess Die. For every Critical Hit, you add 1d6 plus your Damage Modifier to Damage for an Attack roll or Damage Reduction if your make a Parry.
In addition, on dealing a Critical Hit, you also cause a Wound to the Target. Refer to the Wounding & Damage page for more details.

Alternate Attack Actions

Instead of taking a normal attack action, you can take a vareity of different attack actions listed below. These use the same rules for regular attack actions, unless otherwise specified.

Grapple

3 Action Points.
To Grapple a target you make an Athletics (Brawn) check and your opponent can either choose to make either a Strength or Evasion Resistance check to contest your check. This causes an attack of Opportunity. If your target would successfully hit you, you fail the check. If you roll higher than or equal to your opponent, you grapple the target. During their turn they can make an action (6 Action Points) to attempt to break free of the grapple by making either an Evasion or Strength Resistance check against your Athletics check. While the target is grappled, they gain the Grappled Condition. However, as the grappler, in order to maintain the condition on the target, your movement speed is reduced to 0 and you cannot make attack rolls against targets other than the target that is grappled. You can stop grappling your target at any moment as a free action.
Forced Movement
2 Action Points.
You can only take this action against a target that you are grappling. You can force a target to either move or enter a prone condition.
  • Move: You force the target to move. However, both you and the target’s movement speed are halved.
  • Prone: You force the target to enter the prone condition.

Shove

3 Action Points.
To Shove a target you make an Athletics (Brawn) check and your opponent can either choose to make either a Strength or Evasion Resistance check to contest your check. This causes an attack of Opportunity. If your target would successfully hit you, you fail the check. If you roll higher than or equal to your opponent, you shove the target forcing them to move up to 10ft away from you.

Disarm

3 Action Points.
To disarm a target you make an Athletics (Brawn) check and your opponent can either choose to make either a Strength or Evasion Resistance check to contest your check. This causes an attack of Opportunity. If your target would successfully hit you, you fail the check. If you roll higher than or equal to your opponent, you disarm your opponent, knocking their weapon or item to the ground, or catching it if you wish and have a free hand.

Wounding Strike

3 Action Points.
You can attempt to target specific wounds on a target. You expend a single prowess die. Make an attack roll as normal but you have -4 on the attack roll.
On a successful hit, you automatically cause a Wound. (This does not cause a Critical Hit). you choose the type of wound you want to deal.

Guard Break

3 Action Points.
You can attempt to break the guard of your opponent and reduce their prowess dice. You expend a single prowess die. Make an attack roll as normal but you have -4 on the attack roll.
On a successful hit, your opponent then loses 4 prowess dice.

Armor Pierce

3 Action Points.
You can attempt to pierce through the gaps in between your opponents armor to ignore the resistance. You expend a single prowess die. Make an attack roll as normal, however you must expend a single prowess die (you cannot roll this die) to take this action, and you have -4 on the attack roll.
On a successful hit, you ignore Half of the total Damage Reduction from your opponents armor, round down.

Area Attack

Some spells and abilities may refer to an Area Attack. Whenever an ability would call for one, you make an attack roll like normal and may add prowess dice like normal. Area Attacks generally target multiple defenders. Those Defenders may then make an Evasion Check or Parry like normal. However, for most Area Attacks, opponents can only Parry with a shield against these attacks, such as against Fireball.

Alternate Parry Actions

When you take the Parry Action, you can choose to instead take any of the following actions below. You cannot use these abilities while Guard Broken.

Perfect Parry

(2 Action Points, reaction)
You expend a single prowess die. You make a parry action like normal, however, you have -4 to hit. On a successful parry, the attacker loses 4 prowess Dice.

Heavy Parry

(2 Action Points, reaction)
You expend a single prowess die. You make a parry action like normal, in addition, until the start of your next turn, you have +4 to damage reduction until the start of your next turn, or your Guard is Broken, this ability does not stack. However, whenever you take damage from a single source while this ability is active, you also lose 1 prowess die.

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