Combat Scene
Weapons drawn, fists ready, players set into the fray. Combat Scenes show the party at physical conflict with an NPC or NPC group. To survive this encounter, a player character must not die by running out of Health and the party must not fall unconscious by running out of Energy.
Energy and Initiative
In a Combat Scene A player character's amount of energy determines their initiative; the greater the amount, the sooner a player character gets to act. The character or NPC with the greatest energy value acts first. The amount of energy a player character has will change depending on how they use their energy as noted above. At the end of a round, a player should report to the GM their new energy value to see if they go later in the initiative order.Modifying Damage
Damage done is determined first by a successful attack roll and then by the kind of damage a player is using, usually predetermined by their weapon or the kind of magic they are using.Variable of Success Outcomes in Combat
When attacking, the following modifications to the variables of success are made: On critical pass, damage is doubled; on a pass, damage is normal; on a half-pass, damage is halved, rounding up if needed; on a fail, damage is nullified; on a critical fail, damage is nullified and the weapon gains a weapon flaw (meaning it loses one damage in its subsequent attacks until repaired) or the caster gains a point of corruption.Damage Types and Modifications
There are two main modes of damage. These modes are lethal and non lethal. Lethal damage attacks health and will eventually kill a target. Non lethal damage attacks the target’s energy and will eventually incapacitate them. With these in mind, below are a list of the four damage types available in Chimera. Click Here to Enlarge/Minimize the List- Physical. Damage slicing, piercing, or bludgeoning forces to the body. Results in anything from bleeding, to bruising, and the general weakening of the body.
- Elemental. Whether by heat, cold, shock, poison, or the concussive force of air, damage caused by the elements wears on the body, causing fatigue due to extreme conditions.
- Magical. Damage caused by magic results in disorientation and headaches at best, and ennui, existential dread, and despair at worst.
- Chemical. Chemical damage can be felt from either a caustic or irradiated source, and results in irritation and burning of areas contacted.
Some of those native players to D&D may be put off by the lack of damage types. Chimera adds onto these damage types with status effects. This allows for cool damage effects with critical hits and environmental effects when traveling.
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