Fighting System
Combat Sequence
One Party Initiates the Fight ether by attacking or by ambushing the other the Attacking Party is called the Actors the other Party is thus called the Reactors.The Acting Party has the Fist Turn and decides there individual order of Action by all Rolling 1D20 + Subtlety any individual may delay there Turn ether into the enemies turn as a Reaction Action that acts as an immediate reaction to the Enemy that has + the players Reaction speed. The Enemy can ether React to the Reaction Action with - (Reactor(Reaction speed) - Actor(Reaction Speed)) on any Roll or accept the Outcome and take any other Action. If any Actors Delays there Turn then They become a Reactor and if any Reactor delays there Turn they become a Actor.
In essence the Combat order of 3 vs 3 would go something like this:
1st Turn (Reaction Action & Reaction to Reaction Action)
- 1. Actor
- 2. Actor (Delay to after 2. Reactor)
- 3. Actor
- 1. Reactor
- 2. Reactor (moves)
- Now 2. Actor (Reaction Action to 2. Reactor)(Attacks) (+ on Rolls)
- 3. Reactor (React to 2. Actor)(Defends 2. Reactor) (- on Rolls)
2nd Turn (Back to Normal Order)
- 1. Actor
- 2. Actor (3. Actor past Turn)
- 1. Reactor
- 2. Reactor
- 4. Reactor (2. Actor past Turn)
- 3. Reactor
Actions In Fights
Common Actions
Movement | Action Cost | Gained Status |
of 5m | can be used anytime (if to evade Agil. Roll) | Sneaking
Enemy has -(Detection)|+(Attacks) (1+ Subtlety(Player)) |
of 10m | can be used anytime (if to evade Agil. Roll) | Sneaking
Enemy has -(Detection)|+(Attacks) (1+ Subtlety(Player)/2) |
of 10m | if used no other action can be taken without a Agil. Roll | Walking |
of 20m | if used no other action can be taken without a Agil. Roll | Walking |
of 20m | can only be used with an Agil. Roll | Sprinting
Enemy has +(Attacks)|-(Detection) 3 - (Subtlety(Player)/2) |
of 50m | can only be used with an Agil. Roll | Sprinting
Enemy has +(Attacks)|-(Detection) 3 - (Subtlety(Player)) |
Attacks
(General) |
Action Cost | Results |
Close
Combat |
A.: 2 can be done at most in one Turn
B.: One action can be taken per Turn (a second can be done with Skills or 1D20 + Reaction Speed - 1per any action already taken -3) |
A.: - Disarm (Strength - Enemy(Persistence))
- Open Cover (Agility - Enemy(Persistence)) - Defend (Strength - Enemy(Persistence)) B.: - Strike (Player: 1D20 over 10, Enemy: 1D20 + Reaction Speed over 10, Tie: Higher Number Wins) - Block (Persistence - Enemy(Strength) Defends against Open Cover and Disarm and gives Strikes -2 against you) - Charge-Attack (Only if Enemy's Cover has been Opened (Strength Roll) Damage + Dice Number [i.e.: 1D8 = 8]) |
Ranged
Attacks |
A.: 2 can be done at most in one Turn
B.: One action can be taken per Turn (a second can be done with Skills or 1D20 + Reaction Speed - 1per any action already taken -3) |
A.: - Quick-Shot (Player: 1D20 + Weapon Acc. - 3 over 10, Enemy: 1D20 + (Reaction Speed/2) over 10, Tie: Higher Number Wins)
B.: - Shot (Player: 1D20 + Weapon Acc. over 10, Enemy: 1D20 + (Reaction Speed/2) over 10, Tie: Higher Number Wins) - Throwing(Player:1D20 + Acc. + Throwing Acc. over 10, Enemy:1D20 +Reaction Speed over 10, Tie: Higher Number Wins) |
Magic & Word | A.: 2 can be done at most in one Turn
B.: only one can be taken in one Turn |
A.: - Quick Cast (Player: Mag. Roll then 1D20 + Agil. over 10, Enemy: 1D20 + Reaction Speed over 10(Costs + 1/4 of Spent Points to Cast), Tie: Higher Number Wins)
B.: - Cast Spell (Player: Mag. Roll then 1D20 + Agil. over 10, Enemy: 1D20 + Reaction Speed over 10, Tie: Higher Number Wins) |
Item Use | A.: 2 can be done at most in one Turn
B.: only one can be taken in one Turn C.: can only be used with a Turn Delay |
A.: - Use One SI
B.: - Use One MI C.: - Use One BI |
Additional Notes
All results are Rounded down. any Roll with an Enemy with both Actors being under 10 the higher Roll wins and if it's the Attacker then the Damaged is halfed.Reaction Speed
Actions: used in CombatEffect: grants a Modifier based on Agil.
Leveling (5uses Per Lv.):
- Lv.1 Agil. Modifier
- Lv.3 Agil. Modifier + 1
- Lv.5 Agil. Modifier + 2
- Every 2 Levels after 5 + 1 extra
Throwing Acc.
Actions: Throwing ObjectEffect: grants a Modifier based on Agil.
Leveling (5uses Per Lv.):
- Lv.1 Agil. Modifier
- Lv.3 Agil. Modifier + 1
- Lv.5 Agil. Modifier + 2
- Every 2 Levels after 5 + 1 extra
Special Moves of the Fighting Professions
Rage
Point Cost | Action | Result |
2 | Slash | Three Enemies are Hit with a Strike (costs 1 Turn) |
4 | True Strike | One Enemy is Hit with a Strike with 2x Damage (costs 1 Turn) |
2 | Ramming | One Enemy is pushed to the Ground and loses the Next Turn (Strike Roll +2 for Player) (costs 1 Turn) |
=>2 | Stronger Strike | Strike with + Points-Spent/2 (every 4 Points-Spent +1 Strike Roll(no new Damage Roll)) (costs 1 Turn) |
Points are gained from a chain of consecutive close Combat Attack Turns (i.e. Attacks in Turns after one another, other actions can be taken in these Turns as well).
Archer
Points Cost | Action | Result |
2 | Shot & Run | One Shot Action + 1 (1/2Turn) Movement Action (costs 1 Turn) |
=>2 | Leap | Jump (Points-Spent / 2) Meter High (costs 1 Turn) |
=>2 | Adrenalin Boost | + (Points-Spent / 2 Actions(1Action = 1/2 Turn) this Turn (doesn't cost an Action) |
=>2 | Evasion | Movement Rolls get + (Points-Spent / 2) (doesn't cost an Action) |
Points are gained by consecutive Movement Turns (i.e. movement in Turns after one another, other action can be taken in these Turns as well).
True Marksmen
Points Cost | Action | Result |
=>2 | Targeting | On One Roll against Targeted Enemy + (1/2 Points-Spent)(every point after One requires a successful Wisdom Roll) (costs 1/2 Turn) |
4 | Repetition | Fire Two Shots in One Turn (costs 1 Turn) |
8 | Multi Shot | Fire at Two Enemies with Two Shots in One Turn (costs 1 Turn) |
Points are gained by consecutive Ranged Attack Turns (i.e. Attacks in Turns after one another, other actions can be taken in these Turns as well).
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