QuickSearch - Essential Combat Actions

Regular Action Economy
  • 1 Movement, 1 Action (Subject to Multi-Action/AP Rules), 1 Reaction (Also subject to Multi-Action/AP Rules, with an additional Willpower Roll)
  Initiative
  • 1 Dice + Dex + Wits
  To-Hit Accuracy
  • Melee Attack - DEX + Martial Arts
  • Ranged Attack - DEX + Ranged Arts
  Weapon Damage
  • Melee Weapon - STR+Flat DMG dice
  • Ranged Weapon - Flat DMG dice per projectile hit
  Movement (1 Square = 2 Yards)
  • Basic movement (3 squares)
  • Jogging Movement (6 squares +1 per 3 Dex)
  • Running Movement (10 squares +1.5 per Dex, rounded down)
  • Max movement in combat without action penalty is 1/2 Total running movement
  • Performing an action while moving removes a dice from the action pool unless AP is used.
  • Injured characters have their movement reduced.
  Readying Weapon
  • Takes 1 round action without any rolls
  • Performing this action while performing any other action requires a multi-action reduced roll of Dex+Melee/Ranged Arts (depending on the weapon drawn) reduced only by AP cost.
  Retain
  • Retain is an action that player characters perform to activate and maintain certain abilities which may or may not be used in battle. Roll Stamina + Concentration at half the complexity of the action attempted. Using Retain to maintain an effect reduces the players current willpower by 1, and extends the duration of the ability by 2 rounds per point in associated class skills if applicable (minimum 4 rounds). This point of Willpower is restored when the ability maintained by the is dismissed, but the effect will be dismissed if the player character takes damage to their mental fortitude that would reduce willpower while the effect is ongoing, resulting in a lost ability and point of willpower, or which specifically is designed to hamper or disrupt their focus or senses. For the lattermost phenomenon, they need to roll Stamina+Concentration to keep the Retain active. At higher class category levels, the player can hold multiple Retain effects up at once, at the cost of a roll of willpower at increasing difficulty, or increasing point costs in willpower.
  Yielding/Coordinated Action Rules
  • Players may delay their actions to coordinate with allies for the purposes of combining attacks, working together to perform a coordinated maneuver or attack. While they act near-simultaneously, the description of actions occurs in the order of comparable initiative. They then return to their regular initiative order unless the coordinated action completely fails, at which point they retain the new initiative order.
  • A player may also yield their turn entirely, declaring so to put themselves at the end of the turn order. They return to regular initiative order on the next turn.

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