Combat
Sometimes diplomacy fails, scores need to be settled, and characters are out for blood. Combat is simply a facet of life in this world and chances are your character won’t go too long without running into a hostile situation.
| Table of Contents |
|---|
COMBAT STATS
Combat makes full use of your character’s stats, skills, and equipment. Therefore, before any shit hits the fan, it is important that you first know what your character’s stats are in combat. Knowing your HP and bonuses ahead of time ensures that things will keep moving smoothly in a combat situation instead of requiring pauses to figure everything out.
Your character’s sheet will auto-calculate a lot of this, so while it’s recommended that you know how to calculate it yourself, at the very least make sure you have this information on hand when entering into a quest or duel.
The key stats you should know for combat are HP, MP, evasion, damage, and bonuses.
HP
Hit Points are divided into base HP and armour. They represent the amount of damage your character can sustain before becoming incapacitated or dying. Base HP is your character’s HP without any modifiers - it is the number stated on the sheet. Armour is the full tally of HP granted by all the armour your character is wearing. In this system, armour acts to absorb damage. Once enough damage is taken, that armour is rendered ineffective and your character begins receiving direct damage to their base HP.
Example:
John the Gunslinger has 100 HP according to his character sheet. He has a bullet proof vest that gives +25 armour, steel toed boots that give +5 armour, and a tactical helmet that gives +15 armour. Therefore, John’s base HP is 100, and his armour is 45 (25+5+15).
MP
Mana Points are used to cast spells, and operate in the same fashion as HP. Base MP is stated on the character sheet, and max MP is the base with any bonus MP from items added to it. Every time a spell is cast, points are subtracted from MP and when MP reaches 0, no more spells can be cast.
EVASION
Evasion is a measure of how difficult it is to land a clean, damaging blow on your character. Every character has a base Evasion determined by their race (see Races for evasion ratings). Evasion is increased by Dexterity and by certain types of armour. An attack roll must be greater than or equal to a character's Evasion stat in order to land a hit.
Example:
John the Gunslinger is a human, so his base Evasion is 11. He has 21 Dexterity, which gives him +1 Evasion according to the stat chart. He also has a nanosuit, which gives him a further +1 Evasion. In total, John’s Evasion is 13.
DAMAGE
Damage (DMG) is variable depending on what type of weapon or spell is being used. For ranged weapons, base damage is determined by Perception. For melee, it’s Strength, and for magic it’s Willpower. See the Stat charts to find your character’s base damage. This base damage is then added to weapon or spell damage for your character’s total damage.
Example:
John the Gunslinger has a Perception of 21, meaning he does 20 base damage with ranged weapons. He uses a 9mm pistol which does 20 damage. Therefore John does 40 damage per shot.
BONUSES
Bonuses are the sums of your character’s stat bonus (as listed in the stat charts), class bonus (as listed in the class descriptions), skill bonus (if applicable), and gear bonuses (if applicable).
Example:
John the Gunslinger gets a +1 bonus to using firearms due to his class. He also has a +1 bonus due to having 21 perception. Therefore, he has a +2 bonus to hit with his pistol.
EQUIPMENT
Characters may carry two standard weapons into combat (artillery, rocket launchers, turrets, etc. have their own restrictions). In order to carry more than two weapons, a character must purchase load bearing equipment (LBEs) from the item shop.
Without LBEs, it costs one action to change weapons in combat (see Actions below).
In addition to weapons, characters may carry a total of five items into combat. In order to carry more items, they must purchase a backpack from the item shop. Consumables such as grenades or mines are counted individually, not as a stack.
Thrown weapons that come in stacks (ex. Shuriken or Throwing Knives) only count as a single weapon.
Hand or 'unarmed' weapons (brass knuckles, sap gloves, etc.) do not count towards the weapon limit but DO count towards the item limit.
COMBAT PHASES
Combat can be broken down into actions, turns, and rounds.
An action is performed by a character on their turn. Once every character involved in the fight completes their turns, that encompasses a single round of combat. A round lasts roughly six seconds of in-game time on average, but will vary depending on circumstances and the number of characters involved.
On a character or enemy's turn they can choose from the following options
- Movement
- Standard Action
- Bonus Action
- Reaction
INITIATIVE
In order to determine who gets to take their turn first, and in what order the rest of the turns are taken, the first step of combat is figuring out initiative.
This is the first phase of combat. The two sides have encountered each other and must roll initiative to see who can react first.
In a quest situation, initiative is rolled for the whole party using the highest dex+lvl bonus of a character in the party. This is rolled against the enemy party’s bonus, and the higher value goes first. Some GMs may opt to roll individual initiative for each character, and sometimes each enemy, but this is up to their discretion.
Example:
John the Gunslinger has a Dex bonus of +2 according to the stat chart, and a level bonus of +1. This means he rolls a +3 for initiative. Since his bonus is the highest in the party, he will roll for the party.
John: !roll 1d20+3
Dicebot: John rolls a 1d20+3 and gets a 15
GM: ROLLING FOR ENEMY INIT
GM: !roll 1d20+4
Dicebot: GM rolls a 1d20+4 and gets a 12
John's roll was highest, and therefore the party wins initiative and attacks first.
In a duel situation, initiative is rolled before the fight starts just as in a quest. Both characters roll dex+lvl with the higher result going first.
Some characters have skills that allow them to attack first; this will win them and the party initiative. However, if both characters have this skill in a duel, then initiative is rolled as normal.
Situations may arise that alter how initiative is handled. In cases of an ambush, initiative would not be rolled as the ambushing party wins by default.
ACTIONS
On a character's turn, they may move and take two actions - a standard action and a bonus action. They can decide whether they want to move first or take an action first. A character is not obligated to do both on their turn.
There are many different actions a character can take on their turn. The most common actions will be outlined in this section; however, there may be many situation-specific actions that can be taken. Players should feel free to propose actions that are not listed in this section, and the GM in charge will use their discretion as to whether or not the action is possible, and what the required roll will be.
ATTACKING
The most common action taken is to attack an enemy. A character must first select an enemy to attack, then move into range (if applicable; see the Range section for more information), then make their attack. The GM will then call for a roll and determine whether or not the attack was successful. There are no damage rolls in this game; if a character does 40 damage with a weapon, then that is how much damage they do on each successful attack.
An example attack turn is as follows:
John the Gunslinger is armed with a pistol that does 40 dmg per shot and he has a +2 to attack.
*John runs to a parked car, getting him within medium range of the gunman. He takes aim with his pistol and fires. (moving to range, attacking gunman, 40dmg)
GM: THE GUNMAN IS FAST, REACTING AS SOON AS JOHN CATCHES HIS EYE (13 EVA). JOHN, ROLL YOUR ATTACK.
John: !roll 1d20+2
Dicebot: John rolls a 1d20+2 and gets 17
GM: JOHN LANDS A WELL PLACED SHOT ON THE GUNMAN, THE BULLET HITTING HIM IN THE SHOULDER WITH A BURST OF BLOODY MIST. IT'S A CLEAN THROUGH AND THROUGH SHOT. THE GUNMAN COLLAPSES, HOLDING HIS SHOULDER.
TWO WEAPON FIGHTING
When making an Attack Action with a single handed weapon, a player may use their Bonus action to make another attack with their off-hand. This attack is made as a straight d20 roll without any bonuses - unless the player has a relevant class skill such as dual wielding.
CASTING SPELLS
Casting spells functions similarly to a standard attack. The magic user selects a target, ensures that they are in range, and casts their spell. However, casters must make sure that they have enough MP to cast the spell. MP is subtracted whether a spell is successful or not.
Some spells have cooldowns. This means that the spell cannot be cast again until a certain amount of time has elapsed. If a spell has a one round cooldown, then the caster must wait a full round before they can cast the spell again.
Some spells take longer to cast, and therefore use up both of the caster's actions instead of one.
Some spells require concentration. If a caster takes damage while concentrating they must make an END roll against DC15.
USING SKILLS
Every class has unique skills, some of which can be used in combat as actions. Some skills may take up a character's entire turn, including movement. Each skill is different, so you must read the skill description to know how it is applied in combat.
USING ITEMS
A character may use an item from their inventory in combat, such as a med kit or healing potion, depending on the situation. Item use costs a standard action unless otherwise noted.
ASSISTING
A character may use their turn to assist another character with an action thus granting them advantage. For example, if character A is attempting to climb a wall on their turn, character B can use their turn to assist them, thus giving character A advantage to that action at the GM's discretion.
HOLD TURN
A character may decide to hold their turn and perform an action at a later time in the round, when a certain condition is met. They may wait for another party member's turn in order to receive a buff spell before acting. Or, they may wait for an enemy to move into range.
A character holding their turn may interrupt an enemy's turn (acting after the enemy moves but before the enemy attacks) because they are in a ready state.
CONTROLLING MINIONS
Some classes have skills or spells that allow them to control minions in combat, such as an Engineer's combat drones or a Ecomancer's elemental summons. These minions act as any other combatant, just limited in what actions they can perform.
A minion is summoned on the character's turn, and may act after the character's next turn. For simplicity's sake, the minion will always act after the character's turn, regardless of if that character's attack order is changed throughout the course of the fight. Three or more minions are controlled as a single entity with one turn (horde).
BONUS ACTIONS
Bonus actions are quickened actions used in special circumstances. Some classes may be able to use normal Actions as Bonus actions such as the Operative using Disengage. Some minor-spells may also be cast as a bonus action.
Examples of Bonus Actions:
Two Weapon FightingSome minor-spells
Drawing Weapons
Using certain consumables
REACTIONS
A reaction is an action that is triggered by an event of some kind. Reactions can happen on your turn, or interrupt the turn of an opponent or other player. Characters can only use 1 reaction, until the start of your next turn. Certain spells, skills, and items may require the use of your reaction.
Examples of Reactions:
Attack of Opportunity
The Shell and Barrier spells
RANGE + MOVEMENT
Range is the distance from the character to the target. Every weapon and spell has a particular range that your character needs to be in for the attack to connect. If your character is out of range, a GM at their discretion may still let you attempt an attack with a severe penalty to hit, depending on how far out of range the character is.
Some weapons are effective across multiple ranges. Some will be ineffective if you get too close, such as sniper rifles. Every weapon will have its range included in its description, but here is a rough chart to give you an idea of where they fall. As always, ranges are subject to GM discretion in a quest situation.
A weapon used one range outside of its effective range will be rolled with disadvantage. More than one range outside of its effective range will be an auto-fail.
|
Range |
Weapon Types |
Movement Cost (Farther) |
Movement Cost (Closer) |
|---|---|---|---|
|
Touch |
Touch spells, small melee, unarmed, punch weapons |
0 |
N/A |
|
Close |
most melee, pistols, shotguns, thrown weapons |
1 |
0 |
|
Medium-Close |
Polearms, pistols, shotguns, thrown weapons, bows, crossbows |
2 |
1 |
|
Medium |
Rifles, pistols, shotguns, bows, light/med machine guns, launching weapons |
4 |
2 |
|
Far |
Rifle, Sniper Rifles, Launching Weapons, Heavy Machine Guns |
8 |
4 |
|
Extreme |
Sniper rifles, artillery, heavy machine guns |
N/A |
8 |
MOVEMENT
Characters have one point of movement for every 10 points of Dexterity they have. A character with 20 dexterity has two movement points, and can move between ranges according to the above chart.
Example:
John has 20 dexterity, or 2 movement points. He is in Medium range and wants to move closer. The movement cost from Medium to Medium-close is 2. Therefore John can use 2 movement points to move from Medium to Medium-close.
Barry has 30 dexterity, or 3 movement points. He is in Close range and wants to move away. Moving from Close to Medium-close costs 1 point. Moving from Medium-close to Medium costs 2 points. Therefore, Barry can move from Close to Medium using 3 movement points.
Movement within a range, such as lateral movement to reach a comrade or cover, costs one movement point, subject to GM discretion. Movement includes walking, running, climbing, swimming, jumping, and flying.
A character may split up their movement. For example, a character with 2 movement points may move from Medium-Close to Close, attack, and then move back from Close to Medium-Close.
A GM may impose limitations on certain types of movement, such as climbing, swimming, and jumping, depending on the environment and situation. For example, a character climbing may have their movement cut in half due to the difficulty of the action. This is entirely up to GM discretion.
Because we do not use grids and tokens, movement tracking in combat is imprecise. A GM may simply ballpark distances and positioning when running a quest.
CLIMBING
Climbing uses twice your movement. GMs may call for a roll to determine if an object is climbable by the PC.
SPRINTING
If a character states they are taking a Sprint action, this means that their movement is doubled, but they use up their attack action.
SWIMMING
Swimming through water or water-like substances uses twice your movement. Any checks made underwater are made at disadvantage. Creatures that need to breath can hold their breath for 2 minute per END bonus (Unless you have the merfolk skill)
DIFFICULT TERRAIN
Movement that takes place across slippery, wildly uneven, or unsteady flooring is considered to be “difficult terrain”. In order to move across or through it, costs one extra movement point.
Examples:
- Icy ground
- Broken flooring
- Rubble
- Steep Stairs
- Deep Snow
- Overgrown Foliage
DISENGAGE
Using the disengage action prevents enemies from making attacks of opportunity when you are trying to move out of melee range.
DODGE
Taking the dodge action forces enemies making attack rolls against you to roll with disadvantage.
HIDE
Make a Dexterity (Stealth) roll to make an attempt to hide. This is rolled against an enemy's perception check, who have line of sight on the character attempting to hide. Attacks made from a hidden position are made at advantage. If the attack is successful the attacker is considered no longer hidden.
GRAPPLING
To grapple, make a Strength check against an opponent's chosen Strength or Dexterity check. If successful the opponent is considered Restrained. If the grappler wishes to move their opponent, a second opposing strength check is made against the person being grappled. If successful the opponents move 1 movement range.
FALL DAMAGE
If a character falls MED range or higher they take damage within the following ranges at GM discretion:
| Fall Damage | |
|---|---|
| Distance | Damage |
| MED | 10 - 150 |
| FAR | 150 - 300 |
| EXTREME | 300 + |
AREA OF EFFECT
Some weapons and spells deal damage within an area of effect that can hit multiple targets at once, such as explosives. If a character is caught within this area of effect, they will make a DEX/LVL roll in order to mitigate damage, such as by diving out of the way.
The DC of any roll to avoid area of effect damage is determined by the individual item, if it is a grenade or other weapon, or by the caster’s WIL bonus + 10 if it is a spell.
Upon a successful roll to avoid Area of Effect damage, the character will still sustain partial damage unless:
- They dive behind cover
- They roll a natural 20
- They have a particular skill
TALLYING DAMAGE
When an attack is successful, meaning the attack roll is greater than or equal to the target's evasion, the target takes damage. There is no damage roll, so every attack does full possible damage.
Damage is taken by the target's armour first. When a target's armour is exhausted (broken), they take damage against their base HP. Certain attacks may be able to bypass armour, such as piercing attacks. In this case, damage is subtracted from the target's base HP even if they still have intact armour.
If a target is afflicted with a condition that deals ongoing damage over multiple rounds, such as burning, bleeding, or poison, that damage is subtracted at the beginning of the target's turn.
A target may have spells or items that alter damage received. For example, a Protect spell that halves damage, or an Amplify Damage curse that increases it. Damage will be rounded to the nearest 5.
STATUS EFFECTS
Characters can be afflicted with an assortment of status effects, positive and negative. These are a result of skills, spells, or items that cause statuses such as poison or bleeding.
Status effects usually last for a limited number of rounds, but some last until the condition is treated by the appropriate spell, skill, or item.
For a full list of status effects, click here.
COVER
Cover obscures a character from the enemy, making it harder to be hit. Cover increases the character's EVA as long as they remain in cover. It does not reduce damage. There are 3 types of cover: Partial, Half and Total cover.
| Type | Degree | Effect | Example |
|---|---|---|---|
| Partial Cover | Slightly obscured | +2 EVA | Hiding behind a wooden post |
| Half Cover | Mostly obscured | +5 EVA | Crouching behind a waist-high cement block |
| Total Cover | Totally obscured | Cannot be hit | Taking cover around a building corner |
MORTALLY WOUNDED
When a character reaches 0 HP, they are considered Mortally Wounded and on the brink of death. They have 2 rounds to receive medical attention or they bleed out and die. During these 2 rounds they cannot take any actions. They will roll a d20 to determine what injury they have as a result of that (concussion, impaired senses, scarring, mangled limbs, etc.). If the character is healed, these injuries will stay with them and provide negatives to roll until the character can be taken to a hospital and treated properly.
If a character loses a limb as a result of an injury, they need to purchase a replacement and have it attached by a surgeon (PC or NPC).
|
Roll |
Injury |
|---|---|
|
1-4 |
Mangled or severed body part (hand/foot/leg/arm/eyes/ears/tail or wings if applicable), character cannot move under their own power (cybernetic or vatgrown replacement body part may be purchased post-quest/duel) |
|
5-9 |
Disabled limb, penalties situational and based on GM discretion (limb will be usable after hospital stay post-quest) |
|
10-13 |
Concussion, severe fatigue, or debilitating pain. -5 to all rolls |
|
14-17 |
Muscle tear, fracture, dislocation, etc. -3 to relevant rolls |
|
18-20 |
Cool scars, no impairment |
Injuries can be mitigated by painkillers and stims, but these will eventually wear off.
INSTANT DEATH
If a character is reduced to -75 HP in a single turn, they are immediately killed without the customary 2-round ‘Mortally Wounded’ status.
RESURRECTION
A dead character may be resurrected by a Lifebinder, but they will still lose a life from their sheet and will still have negatives due to injury for the duration of the quest.
