Combat

Combat is a contested action that occurs in rounds. Each round, a character can take two actions, chosen from moving, attacking, defending, or using special abilities. It is also possible to perform a double action of the same type, at the cost of forgoing the other action.

During combat, the following procedure is used:

  1. Determine initiative by rolling 2d6 and applying modifiers based on agility and relevant skills. The side that rolls higher acts first.
  2. On their turn, each character can take their actions.
  3. The round ends after all characters have taken their actions. Repeat steps 2-3 until the combat ends.

After applying all relevant modifiers, if a Critical is not rolled, the higher roll wins in combat.

Modifiers to Stats and Skills are situational and depend on the attack type. The Referee has to adjudicate which modifier is adequate for the situation.

Damage

A character's Hit Points are equal to twice their Shape Score.

When an attack lands on an opponent, the damage is determined by subtracting the defender's roll from the attacker's roll. The difference is then applied as damage to the losing side, with the armor score reducing the damage.

However, if the defender rolls higher than the attacker, no damage is inflicted.

When a character's HP drops to zero, they become severely wounded and are no longer able to participate in combat. If a character delivers a blow to a severely wounded opponent, the opponent may die or be permanently knocked out of the fight. The victor has the power to choose the defeated opponent's final fate.

Healing

After every combat, characters' HPs are restored immediately if they are higher than zero. However, if HPs are reduced to zero, the character must receive medical treatment immediately. If medical treatment is not feasible, the character must make a Shape Check with a target number of 8 or higher. If the check succeeds, HPs are restored by half of their total. If the check fails, the character must retire from any further action.

Example

Let's say our character, Max, is caught in a bar fight. Max is a skilled boxer and has a Shape score of 5, Agility score of 4, and a Boxing skill of 3.

As the fight begins, Max and his opponent both roll for initiative. Max rolls 8 (2d6 + Agility modifier) while his opponent rolls 10 (2d6 + Agility modifier). The opponent acts first and decides to attack Max. The Referee determines that Max can try to dodge the attack using his Boxing skill. Max rolls a 10 (2d6 + Boxing skill modifier) while his opponent rolls a 7 (2d6 + relevant modifiers). Max succeeds in dodging the attack.

On Max's turn, he decides to attack his opponent with a punch. The Referee determines that Max can add his Boxing skill modifier to his roll. Max rolls a 9 (2d6 + Boxing skill modifier) while his opponent rolls a 5 (2d6 + relevant modifiers). Max hits his opponent and the difference between the rolls (4) is applied as damage to the opponent's Hit Points. If the opponent's armor score is 1, then the damage is reduced by 1. If the opponent's HPs drop to 0, Max can choose the opponent's final fate.

After the round ends, if Max's HPs are higher than 0, they are immediately restored. If his HPs are equal to 0, he needs immediate medical treatment. If medical treatment is not feasible, Max makes a Shape Check against 8+. On success, his HPs are restored by half the total. On failure, Max must retire from the action.

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