Post by Sadbot on Dec 4, 2019 19:27:50 GMT
TURNS
Battles are divided into Turns, where each player takes their Half actions and Movement actions. Generally turns last anywhere from seconds to minutes, though this can vary based on narrative requirements.
ACTIONS
There are two types of actions during combat: Movement Actions and Half Actions.
Half Actions: Half actions are used for Attacks and certain special abilities. You have two Half Actions every turn.
Movement Actions: Movement Actions are used for moving Ranges as well as using general abilities that grant different bonuses to your stats. Your Movement Actions are determined by your Agility Modifier.
1 - 1 Movement Actions
2 - 2 Movement Actions
3 - 2 Movement Actions
4 - 3 Movement Actions
5 - 3 Movement Actions
6 - 4 Movement Actions
7 - 4 Movement Actions
8 - 5 Movement Actions
9 - 6 Movement Actions
MOVEMENT ACTIONS
MOVEMENT AND RANGES
Ranges are split into 10 numbered sections. The person who initiates combat must decide whether to start at range 1-2 or range 9-10. The opponent gets the unchosen side. Ranges are shared in combat and it is recommended that players keep track of where both they and their enemies are at all times.When moving to different ranges, you must spend a Movement action for each range you move. If you wish to go from range 1 to range 3, you must spend two Movement Actions. The Ranges and their order are as follows:
1. 6.
2. 7.
3. 8.
4. 9.
5. 10.
MELEE COMBAT
Engaging in melee requires the use of a movement action to enter the same range as an enemy, followed by the use of a Half action to lock the target into combat. Once two beings are locked in melee, they may only use melee attacks or pistols. To disengage from a melee fight, you must spend a half action.
When attempting to strike in melee, you roll 1d100, adding or subtracting misc modifiers FROM THE ROLL, and attempt to get below your Warfare Melee Ability. Roll the damage you would deal directly below this roll. If the hit is successful, the enemy will deduct the damage from their HP (taking armor and other damage reductors).
Code for Rolling to Hit - roll=1d100+# < Characteristic Number (add [] Around roll=1d100+#)
The amount of melee attacks you get per half action is determined by your Agility mod.
Agility Mod - Number of attacks
1 - 1
2 - 1
3 - 2
4 - 2
5 - 3
6 - 3
7+ - 4
RANGED COMBAT
Ranged Combat functions similarly to Close Combat, though you do not need to engage in order to attack. When attempting to hit with a gun, you roll 1d100, adding or subtracting misc modifiers FROM THE ROLL, and attempt to get below your Warfare Ranged Ability. Roll the damage you would deal directly below this roll. If the hit is successful, the enemy will deduct the damage from their HP (taking armor and other damage reductors).
MAGIC
Magic, though not used in an offensive way, is rolled for in a similar way to combat. When attempting to use a spell, roll 1d100 with all debuffs/modifiers and attempt to get less than your Willpower. If the roll is successful, the effect takes place. If the roll fails, the spell fizzles.
DEATH
Unlike normal humans, Revenants do not have to worry about mortal issues interfering with their health. Pestilence, unhealthy living, and aging do not affect Revenants. The only way to kill a Revenant is either by a Reaper tearing their soul in half, or sustaining enough physical/soul damage.
When in a fight, reaching 0 HP results in the player going unconscious. If the thread you are in allows for killing then you may execute the unconscious enemy, removing their character from play. When this happens, you must create a new character. You will retain the experience and abilities of your old character, but are allowed a free respec if desired.
1d100+#zTxxeJ7m
Battles are divided into Turns, where each player takes their Half actions and Movement actions. Generally turns last anywhere from seconds to minutes, though this can vary based on narrative requirements.
ACTIONS
There are two types of actions during combat: Movement Actions and Half Actions.
Half Actions: Half actions are used for Attacks and certain special abilities. You have two Half Actions every turn.
Movement Actions: Movement Actions are used for moving Ranges as well as using general abilities that grant different bonuses to your stats. Your Movement Actions are determined by your Agility Modifier.
1 - 1 Movement Actions
2 - 2 Movement Actions
3 - 2 Movement Actions
4 - 3 Movement Actions
5 - 3 Movement Actions
6 - 4 Movement Actions
7 - 4 Movement Actions
8 - 5 Movement Actions
9 - 6 Movement Actions
MOVEMENT ACTIONS
Aim
Action: Movement Action
Effect: Gain a -10 to one Warfare Ranged attack. Can be used multiple times on different attacks, is not stackable.
Action: Movement Action
Effect: Gain a -10 to one Warfare Ranged attack. Can be used multiple times on different attacks, is not stackable.
All Out Attack
Action: Movement Action
Effect: Remove your toughness armor bonus, gain -10 to all of your Warfare Melee attack rolls.
Action: Movement Action
Effect: Remove your toughness armor bonus, gain -10 to all of your Warfare Melee attack rolls.
Blind Fire
Action: Movement Action
Effect: Gain +10 to all Warfare Ranged attacks this turn, increase armor by 2. Can only be used once a turn. Cannot be used with Aim.
Action: Movement Action
Effect: Gain +10 to all Warfare Ranged attacks this turn, increase armor by 2. Can only be used once a turn. Cannot be used with Aim.
Charge
Action: Movement Action
Effect: Gain a +10 to your Warfare Melee roll, add an extra +4 to your damage roll. May only be used when engaging in melee.
Action: Movement Action
Effect: Gain a +10 to your Warfare Melee roll, add an extra +4 to your damage roll. May only be used when engaging in melee.
Clearing Jam
Action: Half Action
Effect: Clear out jammed firearms.
Action: Half Action
Effect: Clear out jammed firearms.
Move
Action: Movement Action
Effect: Move one space in range.
Action: Movement Action
Effect: Move one space in range.
Overwatch
Action: Half Action
Effect: Use before an enemy engages in Melee combat. If an enemy attempts to engage, you may make one WFR attack with your currently equipped weapon.
Action: Half Action
Effect: Use before an enemy engages in Melee combat. If an enemy attempts to engage, you may make one WFR attack with your currently equipped weapon.
Parry
Action: Movement Action
Effect: Reduce incoming melee damage from one attack by your Warfare Melee mod.
Action: Movement Action
Effect: Reduce incoming melee damage from one attack by your Warfare Melee mod.
Accessory Usage
Action: Movement Action
Effect: Use your Accessory.
Action: Movement Action
Effect: Use your Accessory.
Dodge
Action: Movement Action
Effect: Avoid ONE Ranged attack that would have hit you. Can only be used once a turn and may not be used when engaged in melee.
Action: Movement Action
Effect: Avoid ONE Ranged attack that would have hit you. Can only be used once a turn and may not be used when engaged in melee.
Change Weapon
Action: Movement Action
Effect: Change to your secondary weapon.
Action: Movement Action
Effect: Change to your secondary weapon.
Stab
Action: Movement Action
Effect: Lose one of your Half Actions in exchange for a -20 to your next WFM roll to hit.
Action: Movement Action
Effect: Lose one of your Half Actions in exchange for a -20 to your next WFM roll to hit.
MOVEMENT AND RANGES
Ranges are split into 10 numbered sections. The person who initiates combat must decide whether to start at range 1-2 or range 9-10. The opponent gets the unchosen side. Ranges are shared in combat and it is recommended that players keep track of where both they and their enemies are at all times.When moving to different ranges, you must spend a Movement action for each range you move. If you wish to go from range 1 to range 3, you must spend two Movement Actions. The Ranges and their order are as follows:
1. 6.
2. 7.
3. 8.
4. 9.
5. 10.
MELEE COMBAT
Engaging in melee requires the use of a movement action to enter the same range as an enemy, followed by the use of a Half action to lock the target into combat. Once two beings are locked in melee, they may only use melee attacks or pistols. To disengage from a melee fight, you must spend a half action.
When attempting to strike in melee, you roll 1d100, adding or subtracting misc modifiers FROM THE ROLL, and attempt to get below your Warfare Melee Ability. Roll the damage you would deal directly below this roll. If the hit is successful, the enemy will deduct the damage from their HP (taking armor and other damage reductors).
Code for Rolling to Hit - roll=1d100+# < Characteristic Number (add [] Around roll=1d100+#)
The amount of melee attacks you get per half action is determined by your Agility mod.
Agility Mod - Number of attacks
1 - 1
2 - 1
3 - 2
4 - 2
5 - 3
6 - 3
7+ - 4
RANGED COMBAT
Ranged Combat functions similarly to Close Combat, though you do not need to engage in order to attack. When attempting to hit with a gun, you roll 1d100, adding or subtracting misc modifiers FROM THE ROLL, and attempt to get below your Warfare Ranged Ability. Roll the damage you would deal directly below this roll. If the hit is successful, the enemy will deduct the damage from their HP (taking armor and other damage reductors).
MAGIC
Magic, though not used in an offensive way, is rolled for in a similar way to combat. When attempting to use a spell, roll 1d100 with all debuffs/modifiers and attempt to get less than your Willpower. If the roll is successful, the effect takes place. If the roll fails, the spell fizzles.
DEATH
Unlike normal humans, Revenants do not have to worry about mortal issues interfering with their health. Pestilence, unhealthy living, and aging do not affect Revenants. The only way to kill a Revenant is either by a Reaper tearing their soul in half, or sustaining enough physical/soul damage.
When in a fight, reaching 0 HP results in the player going unconscious. If the thread you are in allows for killing then you may execute the unconscious enemy, removing their character from play. When this happens, you must create a new character. You will retain the experience and abilities of your old character, but are allowed a free respec if desired.
1d100+#zTxxeJ7m