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Chapter 9: Combat [ | Combat Statistics | The Tick System | Personal Combat Rules | Vehicle/Mount Combat Rules | Example Moves | ]
Combat Bonuses
Strike, Parry, Dodge
These bonuses are added to rolls when the combatant is in close combat with another. This
tends to mean hand strikes and use of melee weapons (such as swords and daggers). Add the
bonus appropriately to your roll. Tied rolls go to the defender.
When you try to hit someone in close combat, it is called a Strike.
When you try to block someone in close combat, it is called a Parry and you are the defender.
When you try to avoid getting hit in close combat, it is called a Dodge and you are the defender.
Aim, Quick Parry, Evade
These stats work similarily as the three described above, but they are for ranged combat. Remember, if
someone is outside your Max ThD, you can't hit them with a thrown object. Also, if the
person is outside of the Effective Range of a ranged weapon, you get a penalty to hit them.
When you try to hit someone in ranged combat, it is called an Aim.
When you try to block someone in ranged combat, it is called a Quick Parry and you are the defender.
When you try to avoid getting hit in ranged combat, it is called an Evade and you are the defender.
Command
When the player wishes to use a supernatural ability in combat (whether it be to attack or defend), he
adds his Command instead of a combat bonus. Command represents your character's prowess with the supernatural.
If the character is magically enhancing his attacks, he will not add Command. Command is used when pure
magic is being wielded with little or no physical guidance.
Tumble
When the player wants to defend, he may choose to tumble instead. Tumbling
means that your character has accepted that he will be hurt. Instead of trying to avoid it, he
tries to take it in a non-vital area. First, you will use either Dodge or Evade (you will make your choice
depending on the attack coming at you). Add the appropriate defense bonus AND the tumble bonus together.
If the character makes the roll, he takes half damage from the attack and the damage is spread over non-vital areas.
If he fails to tumble, he takes full damage. However, the attack still does not hit a vital area.
Parlay
This is the ability to entangle, disarm, or pull some other fancy maneuver on the opponent.
The basic uses of Parlay are outlined in the parlay section.
Combat Attributes
Initiative
Add this bonus when all combatants are rolling Initiative for the round. The one with
the highest initiative goes first.
Damage, Penetration
Add these bonuses to your damage and penetration on a successful attack. If the attack was a shot instead
of being thrown or a melee strike, you do not get these two bonuses.
Critical
If you match or exceed your Critical, you make a critical attack. That means if you roll a 20 on a D20 (the die itself before bonuses), you successfully
make a critical attack. The only way to defend against a critical attack is with a higher critical defense (tied rolls go to the defender as usual).
Critical attacks do double base damage (doubled before any damage bonuses are added).
Interval, Action
Interval: Each time you take your turn, you must then wait out your Interval before your next turn.
Actions are about 2 ticks. Your Interval is usually 6. That means the action will take 8 ticks altogether. Only the
first 2 ticks is your character actually doing the action. The other six ticks are meant to represent the lull and thought
after each action you take; this represents your character's momentum and/or ability to find opportunities. In other words, you must
wait 8 ticks before your next turn.
Ex. You go on Tick 16. You want to hit someone. The GM says that will take 2 ticks and then you must wait 6 ticks. Together that
means you will go 8 ticks later. You will get your next turn on Tick 8.
While your character is looking to move again, you aren't completely helpless. This is the idea of Free Actions.
This is when your character needs to do something immediately (reload, dodge). You may spend a Free Action to do something before your next Turn.
You may not use a Free Action to attack. If your first turn hasn't come up yet due to a lower initiative, you may
only use Free Actions to defend yourself.
Talking is free, but keep it short.
Remember that any action will require a certain number of ticks. The default amount of time for any action is 2 ticks; if it
isn't listed, it's probably this or what the GM considers appropriate.
Every character begins with 2 Free Actions per round.
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