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Combat / Arms and Armor System

thunderstar Sep '17  /  edited Feb '18
=Combat=
Throughout your adventures, you will encounter hostile people and creatures whom will want to do you harm, and what will you do? Run? Well, that is an option... but you're an adventurer! So you're going to fight!

Combat Rules
Combat rolls and defensive rolls are made to determine if you deal damage to your target. If you roll more stars than your target, rolls you deal (Damage Stat + Weapon Damage - Target's Armor). If your target rolls stars equal to or more than what you roll, your target successfully avoids all damage from you.
- Minimum Weapon Damage
In very rare situations, your Damage Stat + Weapon Damage will be equal to or less than your Target's Armor. In this scenario, if you successfully strike your target, instead of dealing no damage at all, your minimum weapon damage will be dealt.
- Out Numbered Combat
If you have been out-numbered in combat, and multiple enemies are attacking you, you may only react to one attack (per scene) per point in your Combat Prowess stat. (If your combat prowess stat is 0, then you cannot dodge or block attacks without using power. GM's Note: I highly recommend all characters having at least 1 point in Combat Prowess.)

Combat Ranges
[Stuff and words and such.]
- Preemptive Attack
When fighting an opponent with a weapon that has a range of at least 1 higher than the range of your weapon, and you're attacking your target from a number of tiles equal to or more than the weapon range of your target, your opponent may roll a Preemptive Attack against you before your attack without the use of power. At this point, you have two options: attempt to dodge/block the attack, or take the attack and attack your target at the same time.
- Passing an Opponent's Weapon
If you chose to attempt a dodge/block, and your roll was successful, you have passed your opponent's weapon, and may now attack your target. If you failed your roll, you take damage, and may not roll an attack against your target until you pass the weapon.
- Sacrificial Strike
If you chose to not dodge/block, you are attempting a Sacrificial Strike in which you take damage from your opponent (and if you do not die from said damage) you may attack your target as they are attacking you.

Cover and Concealment

Weapons
Weapons add bonus damage to your Damage stat, have unique Weapon Abilities, and range bonuses. Equip your weapons in the "Equipped Weapons" section in Notes. Put your non-equipped weapons in the "Inventory" sections in Notes.
- Dual Wielding
You can dual wield one-handed weapons.
When dual wielding two weapons, you have the option between the two with which to attack. If you're using a shield and a weapon, you can parry with the shield (percentile bonus added to dodge/block roll), and attack with the weapon.
- Weapon Abilities
Weapons have special Weapon Abilities that a character may use to give them certain advantages or inflict status effects. A character can execute a Weapon Ability with the use of the correct weapon class and 1PP.
- Weapon Durability
Most high-quality weapons (purchased and starter weapons) have unlimited durability unless. Some weapons may have been damaged in a fight, have been crafted poorly, or found already damaged. These weapons have a durability number that goes down by 1 for each use. If the durability number hits 0, the weapon could possibly be repaired or salvaged for parts, but if it goes down from 0, the weapon will break and be un-repairable.

Armor
Armor gives you a damage reduction to any damage you take.
- Equip armor in the "Equipped Armor" section in Notes. Put your non-equipped armor in the "Inventory" sections in Notes.
- Armor Weaknesses
[Currently being modified...]
thunderstar Sep '17  /  edited Feb '18
=Weapons & Armor Tags=
Every weapon, shield, and set of armor have a tag. These tags determine the item's type, class, and tier.
- An items type determine whether a weapon is one-handed or two-handed. Whether a weapon is ranged or melee. The weight type of armor.
- The class of item determines the type of damage a weapon deals. The resistance and weakness of armor.
- The tier of an item determines the bonus damage of a weapon. The percentile bonus of a shield. The static damage reduction of armor.

Weapon Types
1 = One Handed
2 = Two Handed
R = Ranged
- Weapon Type Combinations
1R = One Handed Ranged
2R = Two Handed Ranged

Weapon Classes
L = Lacerating
B = Blunt
P = Piercing
M = Magic
S = Shield

Weapon Tiers
The number on the left is the weapon tier's minimum damage dealt, and the number on the right is the weapon tier's maximum damage.
F = 1 - 1
D = 1- 2
C = 2 - 3
B = 2 - 4
A = 3 - 5
S = 3 - 6

- GM's Note: A typical sword would look something like this: "Steel Longsword (2/L/C)" a Two-Handed Lacerating Tier C dealing 2-3 bonus damage.

_____

Shield Tiers
Shield tiers add a percentile bonus to your dodge/block rolls.
D = 20%
C = 30%
B = 40%
A = 50%
S = 60%

- GM's Note: A typical shield would look something like this: "Steel Shield (1/S/C)" a One-Handed Shield, Tier C giving a bonus 30% to dodge/block rolls.

_____

Armor Types
A3 = Heavy Weight
A2 = Medium Weight
A1 = Light Weight

Armor Classes
H = Heavy
P = Padded
L = Light
M = Magic

Armor Tiers
F = 1
D = 2
C = 3
B = 4
A = 5
S = 6

- GM's Note: Typical steel plate armor would look something like this: "Steel Plate (A2/P/C)" a Medium Weight - Plate Armor - Tier C (3 damage reduction).

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