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Combat, just like in any other RPG, is a thing that happens while playing a game. Whether it be fighting with a bear for survival, beating down an evil tyrant, or just beating someone in a bar fight, combat is something that people just can't shy away from.

Determining Turn Order Edit

The first thing that needs to happen in combat, is deciding turn order. The way that turn order is decided is a fairly simple process, one that both the Party, and RM are subject to:

  1. Roll d100
  2. Subtract Reaction bonus
  3. Wait patiently until the RM calls on you, remembering what you rolled while also showing the dice on table to prevent cheating.
  4. Report the roll to the RM
  5. The RM makes a list of who rolled what in combat.
  6. Lowest Roll goes first, even if it's an enemy. After that unit acts, the next lowest goes, and so on.

Acting during Your Turn Edit

During each turn, whatever is acting has two Standard Aactions, and a Reactive Action to do with as they please. Most actions are Standard, but some actions, such as using an Ultimate Spell, are a Long Action which use both Standard Actions. There are certain things that don't count as an action, those are Free Actions.

Free Actions are:

  • Talking
  • Taunting (Once per turn)
  • Thinking
  • Breathing
  • Switching Weapons (If stored in a Weapon Sheathe)

Standard Actions are:

  • Attack
  • Move
  • Switch Weapons (Unless they are stored in a Weapon Sheathe)
  • Retrieve an item from a Belt Pouch
  • Use a Stimpack (If stored in a Hypo Kit
  • Use a Grenade (If equipped in a Grenade Belt)
  • Use a Skill
  • Compound
  • Attempt Overdrive
  • Enter Defensive Stance

Long Actions are:

  • Access a Backpack
  • Use a Grenade (If stored in a Belt Pouch)
  • Use a Stimpack (If stored in a Belt Pouch)
  • Cast an Ultimate Spell

Reactive Actions are:

  • Parrying/Riposting
  • Covering Fire

Making an Attack Edit

Whenever you want to attack, there a couple of things that need to happen. You must declare your attack. This is very important because it lets the RM know who you're attacking, and how many times. This is to avoid confusion and cheating. The enemy must also be within range of your attack.After both of these things are true, however, you are free to make the attack.

  1. Declare the target, and amount of compounds.
  2. Determine your Weapon Accuracy, which is what you're rolling against
    1. (Weapon Base Accuracy + Corresponding Skill - (Compound Penalty * Number of Attacks))
  3. Roll d100 and compare the roll to your Weapon Accuracy

If your roll is equivalent or lower than your Weapon Accuracy, the attack hits and the target needs to try to Defend. If you roll a Zero (0), then you Critically Hit. Crits are special, they are a Guaranteed Hit, which means the enemy doesn't get to defend, and have a special effect based on your Damage Type. If you roll a Ninety-Nine (99), you critically fail, or Botch. If you roll a Botch, you hit yourself, dingus, and take damage equal to the CAS modifier of the attack. The Botch damage is also a Guaranteed Hit.

Compounding an Attack Edit

Compounding is a way of doing a lot of things in a short amount of time. There are three things that a compounded action can do:

  • Move
  • Attack
  • Enter Defensive Stance

Compounds aren't available unless you take a feat that allows you to do so; Compounder, On the Run, and Sword and Board Expertise. These feats will tell you the details on the penalties accrued.

Attacking with Two Weapons Edit

Dual-Wielding is an art that some may chose to master, but it won't be an easy path. A character is considered Dual-Wielding when they are wielding a weapon other than a shield in both hands. This action is restricted, however, unless they take the Two-Weapon Fighting feat.

While Dual-Wielding, the scaling of both weapons goes down a stage, and the accuracy is reduced by 15%. If the weapons that you are using have no scaling, then the base damage is reduced by 4 instead. While dual-wielding you may chose to take an action to attack with both weapons at once, but the attacks receive a 1-% accuracy penalty. This penalty stacks with compounding.

The upside to Dual-Wielding is that when you are fully trained for this art, the damage output can be very high, even though the Stamina consumption will be high as well.

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