Some background music.
This thread will guide you through the games battle system, while providing an example battle in later posts. We start by a summary of how battles are set up.
- Surprises
The game-master decides if any of the characters are caught off-guard. The surprised characters lose their turn during first round of combat. - Determine Initiatives
Each character rolls d10 and adds their dexterity bonus to the result. Character will act in order from the highest to the lowest. - Character Turns
Characters resolve their turns by the initiative order. Keep cycling the turns as long as the battle is finished or the trigger that caused the combat has been resolved.
During his turn the character can perform one or more of the following action types.
- Full Action
The action requires a whole turn to complete. You cannot use any half actions this turn. - Half Action
Fairly simple actions that require less time than full actions. You may make two different half actions per turn. As in you may not perform the same half action twice. - Free Action
You can take any number of free actions during your turn. Very simple actions that make only a split-second to make or can be easily achieved along your other actions — such as speaking. If the players seem to abuse this the GM should use common sense to limit the action to what could be achieved in couple seconds. - Reactions
Normally characters receive one reaction to be used during a round, which can only be used when it's not their turn. For example abilities or spells that trigger under specific conditions. - Extended Action
Actions that take more than one round to complete. Once you commit yourself to the action you are actively working towards completing it. If you are interrupted or you abandon the extended action all progress towards completing the action is lost.
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- Spoiler:
- To Be Added
These actions have not been finalized and should not be used in the game. They are here simply for possible later use.- Grapple (Full)
When you are grappling or being grappled you may only take grapple actions. - Actions related to guns. Overwatch, covering fire and automatic weapon bursts. Currently nasuverse isn't very gun centered so these may be left out on purpose.
- Multiple Attacks (Full)
If you have the proper perks you may spend a full action to perform multiple attacks. - Feint (Half)
Opposed weapon skill test, the opponent can't use reactions against your attack. - Delayed Action (Half)
Leaving actions to be used for later in the round. Might slow and complicate things too much. - Dodge or Parry (Reaction)
Reaction that can be used to dodge attacks. Probably need to make some basic version on character creation.
- Grapple (Full)
Stunned A character may become stunned due to different kinds of attacks or abilities enemies posses. All attacks made against a stunned character are considered routine and gain +20 to the difficulty of the test. In addition stunned characters may not take actions of any kind, even free ones. | Attack of Opportunity Happens when a character attempts to leave from melee combat without using the Disengage action. Each character who was previously in melee combat with the fleeing character may use a free half action outside of their turn for one standard attack. The attack must be made with a currently equipped weapon, be it ranged or melee. | Testing Weapon or Ranged Skill When making attacks you are required to test Weapon or Ranged Skills to see if the attack succeeds. Roll 1d100 and add the appropriate combat difficulty modifiers. If the result is equal or less than your characters weapon skill when making melee attacks, or ranged skill when making ranged attacks - the attack succeeds. After that you roll for damage and see if the enemy uses reactions or luck points to do something about the attack. | Critical Effects Critical effects happen when you roll for attacks or stat tests. When rolling a 1d100 the results from 0-5 are called a critical success, and results from 95-100 a critical fumble. These effects have not been currently integrated to the main rules but they may be used for ability and weapon effects. |
Fatigued When a character has gained fatigue equal or more than his endurance bonus, the character passes out and can't take any actions. | Called Shot When making melee or ranged attacks you may make a called shot to target a specific place on the enemy. Currently there aren't any integrated effects on attacking different body parts, but depending on the enemy they may have certain weaknesses. Called shot is declared when using your attacks or abilities. You take -20 penalty on your weapon or ranged skill. |
+30 (Easy) | +20 (Routine) | +10 (Ordinary) | +0 (Challenging) | -10 (Difficult) | -20 (Hard) | -30 (Very Hard) |
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Depending on the game-master dgö.-