Post by Micle on Mar 18, 2020 17:21:57 GMT
Combat is split up between three different sections. Action economy, damage calculation, and degrees of failure. Everything else is covered by perks, passives, and techniques.
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Character Attributes
HP: HP is determined by your Stamina, and Energy. Every character has a base of 100 HP. For every 10 points of Stamina, you gain +5 base HP. For every 10 points of Energy, you gain +5 base HP.
Damage Reduction: Your Damage Reduction is based on your Stamina. For every 30 stamina you have, you gain a base of 5 damage reduction from all sources.
Action Economy
On a given turn, you have access to three actions. Attack, movement, and reaction. You may perform all three once per turn, unless stated otherwise by a perk or technique. Simple enough, right?
Attack / Technique is defined as a basic melee attack, or an offensive technique. If you forego a Technique or Attack, you can use a Defensive Technique on top of dodging on that turn.
Movement is simply moving from one place to another through base movement, or a technique.
Reaction is defined as dodging, or using a defensive technique to block, or negate an attack.
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Attacking
When you are attacking, there are two things you must determine. The strength of an attack, and its speed. There are two types of attacks - basic attacks, and technique attacks.
Basic Attack: For Melee, the "Damage" of an attack is equal to the character's Strength, and its "Speed" is the character's speed. For Energy based attacks, the Damage and Speed are both equal to Power. A basic attack is different than a Technique attack, in that you do not get to add a 1d10 to the damage and attack speed. {Basic Attacks drain 1 Stamina or Energy from the user.}
Technique: All Techniques will have their Damage, and Speed listed within. These can be modified to depend on context, and can be lower or higher than a basic attack depending on context. In addition, all Technique attacks gain a 1d10 to the damage and attack speed when used. {Technique Attacks have their drain listed on a case by case basis.}
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Dodging
When you are dodging anything, you compare your Speed directly to the Attack Speed of the incoming attack. In order to do this, roll a 1d12. Add the result to your Speed, and then compare it to the total Attack Speed of the incoming attack.
No Dodge: If the Attack Speed is equal to or higher than the Speed result, you take full damage.
Slight Dodge: If the Attack Speed is 1-5 points lower than the Speed result, you take -5 damage.
Minor Dodge: If the Attack Speed is 6-10 points lower than the Speed result, you take -10 damage.
Major Dodge: If the Attack Speed is 11-29 points lower than the Speed result, you take half damage.
Full Dodge: If the Attack Speed is 30 points lower than the Speed result, you take no damage.
Consecutive Dodging Rules:
For every dodge after the first dodge on a given turn, your dodge die is reduced. For example...
On the second dodge, it is reduced to a 1d10.
On the third dodge, it is reduced to a 1d8.
On the fourth, it is reduced to a 1d6.
On the fifth, it is reduced to a 1d4.
On the sixth, it is reduced to a 1d2.
On the seventh, you get no bonus.
You may choose how to distribute your dodges against multiple attacks in any given turn. Also, all explicitly stated separate projectiles eat up 1 dodge. So, in the case of a Technique that fires 3 lower-powered balls of energy, each one takes 1 dodge charge.
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Damage Calculation:
Damage = Attack Damage - Base Damage Reduction - Dodge Damage Reduction
In the case of a Defensive technique being used on the same turn as a dodge, the formula adds that reduction at the end, as well.
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Object Size Lift Classes:
Person Sized: 10 Strength
Car Sized: 15 Strength
Bus Sized: 20 Strength
House Sized: 30 Strength
Building Sized: 40 Strength
Battleship Sized: 50 Strength
Mountain Sized: 70 Strength
Moon Sized: 80 Strength
Damage When Thrown:
Person Sized: 10 Damage
Car Sized: 40 Damage
Bus Sized: 60 Damage
House Sized: 100 Damage
Building Sized: 120 Damage
Battleship Sized: 150 Damage
Mountain Sized: 200 Damage
Moon Sized: 500 Damage
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Character Attributes
HP: HP is determined by your Stamina, and Energy. Every character has a base of 100 HP. For every 10 points of Stamina, you gain +5 base HP. For every 10 points of Energy, you gain +5 base HP.
Damage Reduction: Your Damage Reduction is based on your Stamina. For every 30 stamina you have, you gain a base of 5 damage reduction from all sources.
Action Economy
On a given turn, you have access to three actions. Attack, movement, and reaction. You may perform all three once per turn, unless stated otherwise by a perk or technique. Simple enough, right?
Attack / Technique is defined as a basic melee attack, or an offensive technique. If you forego a Technique or Attack, you can use a Defensive Technique on top of dodging on that turn.
Movement is simply moving from one place to another through base movement, or a technique.
Reaction is defined as dodging, or using a defensive technique to block, or negate an attack.
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Attacking
When you are attacking, there are two things you must determine. The strength of an attack, and its speed. There are two types of attacks - basic attacks, and technique attacks.
Basic Attack: For Melee, the "Damage" of an attack is equal to the character's Strength, and its "Speed" is the character's speed. For Energy based attacks, the Damage and Speed are both equal to Power. A basic attack is different than a Technique attack, in that you do not get to add a 1d10 to the damage and attack speed. {Basic Attacks drain 1 Stamina or Energy from the user.}
Technique: All Techniques will have their Damage, and Speed listed within. These can be modified to depend on context, and can be lower or higher than a basic attack depending on context. In addition, all Technique attacks gain a 1d10 to the damage and attack speed when used. {Technique Attacks have their drain listed on a case by case basis.}
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Dodging
When you are dodging anything, you compare your Speed directly to the Attack Speed of the incoming attack. In order to do this, roll a 1d12. Add the result to your Speed, and then compare it to the total Attack Speed of the incoming attack.
No Dodge: If the Attack Speed is equal to or higher than the Speed result, you take full damage.
Slight Dodge: If the Attack Speed is 1-5 points lower than the Speed result, you take -5 damage.
Minor Dodge: If the Attack Speed is 6-10 points lower than the Speed result, you take -10 damage.
Major Dodge: If the Attack Speed is 11-29 points lower than the Speed result, you take half damage.
Full Dodge: If the Attack Speed is 30 points lower than the Speed result, you take no damage.
Consecutive Dodging Rules:
For every dodge after the first dodge on a given turn, your dodge die is reduced. For example...
On the second dodge, it is reduced to a 1d10.
On the third dodge, it is reduced to a 1d8.
On the fourth, it is reduced to a 1d6.
On the fifth, it is reduced to a 1d4.
On the sixth, it is reduced to a 1d2.
On the seventh, you get no bonus.
You may choose how to distribute your dodges against multiple attacks in any given turn. Also, all explicitly stated separate projectiles eat up 1 dodge. So, in the case of a Technique that fires 3 lower-powered balls of energy, each one takes 1 dodge charge.
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Damage Calculation:
Damage = Attack Damage - Base Damage Reduction - Dodge Damage Reduction
In the case of a Defensive technique being used on the same turn as a dodge, the formula adds that reduction at the end, as well.
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Object Size Lift Classes:
Person Sized: 10 Strength
Car Sized: 15 Strength
Bus Sized: 20 Strength
House Sized: 30 Strength
Building Sized: 40 Strength
Battleship Sized: 50 Strength
Mountain Sized: 70 Strength
Moon Sized: 80 Strength
Damage When Thrown:
Person Sized: 10 Damage
Car Sized: 40 Damage
Bus Sized: 60 Damage
House Sized: 100 Damage
Building Sized: 120 Damage
Battleship Sized: 150 Damage
Mountain Sized: 200 Damage
Moon Sized: 500 Damage