Difference between revisions of "YiffieMon:Combat"

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If the resolution of an action calls for another action to be preformed it is considered to be happening during the time frame of the originating Action.
 
If the resolution of an action calls for another action to be preformed it is considered to be happening during the time frame of the originating Action.
  
<b>NOTE:</b> An [[Attack of Opportunity]] is an exception, they are considered to be happening from the time they are
 
 
== Normal Attack ==
 
== Normal Attack ==
 
<b>Note:</b> a Critical Success of an Attack Roll is considered a Critical Failure for the Defender
 
<b>Note:</b> a Critical Success of an Attack Roll is considered a Critical Failure for the Defender

Revision as of 21:13, 6 March 2021

Turn Order

at the start of combat creatures move from fastest movement rate to slowest movement rate; ties are broken by PCs first then by perception then by Agl then by Dex. surprised creatures can not take actions until all unsurprised creatures have taken an action. Each action has a speed in Init when you do an action you add it's speed to your initiative, the creature with the lowest initiative moves

Move actions are resolved immediately. Actions of Opportunity are resolved in the order they accumulate in at the start of the target's next turn. all other actions are resolved on the actor's next turn after all Actions of Opportunity are resolved.

Actions are currently happening until the actors next turn.

An Actions of Opportunity is currently happening from when it is accumulated to the time it is resolved

Glossary

Threaten By Pool

A creature can not Assign levels [[Threaten By <Creature> 2]] if he has [[Fighting Defensively]

The Conditions of Threat are [[Threaten By <Actor> 2]], [[Combat Assist By <Actor>]] and [[Hampered By <Actor>]].

Melee attacker may freely reallocate his Conditions of Threat when he takes a turn but if you choose to do so you may not assign more than your current Threaten By Pool. Creatures keep their levels of Conditions of Threat from an Attack if their total is more than the Attacker's current Threaten By Pool. When a Creature's Threaten By Pool goes up he can add the add additional level of Conditions of Threat to any target the Creature threatens or is in your Threat Area.

Ranged Attacker allocate as they are used, at the start of any skill check in their Threat Area the Ranged Threatener may used one ammunition and assign a level of Conditions of Threat to the Attacker and Defender that lasts until the Attacker's/Defender's Next turn. A Ranged Threatener doesn't not use an additional piece of ammunition for Attacks of Opportunity against Targets that he is already Threaten By

\


Threat Distance

A creature's Threat Distance for Melee Attacks is his Move + his Fathom + the Reach of his Weapon

A creature's Threat Distance for Ranged Attacks is determined by the Creature taking an Attack skill check,

  • On a Critical Failure

his Threat Distance is the Med range of his weapon or one step shorter if he trying to change his Threat Distance but not changing the Direction of his Threat Area. and he adds his failure amount to all checks of the skill used to make until he makes a Success on a Threat Distance check or a at least a Severe Success on a Check of this skill.

    • on a Normal Failure
His Threat Distance is the Med range of his weapon or stays the same if he is trying to change his Threat Distance but not changing the Direction of his Threat Area.
  • On a Normal Success

His Threat Distance is the Long range of his weapon or one step longer if he trying to change his Threat Distance but not changing the Direction of his Threat Area.

  • On a Severe Success

His Threat Distance is at least the Extreme range.

  • On a Critical Success

his Threat Distance is the Extreme range of his weapon and he adds his Attack skill to all checks of the skill used to make until he makes a Critical Failure on a Check of this skill or he leaves combat.

Guard Distance

The Guard Distance for Melee Attackers is 1/2 their Fathom + the Guard of their Weapon.

The Guard Distance for a Ranged Attacker is equal to the Ranged Attacker's Fathom plus the length of Actor's Move.

Mechanics

Conditions

If a creature has a condition as any time during their current action they are considered to have the highest level experienced during that turn for that action.

Bleeding

Creature can not gain levels of a stage of Bleeding while he has a higher stage of Bleeding and he looses all levels of a lower Bleeding stage when he gains a level of a higher stage of Bleeding

A Healing Skill Check can remove Bleeding from a creature.

  • On a But Success
remove one level.
  • on a Normal Success
remove the Target's ConB or one, which ever is more.
  • On a Sever Success
remove all levels,
  • On a Critical Success
the Target can subtract the Actor's Healing Skill from all Con Checks and from all Healing Skill Checks made against the target until the target makes an action that doesn't evolve a Healing Skill Check against himself. the the Actor may make another Healing Action as An Action of Opportunity.

A creature can make an attempt at this Healing Check himself but if he is Staggered he must first make a successful Int Check for each attempt, adding any penalties he has to his Con Checks to this Check, on any success he my make a Will Check and subtract it's success amount from all his future Int Checks to attempt to remove any Fatigue Bleeding stage until goes a full action without having any Fatigue Bleeding condition. On a Severe Success he subtracts the success amount from his Healing roll, On a Critical Success he subtracts the success amount from his Healing roll and all his future Int Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition.

Bleeding 1

At the end of the Creature's turns he takes (The length of that turn)/1+ConB points of Bleed Damage

Bleeding 2

At the end of the Creature's turns he takes (The length of that turn)D6-(The length of that turn)*ConB or (The length of that turn)* (levels of Bleeding 2), whichever is more, points of Bleed Damage

Bleeding 3

At the end of the Creature's turns he takes (The length of that turn)D10-(The length of that turn)*ConB or (The length of that turn)* ((levels of Bleeding 3)*2), whichever is more, points of Bleed Damage

Blundering

Blundering 1

A creature can looses a level of Blundering 1 when he makes a Critical Success on a Attack Skill Check

Creature has to make a move check when he leaves the Treat Area of an Attacker with a Difficulty Level of the Attacker's OCV minus the Actor's OCV,

  • On Critical Failure
the Actor is [[Threaten By <Attacker> 1]] the that entered until your have spent 1 consecutive Init outside of any move Actions.
The Actor provokes an Attack of Opportunity from the Attacker that is resolved immediately
  • On Critical Success
you loose a level of Blundering 1

Blundering 2

A creature can looses a level of Blundering 2 when he makes a Critical Success on a Attack Skill Check

Creature has to provokes an Attack of Opportunity when he leaves the Treat Area of an Attacker.

Off Footed

A creaute looses a level of Off Footed for every consecutive Init he stays outside of any move Actions.

If an Off Foot creature makes a move check he treats the results as following:

  • Critical Failure
Critical Failures are resolved normally.
  • Normal Failure and But Success,

the it is resolved as a normal Critical Success

  • On a Normal Success
Resolved as a But Success
On a Severe Success
Resolved as Normal Failures.
  • Critical Success
Removes a level of Off Footed
the it is resolved as a normal Critical Success

Building up The Fight

All Checks to remove the creature's Fighting Defensively are aways at least a Normal Success and remove 1 level of Building up The Fight.

Fatigue Bleeding

Creature can not gain levels of a stage of Fatigue Bleeding while he has a higher stage of Fatigue Bleeding and he looses all levels of a lower Fatigue Bleeding stage when he gains a level of a higher stage of Fatigue Bleeding

A healing skill check can remove Fatigue Bleeding from a creature.

  • On a But Success
remove one level.
  • on a Normal Success
remove the Target's ConB or one, which ever is more.
  • On a Sever Success
remove all levels,
  • On a Critical Success
the Target can subtract the Actor's Healing Skill from all Con Checks and from all healing checks made against the target until the target makes an action that doesn't evolve a Healing Check against himself. the the Actor have make another healing as An Action of Opportunity.

A creature can make an attempt at this healing check himself but must first make a successful Int Check for each attempt, adding any penalties to his Con Checks if he is Staggered, on any success he my make a Will Check and subtract it's success amount from all his future Int Checks to attempt to remove any Fatigue Bleeding stage until goes a full action without having any Fatigue Bleeding condition. On a Severe Success he subtracts the success amount from his Healing roll, On a Critical Success he subtracts the success amount from his Healing roll and all his future Int Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition.

Fatigue Bleeding 1

Creature takes subdual damage equal to 1D10-ConB or 2 which ever is greater plus their level of Fatigue Bleeding 1.


Fatigue Bleeding 2

A Creature can not gain levels of Fatigue Bleeding 2 while he has Fatigue Bleeding 3 and he looses all levels of Fatigue Bleeding 2 when he gains a level of Fatigue Bleeding 3 Creature takes subdual damage equal to 1D10-ConB or 2 which ever is greater plus their level of Fatigue Bleeding 2.

A healing skill check can remove Fatigue Bleeding 2 creature

A creature can make an attempt at this healing check himself but must first make a successful Int Check for each attempt, adding any penalties to his Con Checks if he is Staggered, on any success he my make a Will Check and subtract it's success amount from all his future Int Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition. On a Severe Success he subtracts the success amount from his Healing roll, On a Critical Success he subtracts the success amount from his Healing roll and all his future Int Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition.

Fatigue Bleeding 3

Creature takes subdual damage equal to 1D6-ConB or 1 which ever is greater plus their level of Fatigue Bleeding 3.

A healing skill check can remove Fatigue Bleeding 3 creature

A creature can make an attempt at this healing check himself but must first make a successful Int Check for each attempt, adding any penalties to his Con Checks if he is Staggered, on any success he my make a Will Check and subtract it's success amount from all his future Int Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition. On a Severe Success he subtracts the success amount from his Healing roll, On a Critical Success he subtracts the success amount from his Healing roll and all his future Int Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition.

Fighting Defensively

A creature can gain the first level of Fighting Defensively at will.

If a Creature only has 1 level he can loose it at will. If he has more than one level he has to wait 1 Init then make a Will Check

A creature with Fighting Defensively can not assign Penalies from his Threaten By Pool


  • On a Critical Failure
the Creature gains a level of Fighting Defensively
  • On a Normal Failure

This space intentionally left blank.

  • On a But Success
The creature gains a level of Building up The Fight


Flanking

A target is Flanked By a creature if the creature Threaten By the target and any angle made with the target between another creature that Threaten By the Target is greater than or equal to 120 degrees. I target is considered Flanked to level one less than the number of creatures that he is Flanked By

Off Guard

Off Guard 1

A creature can looses a level of Off Guard 1 when he makes a Critical Success on a Attack Skill Check

Creature has to make a move check ever time an Attacker enters his Treat Area with a Difficulty Level of the Actor's OCV minus the Attacker's OCV,

  • On Critical Failure
the Actor is [[Threaten By <Attacker> 1]] the that entered until you have spent 1 consecutive Init outside of any move Actions.
The Actor provokes an Attack of Opportunity from the Attacker that is resolved immediately
    • If the Attack of Opportunity hits
You stop moving
  • On Critical Success
you loose a level of Off Guard 1

Off Guard 2

A creature can looses a level of Off Guard 2 when he makes a Critical Success on a Attack Skill Check

Creature has to provokes an Attack of Opportunity from every Attacker that enters his Treat Area

  • If the Attack of Opportunity hits
You stop moving


Staggered

A staggered creature subtracts their Staggered levels from the Base Line of all Con Checks

Every time a creature gains a level of Staggered he must make a Con Check

Staggered 1

A creature who's Hit Point Value minus Subdual Damage negative gains a level of the staggered condition. gains another level of staggered for each for each multiple of Damage Tolerance that total fails below.

Staggered 2

At the end of ever one of their turns the Creature makes a Con Check.

When the creautee makes a Critical Success on a Con Check he removes 1 level of [[Staggered 2]

On a Critical Failure

A staggered creature must make a Con Check to take any action on a Critical Success they subtract their success amount form future Con Checks until they fail on or no longer Staggered

Prone

When a creature falls Prone he has to make an attack skill check and if he fails he provokes an Attack of Opportunity.


Stopped

A Stopped Creature can't make any move actions, He can continue his current Move Action in which he gains Stopped until he stops.

If a Stopped Creature is forced to move he makes at least one Move check for ever Move he travel

Stopped 1

A creature losses a level of Stopped 1 For every 1 consecutive Init without making a move .

Stopped 2

A creature losses a level of Stopped 2 after waiting 1 Init after the end his turns that he has not spent waiting.

Threaten By

A creature has as many levels of Threaten By as he has [[Threaten By <Attacker>]] conditions

Threaten By <Attacker>

A creature has a level of [[Threaten By <Attacker>]] for each level of [[Threaten By <Attacker> 1]], [[Threaten By <Attacker> 2]] and [[Threaten By <Attacker> 3]]

Threaten By <Attacker> 1

A Creature has a level of [[Threaten By <Attacker> 1]] while the Attacker makes an Attack against him

Threaten By <Attacker> 2 & 3

A creature add the number of level of [[Threaten By <Attacker> 2]] and [[Threaten By <Attacker> 3]] to his Skill Checks If the Attacker is making a Wait or Melee Assist action, the penalty that applies to the target is the highest of the values of that actor's at the start of the target's turn or when the target made any attack skill rolls or accumulated an Attack of Opportunity.

If the Actor made any other action the bonus/penalty that applies to the target is the highest of the value that was ever assign to him by the actor during the target's turn.


Tactical Actions

Attack Rolls

Attack Rolls are used to check if you successfully attack something.

The Difficulty of Attack Rolls is Target's DCV minus Actor's OCV.

Attack Rolls count as Attack Skill Checks for both the attacker and defender. the success/failure amount for the defender is the attacker's Failure/Success amount. Modifiers to the Defender's Attack Rolls don't affect the Attack Roll but do affect the defender's Success amount

a Critical Success of an Attack Roll is considered a Critical Failure for the Defender and a Severe or Normal Success is a Normal Failure for the Defender, A Shield Hit is considered a But Success for the Defender.

Action of Opportunity

Actions of Opportunity are consider to happen when they are accumulated. Anyone with the appropriate skill can make an Action of Opportunity if they can reach the Target.

Attacks of Opportunity

If the one given the chance to make an Attack of Opportunity passes on it only those that Threaten By the target may make it in his stead.

An Attack of Opportunity is resolved like a Normal Attack

Combat Action

If the resolution of an action calls for another action to be preformed it is considered to be happening during the time frame of the originating Action.

Normal Attack

Note: a Critical Success of an Attack Roll is considered a Critical Failure for the Defender

  • On a Critical failure
target adds his attack skill to the all the Actor's skill checks until the Actor's next turn.
The target may make an Attack of Opportunity against actor.
  • On a But Success
Shield Hit
The blow strikes the defender in a spot of his choice. If he has a shield, it blocks the damage. Roll damage as for a hit. If the defender does not have a shield, treat as a Normal Success but add an additional AC from the amount of damage done.
  • On a Normal Success
Hit
A hit result scores damage as specified in the cases below:
  • A) The attacker possesses natural weapons*:
1D6+StrB
  • B) The attacker is unarmed and without natural weapon:
1D3+(StrB/2, round down)**
  • C) The attacker is armed with a weapon:
1D6+StrB+WSB

*See the first note in §8.3.2.

**If the attacker has hand-to-hand skill, the StrB is not divided as specified above.

  • Severe Success
Severe Hit
The damage inflicted by a severe hit is determined, depending on the attributes of the attacker, using the cases below:
  • A) The attacker possesses natural weapons*:
1D10+StrB or zero, whichever is higher
  • B) The attacker is unarmed and without natural weapons:
1D6+StrB or zero, whichever is higher**
  • C) The attacker is armed with a weapon:
1D10+(StrB or zero, whichever is higher)+WSB+(EL/2, round up)

* An attacker is considered to have natural weapons if the NWI specified for it is zero or higher.

** If the attacker has hand-to-hand skill, the EL/2 rounded up is added to the damage that is scored.

EXAMPLE — A troll, +3StrB, fights an unarmed Saryan of Kamen, +2StrB, EL6 Hand-to-Hand. Both score Severe Hits. The troll scores 1D10+3 hit points. Saryan scores 1D6+2+(6/2) hit points.

  • Critical Success
Deadly Hit
The target has to make an attack skill check with a difficulty of the Target's [[OCV] - Actor's OCV or leave combat.
Subtract the actor's attack skill to all attack rolls against target and add actor's attack from all target's attacks rolls until actor's or or target's next turn, which ever happens last.
A Deadly Hit will score 2D10 or (StrB+1)D10, whichever is greater. To this value, WSB and EL are added.

EXAMPLE — If Vlad Stonehand, StrB+4, EL11 in Bastard Sword, scores a Deadly hit with his Bastard Sword, he will do 5D10+12 hit points damage. He could kill a Giant with one blow if he is lucky.


Melee Assist

doesn't counts as an attack

NOTE: Creatures don't get the bonus from their own assists to their next assist but do get it to other attack rolls. NOTE:The actor can make Attacks of Opportunity and they don't count towards ending the effect of Assists.

  • On a Critical Failure

Provoces one Attack of Opportunity that can be made by anyone that Threaten By the Actor.

  • On a But Success
for all attacks against all targets in the actor's Threat Area, all attackers subtract the actor's attack skill to their rolls until actor's next turn.
  • On a Normal Success
For all targets in or entering the actor's Threat Area, until the target leaves the actor's Threat Area or (the actor make a new assist or a none Opportunity attack that is not part of this turn or leaves combat); or the target's next turn which ever happens last,
All attackers subtract their skill and the actor's skill to their attack rolls
  • On a Severe Success
For all targets in or entering the actor's Threat Area, until the target leaves the actor's Threat Area or (the actor make a new assist or a none Opportunity attack or leaves combat); or the target's next turn which ever happens last,
all Attack Rolls against the target subtract the Actor's skill plus the success amount or
The Target subtracts the Actor's skill plus the success amount from his Attack Skill Check rolls.
Also the actor may make an Attack of Opportunity against any target in his Threat Area. This attack gets the bonus from this success.
  • on a critical success
For all targets in or entering the actor's Threat Area, until the target leaves the actor's Threat Area or (the actor make a new assist or a none Opportunity attack or leaves combat); or the target's next turn which ever happens last,
all Attack Rolls against the target subtract the Actor's skill plus the success amount or
The Target subtracts the Actor's skill plus the success amount from his Attack Skill Check rolls.
Also the actor may make an Attack of Opportunity against any target in his Threat Area. This attack gets the bonus from this success.

Ranged Assist

counts as an attack the Bonus/Penalty given for an attack made in the Actor's Threat Area do not stack on the same Assist action but if the Actor makes another Ranged Assist the new Bonuses/Penalties do stack with the Bonuses/Penalties from the Actor's previous Assist actions

NOTE: Creatures don't get the bonus from their own assists to their next assist but do get it to other attack rolls. NOTE:The actor can make Attacks of Opportunity and they don't count towards ending the effect of Assists.

  • On a Critical Failure
Provoces one Attack of Opportunity that can be made by anyone that Threaten By the Actor.
  • On a But Success
When an attack is made against a target in the actor's Threat Area He may expend a round of ammunition, To:
  • Threaten By and assign the Attacker a Bonus/Penalty from the Actor's Attack skill and the Actor may choose ether of these options that last until the Attacker's next turn:
    • all attackers subtract the actor's attack skill from their attack skill checks against the Attacker as a or
    • the Attacker subtracts the actor's attack skill from all Attack Skill Check
  • Threaten By and assign the Defender a Bonus/Penalty from the Actor's Attack skill and the Actor may choose ether of these options that last until the Defender's next turn:
    • all attackers subtract the actor's attack skill from their attack skill checks against the Defender or
    • the Defender subtracts the actor's attack skill from all Attack Skill Check


  • On a Normal Success
When an attack is made against a target in the actor's Threat Area He may expend a round of ammunition, To:
  • Threaten By and assign the Attacker a Bonus/Penalty from the Actor's Attack skill and the Actor may choose ether of these options that last until the Attacker leaves the actor's Threat Area or (the actor make a new assist or a none Opportunity attack); or the Attacker's next turn which ever happens last:
    • all attackers subtract the actor's attack skill from their attack skill checks against the Attacker or
    • the Attacker subtracts the actor's attack skill from all Attack Skill Check
  • Threaten By and assign the Defender a Bonus/Penalty from the Actor's Attack skill and the Actor may choose ether of these options that last until last until the Attacker leaves the actor's Threat Area or (the actor make a new assist or a none Opportunity attack); or the Attacker's next turn which ever happens last:
    • all attackers subtract the actor's attack skill from their attack skill checks against the Defender or
    • the Defender subtracts the actor's attack skill from all Attack Skill Check
  • On a Severe Success
When an attack is made against a target in the actor's Threat Area He may expend a round of ammunition, To:
  • Threaten By and assign the Attacker a Bonus/Penalty from the Actor's Attack skill and the Actor may choose ether of these options that last until the Attacker leaves the actor's Threat Area or (the actor make a new assist or a none Opportunity attack); or the Attacker's next turn which ever happens last:
    • all attackers subtract the actor's attack skill plus the success amount from their attack skill checks against the Attacker or
    • the Attacker subtracts the actor's attack skill from all Attack Skill Check
  • Threaten By and assign the Defender a Bonus/Penalty from the Actor's Attack skill and the Actor may choose ether of these options that last until last until the Attacker leaves the actor's Threat Area or (the actor make a new assist or a none Opportunity attack); or the Attacker's next turn which ever happens last:
    • all attackers subtract the actor's attack skill from their attack skill checks against the Defender or
    • the Defender subtracts the actor's attack skill from all Attack Skill Check


  • On a Critical Success
For all targets in or entering the actor's Threat Area, until the target leaves the actor's Threat Area or (the actor make a new assist or a none Opportunity attack that is not part of this turn or leaves combat); or the target's next turn which ever happens last,
all Attack Rolls against the target subtract the Actor's skill plus the success amount or
The Target subtracts the Actor's skill plus the success amount from his Attack Skill Check rolls.
Also the actor may make an Attack of Opportunity against any target in his Threat Area. This attack gets the bonus from this success.


Charge

counts as an attack

Actor must have spent his previous turn in a move action going straight towards target for at least 2 moves. Actor subtracts his actor move skill this attack roll.

  • on a critical failure ===
actor makes move check
    • On a Critical Failure
Actor falls prone after this Charge, provoking an Attack of Opportunity from the target.

NOTE: attack is place of the normal Attack of Opportunity that happens when yo fall prone

  • On a But Success
Actor makes a move check
    • On a Critical Failure
Actor makes a normal attack against target and adds Power Bonus to damage.
Target makes an Attack of Opportunity against the Actor
    • On a Normal Failure
Actor makes a normal attack against target and adds Power Bonus to damage.
Actor gains a level of Stopped 1.
    • On A Severe Success
subtract move skill plus the success amount from the attack roll for this Charge attack, if it is still a But Success treat this charge as a Normal Success otherwise take the new success level
    • On a Critical Success
subtract move skill plus the success amount from the attack roll for this Charge attack, if it is still a But Success treat this charge as a Normal Success otherwise take the new success level
  • On a Normal Success
Actor makes a normal attack against target subtracting actor's move skill and the success amount of this Charge roll from the roll and adds Power Bonus to damage.
  • On a Severe Success
subtract actor's move and attack skills to all attack rolls against target and add the actor's move and attack skills from all the target's attacks rolls until actor's or target's next turn, which ever happens last.
Actor makes a normal attack against target subtracting actor's move skill and the success amount of this Charge roll from the roll and adds Power Bonus to damage.

On critical success

subtract actor's move and attack skills plus the success amount to all attack rolls against target and add the actor's move and attack skill plus the success amount from all the target's attacks rolls until the target leaves the actor's treat area or the actor leaves combat which ever happens last. The Actor may make a normal attack against target and add Power Bonus to damage or take a push action against the target, ether option counts as an Attack of Opportunity, subtract The actor of this Charge's move skill and the success amount of this Charge roll from the Attack of Opportunity roll .

Cross Their Guard

Doesn't count as an attack

In order to move within the Melee Guard Distance of a Creature you must make a Cross Their Guard Action


If you are closer than a creature's guard distance you can ignore all penalties originating from target that last until the creature leaves combat, The penalties return when you move outside the creature's guard unless they ended normally.

The Actor is always Threaten By the creature while he is within that creature's Guard Distance. The penalty you add you the target doesn't count from the total amount of bonuses/penalties you can assign to creatures in you Threaten By.

If the actor makes an Assist while under the Target's Guard add the bonus from this action to the value rolled and use the new success level to calculate the effects of the Assist on the target of this action.

Melee Guard

Actor must be father away from target than the target's guard distance to make this action.


Hostel Target that is out of Combat

Hostel Target is in combat

This action takes the same time as Normal Attack.


When the actor moves with in guard distance of a Target he can move to any spot in target's Threat Area and the target is counted as the actor for that move, use the target's attack skill for the move skill in these checks

If you are closer than a creature's guard distance you can ignore all penalties originating from target that last until the creature is in combat. The penalties return when you move outside the creature's guard unless they ended normally. The penalty you add you the target doesn't count from the total amount of bonuses/penalties you can assign to creatures in your treat area/

Make a dodge check

  • On a Critical Failure
the target may make on Attack of Opportunity against the actor
  • On a Normal Failure
This space intentionally left blank.
  • On a But Success
actor moves with in guard distance of the target
Make an attack roll against the target
    • On a Critical Failure
add target's attack skill to the actor's skill checks until the actor leaves the target's Threat Area or makes a success on a attack skill check.
The target may make an Attack of Opportunity against the actor.
Note: A creature can make an attack skill check on any turn he make an action other than an attack but is still in combat.
    • On a Normal Failure
The target my make an Attack of Opportunity against the actor.
    • On a Severe Success
Add the success amount of this check to all skill checks made by target against actor until actor leaves target's guard
    • On a Critical Success
Add the success amount of this check to all skill checks made by target against actor and subtract the same ammount from all skill checks made by the actor against the target until actor leaves target's guard
  • On a Normal Success
actor moves with in guard distance of the target,
  • On a Severe Success
actor moves with in guard distance of the target.
Subtract Actor's attack skill plus success amount to all skill checks made by actor against target and until actor leaves target's guard
  • On Critical Success
actor moves with in guard distance of the target.
Add Actor's attack skill plus success amount to all skill checks made by actor against target until actor leaves target's guard.
The actor may make an normal attack or take a push action against the target, ether option counts as an Attack of Opportunity and any creature that Threaten By the target can make an Attack of Opportunity instead


Ranged Guard

This action takes the same time as if it where a normal Move Action

Make a Move skill check

  • On a Critical or Normal Failure
actor moves with in guard distance of the target,
  • On a But Success
actor moves with in guard distance of the target.


Make a Attack skill check with a Difficulty of The target's OCV - Actor's OCV or zero which ever is lowest.

    • On a Critical or Normal Failure
actor moves with in guard distance of the target,
    • On a Severe Success
Add the success amount of this Attack Skill Check to all skill checks made by target against actor as 'Crossed by <Actor>' Penalty and subtract the same amount from all skill checks made by the actor against the target until actor leaves target's guard as 'Crossed by <Actor>' Bonus
    • On a Critical Success
Add the success amount of this Attack Skill Check to all skill checks made by target as 'Crossed by <Actor>' Penalty and subtract the same amount from all skill checks made by the actor against the target as 'Crossed by <Actor>' Bonus until actor leaves target's guard
  • On a Normal Success
actor moves with in guard distance of the target,
  • On a Severe Success
actor moves with in guard distance of the target
Subtract Actor's attack skill plus success amount to all skill checks made by actor as 'Crossed by <Actor>' Penalty until actor leaves target's guard
  • On Critical Success
actor moves with in guard distance of the target
Add the success amount of this Attack Skill Check to all skill checks made by target as 'Crossed by <Actor>' Penalty and subtract the same amount from all skill checks made by the actor against the target as 'Crossed by <Actor>' Bonus until actor leaves target's guard

The actor may make an normal attack or take a push action against the target, ether option counts as an Attack of Opportunity and any creature that Threaten By the target can make an Attack of Opportunity instead


Dive Attack

Actor must be flying at most 60 degrees from straight down in his previous turn.

Actor takes damage (equal fall damage the Actor would take from a distance equal to the actor's last movement * actor's Movement Rate in meters) minus his attack skill.

  • On a Critical Failure
Target takes damage (equal fall damage the Actor would take from a distance equal to the actor's last movement * actor's Movement Rate in meters) plus (the Actor's Flying Power Bonus or zero)
Actor is knocked unconscious
  • On a Normal Failure

Target takes damage (equal fall damage the Actor would take from a distance equal to the actor's last movement * actor's Movement Rate in meters) plus (the Actor's Flying Power Bonus or zero)
The Target gains additional levels of Staggered 2 equal to the amount Body Point damage they took in this action converted into Life Points using the same formula that is used is healing.

  • On a But Success

Actor makes a Con Check

    • On a critical failure ====
Target makes an Attack of Opportunity against the Actor, if this Attack of Opportunity is taken by the target it is resovled after this Dive Attack
Target takes damage (equal fall damage the Actor would take from a distance equal to the actor's last movement * actor's Movement Rate in meters) plus (the Actor's Flying Power Bonus or zero)
    • On a Normal Failure
Target takes damage (equal fall damage the Actor would take from a distance equal to the actor's last movement * actor's Movement Rate in meters) plus (the Actor's Flying Power Bonus or zero)until move 1 Init after the end of his the turn following the Push
Only the Actor can preform an Attack of Opportunity against the Target
Target takes damage (equal fall damage the Actor would take from a distance equal to the actor's last movement * actor's Movement Rate in meters) plus (the Actor's Flying Power Bonus or zero)until move 1 Init after the end of his the turn following the Push
Only the Actor can preform an Attack of Opportunity against the Target
    • On a Severe Success
subtract move skill plus the success amount of this move check from the attack roll for this Dive Attack, if it is still a But Success treat this Dive Attack as a normal success otherwise take the new success level
    • On Critical Success
subtract the actor's move skill plus the success amount of this move check from the attack roll for this Dive Attack, if it is still a But Success treat this Dive Attack as a normal success otherwise take the new success level
Also subtract the Success amount from all attacks made against the target and add the Success amount to all skill checks made by the target for the duration of this action.


  • On a Normal Success
Target takes damage (equal fall damage the Actor would take from a distance equal to the actor's last movement * actor's Movement Rate in meters) plus (the Actor's Flying Power Bonus or zero)until move 1 Init after the end of his the turn following the Push
the Actor can preform an Normal Attack against the Target
  • On a Severe Success
Target takes damage (equal fall damage the Actor would take from a distance equal to the actor's last movement * actor's Movement Rate in meters) plus (the Actor's Flying Power Bonus or zero)until move 1 Init after the end of his the turn following the Push
The Target gains additional levels of Staggered 2 equal to the amount Body Point damage they took in this action converted into Life Points using the same formula that is used is healing
the Actor can preform an Normal Attack against the Target
The Actor can preform an Attack of Opportunity against the Target
  • On a Critical Success
Target takes damage (equal fall damage the Actor would take from a distance equal to the actor's last movement * actor's Movement Rate in meters) plus (the Actor's Flying Power Bonus or zero)until move 1 Init after the end of his the turn following the Push
The Target gains additional levels of Staggered 2 equal to the amount Body Point damage they took in this action converted into Life Points using the same formula that is used is healing
the Actor can preform an Normal Attack against the Target
The Actor can preform an Attack of Opportunity against the Target

Move Actions

Move Actions take (1/MR)* the number of Move you took until you stop Init to make..

If you are forced to stop moving you gain a level of Stopped 1:You stop moving

Move actions are broken into sub turns. A Player makes his decisions of what he does on the sub turns at start of his turn. Every time a move check is preformed calculate hoe many Init it took to move there and record it as a sub turn. Sub turns are considered to currently happening from the time they come up in the turn order to the next time a turn or sub turn comes up from the Actor.

Every MR Move the Actor makes a move through difficult terrain a Terrain Check in made using the lowest difficulty of any terrain he has moved through since his last Terrain Check.

At the start of a sub turn you my make a Move Skill Check so you can Run.

  • On a Critical Failure
Make another Dex Check adding the Failure amount of this Move Skill Check to the roll.
    • On a Critical Failure
You fall Prone
    • On a Normal Failure
You stop moving.
You provoke an Attack of Opportunity.
    • On a But Success ====
You stop moving
    • On a Normal Success ====
You stop moving.
You loose a level of Stopped 1 after 1 Init
    • On a Severe Success
You stop moving.
You loose a level of Stopped 1 after 0.5 Inits
    • On Critical Success
You stop moving.
You loose a level of Stopped 1 1/MR Inits


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

if you enter a creature's treat area make an attack roll against the creature on a Critical Failure add the creatures attack skill to all your skill checks until your next turn and the creature may make an attack of opportunity against you.

  • On a Normal Failure
the creature may make an Attack of Opportunity against you. on a severe you can subtract your attack skill from your attack skill checks until your next turn
  • on a Critical success
you can subtract your attack and move skills from your attack skill checks until your next turn.

Normal Move Action

If a creature stops moving turning a Normal Move Action he Gains a level of Blundering and a level of Stopped 2

An involuntary Move still counts as a move action

until he rolls a Critical Success on a Move Check he treats

Moving to a spot within The Actor's Treat Area with out leaving combat unless he fails a

Move Check; Every time he fails a Move Check The he has to makes an attack skill check against the Difficulty Level of the move check
  • On a Critical Failure
Actor leaves combat and Gains a level of Off Guard
  • On a Normal Failure
You'll have to make a attack skill check for each move beyond it, round down. for ether check on a
    • Critical Failure
you leave combat and have to make a move check ever time a creature enters your treat area with a Difficulty Level of your OCV minus the creature's OCV or stop moving, on a
      • normal failure
you leave combat,

you have to make an attack roll against the creature in order to assign it a penalty or a attack skill check in order to assign it a bonus.

      • on a normal success you can assign your bonuses/penalties to any creature that passes through your treat area
      • on a severe success
you can add your attack skill you any further move checks to keep in combat this turn
      • on a Critical Success

you can add your attack skill you any further move checks to keep in combat this turn and add his Attack Skill to his Threaten By Pool for the rest of this Move Action

Advanced Move Actions

slide

Slide actions are movement

Makes a target to move with you.

Actor subtracts his Taunt Skill from the Attack Roll made to do this action.

Actor decides where Target and Actor moves but Actor must keep Target within his Threat Area the Targets movement is Voluntary.

if actor makes a But Success on move through difficult terrain he has to make check again to continue to slide, subtract actor's move skill to this roll.

  • on a critical failure
Movement ends
Target makes an Attack of Opportunity against the Actor
  • On a Normal Failure
Movement ends
  • On a But Success ===

actor makes a move check against actors OCV minus target's DCV.

    • on a critical failure ====
Target makes an Attack of Opportunity against the Actor
    • On a Normal Failure
Actor can't make a After Actor is done making Slide actions against the target the actor can make an Move Actions until move 1 Init after the end of his the turn following the Slide
    • On a Severe Success
subtract move skill plus the success amount of this move check from the attack roll for this Slide attack, if it is still a But Success treat this Slide as a normal success otherwise take the new success level
    • On Critical Success
subtract the actor's move skill plus the success amount of this move check from the attack roll for this Slide attack, if it is still a But Success treat this Slide as a normal success otherwise take the new success level
Also subtract the Success amount from all attacks made against the target and add the Success amount to all skill checks made by the target for the duration of this action.
  • On a Severe Success
subtract the actor's move skill plus the success amount of this Attack Skill Check from all attack rolls against target and add actor's move from all target's attacks rolls until actor's or target's next turn, which ever happens last.
  • On a Critical Success
subtract the actor's move and attack skills to all attack rolls made against target and add actor's move and attack skills to all target's attacks rolls until actor's or target's next turn, which ever happens last.


push

Push Actions take as long as move action of as long as a Normal Attack, which ever is longer.

force target to move at least 120 degrees away from actor. the baseline for push is actor's strength minus target's strength. If actor has to pivot around target actor has to make a move check(tgt.DCV-atk.OCV).

If target is forced to move faster than his movement rate make move check and add how much it failed by from all move check made during the push, and from target's next attack and subtract failed amount to all attacks made against target until the actor's or target's next turn which ever happens last.

If the actor tries to move the target into an immovable object Actor can make an Attack of Opportunity and add this Actor's Power Bonus to the damage

  • On a Critical Failure
Movement stops
Actor provokes an Attack of Opportunity from the Target
  • On a Normal Failure
Movement stops
  • On a But Success


make a move check against actor's OCV minus target's DCV.


    • On a Critical Failure
Target makes an Attack of Opportunity against the Actor
    • On a Normal Failure
add failure amount to all attack rolls against actor until actor's or target's next turn which ever happens last.
Actor can't make a After Actor is done making Push actions against the target the actor can make an Move Actions until move 1 Init after the end of his the turn following the Push
    • On a Severe Success
subtract move skill plus the success amount of this move check from the attack roll for this Push attack, if it is still a But Success treat this Push as a normal success otherwise take the new success level
    • On Critical Success
subtract the actor's move skill plus the success amount of this move check from the attack roll for this Push Action, if it is still a But Success treat this Push as a normal success otherwise take the new success level
Also subtract the Success amount from all attacks made against the target and add the Success amount to all skill checks made by the target for the duration of this action.
  • On a Severe Success
the actor's move skill is added to target's next attack and subtracted from all attacks made against target until the actor's or target's next turn which ever happens last.
The only the actor may make a Cross The Guard action against the target, this action counts as an Attack of Opportunity.
  • On a Critical Success
The actor's move skill is added to target's next attack and subtracted from all attacks made against target until the target leaves the actor's treat area or the actor leaves combat which ever happens last.
The only the actor may make a Cross The Guard action against the target, this action counts as an Attack of Opportunity.