「Character Actions」
Spoiler: click to toggle When in a moderated battle or combat scenario, all actions preformed by a character are considered under a mathematically derived d20 (20 sided-die) battle system. In short, the actions your character preforms will are judged based on their variables such as statistics, character based bonuses and penalties on the said actions, environmental conditions and the chance of a d20 roll. All actions, regardless of the type (in most cases), require what is known as "Action Points" to preform.
Action Points (AP): In order to preform actions, a character must have a certain number of Action Points available. A character has 5 Action Points per round of battle that are spent to preform various types of movements. Nearly all actions require at least 1 AP to preform, there are few that are free by default. There are many general actions every character is capable of making. These actions will be listed below.
Free Action Points: There are many abilities, weapon advantages, etc, capable of granting a character a Free Action Point for a round. These special Action Points, unlike the normal 5, are generally only open to one type of action (only usable for casting spells, attacks with a certain type of weapon, etc). These points are always expended first if the applicable action is used, however there is a limit to them. Even if a player has more than three Free Action Points usable for various actions, only two may be used per round. For example: if a player has several abilities that grant 1 Free Action Point each to knife attacks, spell casting, and readying a weapon and their first actions are to draw a knife and attack with it, the Free Action Point to spell casting is forfeit.
「Action List」
Spoiler: click to toggle The following list is a compilation of general actions usable by any character regardless of their abilities. They have no prerequisites outside of having enough Action Points to preform.
Attack: [1 AP] General weapon or unarmed strikes. Effect: Attack a single time unarmed or with the equipped weapon, dealing the specified damage, accuracy and damage type.
Reset/Reload: [1 AP] Ready a heavy or ranged weapon for another strike. Effect: Either reset a heavy class weapon for an attack, reload a stringed class weapon (using a projectile class weapon with the "Ammunition" Advantage) or ready up to 3 throwing projectile class weapons (without the "Ammunition" Advantage). Weapons that may readied with this action required it to be done before every attack (3 attacks per preparation for throwing projectiles)
Prone: [1 AP] Lower yourself to the ground. Effect: Decrease Movement Speed to 20% and evasion against melee attacks by 4, but increase evasion vs ranged attacks by 4. When knocked down, Prone becomes active automatically. Requires 1 AP to stand again.
Disarm: [1 AP] Relieve a target of their weapon. Effect: Attempt to disarm an armed target by grabbing their weapon or knocking it away. Requires at least 1 free hand to accomplish. Disarm counted as an unarmed melee accuracy -6 attack to knock the weapon away or accuracy -8 to equip it yourself. Adds an addition +2 accuracy if 2 hands are free. If disarm fails, the character is unbalanced, having -3 Evasion until the end of the round or until the next attack at them is attempted.
Active Defense: [1 AP] Actively prepare yourself to defend from attacks. Effect: Shift from "Passive Defense" to "Active Defense", doubling the AP cost of any damage dealing attack actions and decreasing movement speed by 50%. Active Defense is by default an additional +4 to Passive Defense. Any Action Points remaining (not counting Free AP) left over at the end of the round round is added into Active Defense.
Stealth: [1 AP] Hide out of view from others. Effect: Unable to be actively targeted or tracked by enemies who do not know your location. Only able to move safely at 30% movement speed. -1 to Stealth for every 10% speed traveled faster than 30%. If attacking before detected, the attack counts as an automatic critical hit at +4 accuracy, but decreases Stealth by -8 if it was a melee attack or -6 if it was ranged. Additional +2 accuracy and double-critical hit if the target is unaware they are in battle. Stealth bonuses and penalties are heavily altered by the environment and the combatant's perception.
((More to be released))
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