Character Attributes: Combat

When a player takes their character into battle, there are a series of "Combat Attributes" listed on their character sheet that either modify 1d30 rolls or add defensive/offensive options to their actions.

Aggro

During combat, a character can use a minor action (not a major action) to "load" an aggro (short for "aggravate", meaning "to upset intentionally"). On a 1d30 aggro roll, the result is stored until used or until combat ends. That roll can be used to redirect damage from a single enemy attack to the character spending the aggro instead of the original targeted unit. On a successful aggro, the damage from a melee, ranged, or magical attack is redirected to the aggro user and halved. Thus a magical spell that would have done 44 damage is reduced to 22 damage. No matter what the original damage was, the damage received is considered magical and is NOT mitigated by worn armor or the armor attribute.

The aggro attribute buffs the 1d30 aggro roll making it more effective. For instance, a +6 aggro can change a 15 into a 21.

Armor

During combat, this defensive attribute mitigates incoming enemy damage. Unlike worn armor, this attribute has no effect on outgoing offensive melee damage. For instance, a character wearing chainmail of +3 armor that has an armor attribute of +4 receives only one point of damage from an enemy strike of eight (8-3-4=1). However, the same character responding with an offensive attack will reduce his or her 12-point attack by only three because of the worn armor, dispensing a total of nine points of damage (12-3=9). Shields add to worn armor, not the armor attribute.

Clarity

This is the mental attribute that prevents mental breakdown during battle. Clarity will buff a 1d30 clarity roll. For instance, a +8 clarity can change a 15 into a 23.

Disarm

During combat, a character can use a minor action (not a major action) to disarm an enemy, causing them to immediately drop one of his or her weapons thus preventing the enemy from attacking with a single melee or ranged weapon on their upcoming turn. If the enemy is holding no weapons, disarm converts to stun. In this way, if the disarming hero's weapon also grants a stun, the stun granted by the unarmed disarm will stack. Disarmed enemies can still cast the status effects of their weapons but can't perform a traditional melee, wand, or ranged attack. If the enemy has multiple weapons, the casting character must specify which weapon is being disarmed prior to rolling. An enemy can only be disarmed once per round. Some shields buff the disarm mechanic. Disarms and stuns do not carry over into successive rounds or combats.

The disarm attribute buffs a 1d30 disarming roll making it more effective. For instance, a +7 disarm can change a 15 into a 22.

Dodge

During combat, a character can use a minor action (not a major action) to "load" a dodge. A player rolls a 1d30 and then stores that value to send later. On using a dodge, the character can negate the damage of a single enemy melee or ranged attack that is targeted at the user. Dodge rolls only last until the end of the current combat. A character can only have one loaded dodge at a time even if both of his or her minor actions are available. The dodge mechanic also accepts an additional bonus for an equipped shield.

The dodge attribute buffs a 1d30 dodge roll making it more effective. For instance, a +5 dodge can change a 15 into a 20.

Magic-Combat

One of the two magic attributes (the other is Magic-Amity), this one specifically buffs 1d30 attack rolls with a wand and status effects from weapons that are cast using magic. For instance, during a 1d30 roll, a +3 magic (combat) can change a 15 into an 18.

Melee

Any time a character stands within range of an enemy and attacks with a melee weapon or shield in that enemy's general direction, you can buff his or her 1d30 attack roll using this physical action attribute. For instance, during a 1d30 roll, a +2 melee buff can change a 15 into a 17.

Power

This is the physical action attribute that decides on non-weapon melee events such as wrestling an enemy to the ground, pushing or kicking an enemy backward, grabbing a flying enemy out of the air, or picking up an enemy and throwing him or her into other enemies. During a 1d30 attack roll, a +9 power can change a 15 into a 24.

Ranged

Any time a character shoots a projectile at an enemy with a ranged weapon that isn't a wand, you can buff his or her 1d30 attack roll using this physical action attribute. For instance, during a 1d30 attack roll, a +4 ranged buff can change a 15 into a 19.

Unnerve

This mental attack attribute is unique. During a 1d30 attack roll (melee, ranged, or magic), a player can use their unnerve attribute instead of another attribute to conduct a secondary attack that reduces a enemy's fear meter thereby increasing the chance that the affected enemy will acquiesce, cower, or flee battle entirely. For instance, during a 1d30 attack roll of 15 the attack stays at 15 and an extra unnerve damage (let's say +4) would "tag along" and hit the enemy's fear meter.

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