On this page we will discuss some of the more advanced topics regarding combat that may or may ot be used with your game.


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1) Distractions

Distractions are anything that can distract your target or yourself. If the target is distracted while casting a spell or performing a skill that takes more than one round to complete due to action costs, that spell or skill will be interrupted and therefore not complete and have to be done over again. Simply attacking the target can force the target to have to make a mental check to not get distracted, or if the target tries to defend the target is instantly distracted. The ability, Concentration, prevents distractions from ending spell or skill use.

Distractions are not only good for disrupting spell or skill use. If you can distract a target, that target would not be able to defend from an attack by your ally. The distraction would need to be enough to get the target's attention and if the target interacts in anyway, the target is considered distracted and therefore will fail to defend against an attack.

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2) Covert Attacks and Cover

Covert Attacks are attacks that are not easily noticed or detected and therefore hard to defend against. The classic covert attack makes used of skills such as hide or sneak. As long as you can be hidden and attack, you can perform a covert attack.

You can perform a covert attack using cover as well. Cover is basically any obstacle that prevents a target from seeing you. If you can pass a speed check, you can quickly get of an attack and get back behind the cover.

The benefit of covert attacks are that it requires a perception check, usually with a penalty, to do anything about. Without a successful perception check, the target of a covert attack will not be able to defend, evade, or even counter attack a covert attack. If you are the target of a covert attack, you need to ask the GM what kind of perception penalty you have and hope that you succeed to perceive the attack.

Staying behind cover means that the enemy target cannot see you and therefore cannot attack you. This same bonus is given to enemies who are using cover. However, anytime someone breaks cover to attack, you (or the enemy target) can make a perception check without penalty. Should you or the enemy succeed, the location of the person using cover will be known and the other can go to find and attack that person.

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3) Spectators

During the course of a battle, you may need to either defend against or attack a spectator. Defending agains a spectator first requires knowledge that a spectator is attacking you which may require a perception check. During your active round, you can easily go and attack any spectator that you can reach, instantly bringing them into the battle as participants. However, if that spectator wasn't defended against earlier this could cause a negative moral impact on your character.

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4) Weapon Breaking

Every time you attack, you are supposed to decrease your weapon's DP by 10% of the damage you dealt. If your GM requires you to keep track of this, your weapon could and will break when DP reaches 0. Should your weapon break during an attack, you will do double damage for that attack. Afterwards, you will not be able to use that weapon. Should your weapon break while blocking, the block fails.

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5) Armor Breaking

It is already established that your armor breaks when its PR and MR reaches 0. Both must reach 0 for the armor to trully be considered broken. An additional effect that could be applied is extra damage when armor breaks.

The wearer of the armor could receive an extra 1d20 HP damage when the armor breaks. Furthermore, if the attacker punched or kicked the target causing the armor to break, that attacker would also receive 1d20 damage.

The armor breaking damage is strictly optional.

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6) Status Effect Durations

The durations of status effects do not stack nor do they reset. If you poison someone who is already poisoned, your second poisoning is ignored. If you stun someone who is already stunned, your second stun is ignored. This is to give the other person a fighting chance so that they do not spend the battle stunned and unable to act.

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7) Unconventional Weapons

It is possible to use things that are not considered as weapons as weapons. These unconventional weapons could be objects lying around, such as a frying pan, a rock, a tree limb, or a shoe. Any object that you attack with that can be attacked with but does not have an attack value is an unconvential weapon.

In most cases you can simply use the material's attack value as the attack value. For example, if you use an iron frying pan as a weapon, you would look up iron in the materials list and get its attack value of 3 and that would be the attack value of the frying pan. For the very rare cases where you can't look up a material attack value, the attack value will simply be your character's Melee Power.

You can use the unconventional weapon rule to even give an attack to objects that have no real attack such as the Lancer's Shield. Being a large shield, you can't really attack like normal with it. However, your GM may allow you to bash someone with the shield or throw it at someone if your character has the strength to do so. In that case you would use the material's attack value.

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Submitted by mythus on Sun, 12/25/2022 - 04:52