The Defensive Round
When it is not actively your turn to act in combat, you are in what is called the Defensive Round. In a defensive round you can not do anything except participate in story interaction and defend yourself against attacks. You cannot move, use items, use skills, cast spells, use minor runic manipulations, or attack. You can only defend, evade, or use defensive skills, including counter attack.
When in the defensive round, you only have your defense actions that you can use. Unlike the actions you have in the active round
When in active round, you have your attack, support, and magic actions. Those actions replenish every round and you can only do one of each regardless of how many actions you have. However in the defensive round you only have your defense actions and you can use all of your defensive actions. So if your character has 3 defensive actions and gets attacked 3 times, your character can use each of those three actions to try to defend against the attack. However if your character gets attacked a fourth time your character will not have any defensive actions left to defend with.
though, you can use all of your defensive actions. This is so that you can defend against multiple enemies and attacks.
In order to defend against an attack, you have to use the skill Defense, or Magic Defense if you are defending against a magic attack. You simply do what the skill says to do.
Whenever you are attacked you have a chance to evade. If you make your evade % check, you will usually evade the attack and receive no damage. You use Evade % for evading any damage, however depending upon the type of damage dealt your character may have a harder time evading. This is shown by applying handicaps to your character's Evade %. The penalties for the different evasion situations are found in the Special Defense Situations table.
Each time you attempt to evade costs a defense action. It is not free action.
Special Defense Situations
There are situations which can affect how well you or your enemy target can defend or evade. Because of your limited cone of vision whenever an enemy target attacks you from a location outside of your frontal cone of vision, your chances at making a defense decrease. You are still able to defend, evade, or even use a defensive skill, however because you are being attacked outside of your field of vision, you react slower to the attack which decreases your ability to defend. These situations are attacked from behind, attacked from the side, or attacked while distracted, and they can apply to enemy targets as well.
Other situations make it difficult to defend against an attack as well. For example, a projectile attack could be near impossible to evade, but would not hinder your chance at making a defense check, whereas a covert attack could make it so that you could not even have a chance to make a defense check. Below is a table describing all of the various special defense situation.
Special Defense Situations Table: Shows the situations which could decrease your chances of defending or evading.
|Defense Situation||Description of Situation||Effect on Defensive Strategy|
|Direct Melee Attack from the Front or Thrown Object
(Thrown Object is not Throwning Weapons but objects and weapons not meant for throwing)
|A basic attack coming from the frontal view of your character.||No effect, changes, or penalties.|
|Attack From Behind or while distracted.||Any attack coming from behind your character, or while you are distracted.||Requires a successful perception check; there is a penalty of -5 to any defensive action, including evade.|
|Attack From the Side||Any attack coming from the left or right of your character.||A penalty of -5 to any defensive action.|
|Most Projectiles (including Rune Cannons) and Throwing Weapons (weapons meant for throwing)||Defending or evading against a projectile shot from a bow, crossbow, or other basic projectile weapons except guns||A penalty of -20 to Evade %.|
|Gun||Defending or evading against a projectile shot from a gun.||A penalty of -50 to Evade %|
|Explosions or Large Areas of Effect||Defending or evading against any area of effect attack that covers more than one hex.||Cannot evade unless you are on the farthest reach of the attack. If so, you can make an Evade check with no penalty.|
|Seen Single Target Spells||Evading any spell that affects only a single target and can be seen.||No effect, changes, or penalties.|
|Invisible or Very Fast Single Target Spells||Evading any spell that affects only a single target and either cannot be seen or is extremely fast.||A penalty of -25 to Evade %. Can make a Mental check where a success decreases the penalty by half and a critical success removes the penalty.|
|Covert Attacks||Defending or evading against any hard to notice attack.||Must make a successful perception check with any penalties given by the skill in use before you can make any defensive action.|
There are certain skills that you can use to help you defend while in your defensive round. There are also skills that you can use to help your allies defend. As long as the skill is a defensive skill, you can use it during your defensive round. The skill must cost defense actions to be able to be used in the defensive round.
Defending Against Spectators
During the course of the battle, if there are any spectators, some of the spectators may try to attack you. You would then need to defend against them, however it may not be as simple as defending against an enemy participant.
In order to defend against a spectator, you first have to make a successful perception check. If the attack is coming from a hidden spectator, you would need to apply any penalties. If you succeed at your perception check, you can defend against the attack like any other attack, otherwise you have to take the damage.
Defending against a spectator does not draw them into battle as participants, unless you use a counter attack skill as your defensive action.
Despite how hard you try, there will come a time when you will take damage. Therefore it is important to understand how to calculate any and all damage you receive. This is also important for GM’s when figuring out damage for the NPC’s you fight. All damage is handled exactly the same way, whether you are a player character or a GM controlled NPC. Lets say the enemy target his you and deals 80 points of damage and you were unable to successfully make a defensive action. If you are not wearing any armor, that damage will go against your HP. Hopefully you are wearing some armor otherwise your character will not last.
Example on Taking Damage
Bob has 70 HP and 40 PR for armor. An enemy does 80 damage to Bob. If Bob did not have any armor, it would have killed him. Luckily he does.
First we need to determine how much of the damage is not absorbed by the armor and is dealt against his HP.
80 - 40 (PR) = 40
This means Bob loses 40 HP. Subtract that from his current HP of 70.
70 - 40 = 30
Bob is left with 30 HP remaining. So while he is hurt, at least he is still alive. He would not be if he didn’t have his armor.
We also need to decrease Bob's PR by 10% of the damage rounded up (8), making Bob's PR 32 for the next attack.
PR shows how much of physical damage your character's armor will absorb, MR shows how much magical or energy damage your character's armor will absorb. Any physical damage done against your character will be reduced first by your character's PR. Any magical damage done against your character will be reduced first from your character's MR. What is left over will decrease your character's HP.
Every time your character takes damage your character's armor will decrease by 10% of that damage. If it was a physical attack, your character's PR decreases. If it was a magical, energy, or breath weapon attack, your character's MR decreases. If your character was dealt 20 damage, your character's PR decreases by 2. Since we always round up, if your character was dealt 11 damage your character's PR would decrease by 2.
Should your character's HP ever reach 0, your character would be dead.
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