Combat System

Combat, A Guide

Combat in Endeavour is intended to be quick and deadly. Limbs will be lost, heads crushed, and magicka on full and terrible display. The rules detailed within this section will assist the GM and PCs in understanding how that combat system plays.


Determination of Play

When working with combat situations it is necessary to determine a turn order. All characters will need to roll initiative using the below formula;
1d100+Awareness*2 = Initiative

For a more in depth look at actions and rules on time-sensitive scenarios see Action System.

Damage Types

This is a list of the damage types. Some of the damage types have special rules:

Damage Types Web

Each damage type is listed below, the damage type referenced if green is strong versus creatures of opposite type. Red means it is weak towards that type

Combat Situations

Verticality in Combat

There will be many situations where one party will be above another in combat. These rules are to help facilitate these situations.

Melee Combat and Height

Melee combat can be heavily influenced by differences in terrain. There are two different scenarios with which terrain and physical height may change the outcome of a fight.
Ground Combat

If you are standing on terrain above someone you get an advantage to hit their upper body. When rolling hit location subtract -6 from the roll (If the roll goes negative it round up to 1). If striking a foe above you when rolling hit location add +3 to the roll.

Because of the number of different races with vastly varying heights there is also a size component to hit location. If you are smaller than the opponent, for each size category smaller add 2, for each size category larger subtract 2.

Aerial Combat

Aerial Combat can have distance to ground varying heavily for all characters involved. To deal with this is quite simple. If the attack is aimed at a character below the attacker they get -21 when determining hit location. If the attack is at a target above them they get a +12 to hit location.

Ranged Combat and Height

Ranged combat grants bonuses to hit and hit location based on your distance above the target. For every 4 meters above the target (to a maximum of 40) you gain +3 to Ranged. If you are greater than 8 meters above the target your hit location is reduced by -21 allowing you to get much more reliable headshots.

If you find yourself below the target that you are firing at the penalties are inverted but do not start until you are below the target equal to half their height.
Jak the Marksman is shooting at a 10 meter tall monster from the crater it blew into the town square. The crater is 13 meters deep at its deepest. To determine how hard of a shot this will be we take 10/2 = 5. And then for each 4 meters from 5 the penalty increases by -3. So at 13 meters Jak would get a -6.

Cover

Cover is essential to survival in any combat situation. Seeking cover can protect your character from all sorts of injuries that would have otherwise left them dead.

Soft Cover

Soft Cover would be anything that obscures the character as a target but does not protect them from the actual injuries if the weapon were to simply go through the cover. Soft cover only provides the listed cover bonus (See the chart on the Right hand of the page) but provides no DR from the attack

Hard Cover

Hard cover, such as sandbags, a brick wall, or a wicker siege shield, assists characters not only by obscuring them from attacks but also from the damage of the attack itself. Based on the material of the cover it provides a set DR. If not listed in the campaign or in the list below the GM should determine an appropriate DR.


Cover DR

Cover DR is broken into three categories. If a character is struck by a weapon use the graze or normal category based on the severity of the attack. If the strike was an AOE then use the final category


Cover MaterialGraze DRNormal DRAOE DR
Wood363
Stone6129
Iron122416
Alien Metal366448
When attacking someone in hard cover with a spell or area of effect weapon if the hard cover is between the character and the center of the spell or weapon's blast then the character adds the listed AOE DR to their DR when determining damage.
Note: The GM may determine that certain hard covers may be ignored or destroyed by certain AOE effects.

Hit Location Chart


RollHit LocationExample
1-4Vitals, SensoryAn arrow to the eye, a crushing blow to the skull, on most lifeforms an attack to the head
5-34Limbs, ManipulationA cut to the arm
35-75TorsoThe center of mass, often chest of a creature
76-100Limbs, LocomotionA stab to the foot, or slice to the thigh
Metu Mortis: When making a metu mortis roll the character will roll a 1d100 roll. They must roll below Metu Mortis+25-X. Where X is -6 multiplied by the amount of damage below 0 your body part has been reduced to. Each time a metu mortis roll is succeeded record a success, three successes stabilizes the body part. Each failure causes one damage. When the negative damage is equal to the HP value of that body part it becomes destroyed. If your character's torso or head becomes destroyed your character dies. a result of 1 heals the body part 1 and stabilizes the body part. A roll of 100 instead makes the body part take 5 damage. A hard medecine check can stabilize a body part.

Cover

A table of the penalties taken by the attacker when attempting to strike a target in cover. Note that characters must have some way to know where a creature is before attacking so the full cover should only be used in special situations


CoverExamplePenalty
1/8Dense Underbrush-4
1/4A boulder-9
1/2A waist high wall-14
3/4Firing from around a pillar-21
7/8An arrow slit-42
15/16A peephole-84
Fullbehind a wall or door-126


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