Fighting in Envious | World Anvil
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Fighting

FIGHT A BITCH Combat takes place in Rounds and Turns. A Turn ends when a combatant performs two actions and a Round ends when every combatant has had a turn. A Round lasts about 10 seconds. On each of the combatants turns they can perform 2 of the following actions. One action can be done for both actions. -   Movement Get Item Prepare Hide Distract Guard Grabbing Hitting Stabilise Combat Casting/ Modifying
Turn Order is decided at the start of combat using the combatants Dexterity Score and Athletics Skill added together. On a draw all effected combatants roll 1d6 then go in order of those rolls, reroll on dice draws.
Movement is simply moving at the characters movement speed.
Getting Items from an inventory takes up an action, but if a character is stood next to another willing combatant they can also take items from them and their inventory.
Preparing means holding another combat action till they are triggered by a event. These actions can only be held till the combatants next turn. Prepare can be used as both combat actions and can have two different triggers.
To Hide in combat the combatant must have a place to hide then roll a Dexterity and Stealth Check. Once hidden they will not be attacked. Doing any other action will break the hide and the same place cannot be hidden in more than once per fight after it has been left.
To Distract in a fight the combatant must roll a check under the Opponents Charisma and Insight CV. On a success the effected combatant will move towards and try to attack the distracter.
Guarding gives a temporary -1 to the combatants Defence score making them harder to hit. This guard wears off on the combatants next turn.
Stabilising is making a check using Intelligence Score and Medicine Skill to stabilise an Unconscious combatant.
Grabbing is when a Combatant grabs another Combatant within 1m usually. They roll a check using Dexterity Score and Brawl Skill. On a success the grabbed combatants speed is 0 and have -2 to combat rolls aside from escaping and -1 to Defence.   On their turn a grabbed combatant can make their own check using their Dexterity Score and Brawl Skill to escape.
HITTING Depending on what is being used to hit, generally an attack will be a performance check using either Dexterity/ Strength and the Brawl/Athletics Skills.   If this roll succeeds then there is a second 2d6 roll made against the opponents Defence Score minus the players Weapon Damage. The roll result - the Defence Score and Weapon Damage is the Damage dealt. This point is usually where Modifications made before battle will kick in, such as setting an enemy on fire
Combat Casting + Modification Alt Magic/ Casting Rules 
HITTING 0 HEALTH When a Player Combatant hits 0 health there are two options. They either go Unconscious and are considered bleeding out, or Rage. The Hit that puts a Character on 0 health does not count down into the negatives.   When Unconscious rolls to hit the Player get a +4 at short range, at long range they get a +2. Their Defence remains the same. They will die either within a Minute or if they take their Maximum Health in damage again. They can be saved by a successful Stabilise check. When stabilised characters are put onto 1 health but remain unconscious for 1d6 hours.   They can also Rage. When Enraged the character will keep going with their last strength. They keep fighting a number of rounds up to their Vitality score or till they take their Maximum Health in damage again. They can act in combat as normal. The characters Dexterity and Strength scores are considered to have +3 to them, allowing them to go above 6. When this rage ends the character will die. They can be saved by nothing short of a miracle.  
WEAPON TYPE Weapons are broadly divided into several types based on what they can do and how they perform. The Damage Type listed is without Modification which may change the type. Certain things will be weak to other damage types or strong against others. For Example a tree will be weaker to Fire type damage and stronger against Piercing.
Weapon Type Combat Check Damage Range (m) Example
Unarmed Force Dexterity + Brawl -1 1m Hands, Feet, Tails
Throw Items - Small Force -1 -1 Dexterity Score Plates, Bags, Bottles
Thrown Items - Medium/ Large Force Strength + Brawl -2 Strength Score Chairs, Tables, Another Person
Ranged Weapon Piercing Dexterity + Athletics -1 20m Bows, Guns, Throwing Knives
Close Ranged Weapon Slashing Strength + Athletics -2 2m Swords, Knives, Axes
Long Weapon Piercing Dexterity + Athletics -2 5m Pole Arms, Spears, Whips

TYPE WEAKNESSES AND STRENGTHS Certain Combatants and things will have particular Strengths and Weaknesses - Some Player Characters may have these as well down to their Perks. Most humans are Neutral to all Damage types.   If a Combatant is Strong against a Damage type they gain a +3 to their Defences against it. If they are weak then they will get a -3 to their Defences.   For Example - a Tree with a Defence of 8 is strong against Piercing and weak against Fire. So Attacks made with a Piercing Type have to roll over a Defence score of 11 while Attacks made with Fire only have to roll over a Defence score of 5.  
OTHER SITUATIONS All 1's - All 1's always pass regardless of the task. In Combat all 1's to hit gives an extra 1d6 to the damage which will go through regardless of defence. If all 1's are rolled in casting the spell will go off however they will still have consequences if the CV was negative. For example people cannot be brought back from the dead without it effecting the caster greatly.   All 6's - All 6's always fail and may spell disaster like a misfire into an Ally or a Cast spell blowing up in the casters face causing them unavoidable damage to themselves.   Cover - There are 2 different states of Cover - Half Cover which is cover to half the body. This gives a +1 to Defence and Full Cover which gives a +2 to defence.   Prone - When someone is Prone, either through getting knocked down or by choice they get -2 to defence against attacks made within 3m and +2 to defence against attacks made further than 3m away.   Falling - For every 10m fallen roll 2d6 against the falling characters Defence score.   Mental Statuses - Mental effects such as Frighten or Calm that would effect a combatants next turn are usually only in effect for one round unless the spell or modification is particularly powerful. Frightened combatants may not necessarily run away and combatants that have been persuaded not to fight 1 character may still fight others.   Elemental Effects - Elemental effects such as being on Fire or Poisoning someone often give minus' to the effected combatants Defence score for a number of rounds equal to the effects length of time. For example being on Fire might give -3 to Defence for 2 Rounds or until the combatant is put out.   Holding Breath - A Character can hold their breath up to their Vitality Score in minutes, for each minute after this they will need to make a Vitality and Survival check, on a failure they will take 2d6 Damage.

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