Advanced Combat Topics


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


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.

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.

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.

4. Weapon Breaking

Everytime 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.

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.

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.

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.

8. Aided Attacks

Also called combo attacks, aided attacks are when one ally can aide another ally in an attack, increasing the damage done by that ally's attack. For this to work, the following conditions need to be met:

  • You or your ally are within melee range of the enemy target.
  • The person aiding (you or the ally) has not went yet that round.

If those conditions are met, an aided attack can take place. Lets say, for example, it is your ally's turn and you haven't went yet that round. You are within melee weapon range of the enemy target. Your ally attacks and you declare that you will aide in the attack. You would then add your melee weapon damage and your melee power to the total damage done by your ally, increasing his or her total damage.

The enemy target can only evade or defend against your ally because it is your ally who is attacking the target. You are simply assisting. However, an evasion would mean an evasion of the whole attack including yours, and any block or defensive skills would go against the whole attack. As far as the enemy target is concerned, it is one attack to defend against.

It is important to understand that only melee attacks can be used with aided attacks. Therefore you cannot use a gun or any other projectile weapon, nor can you use a throwing weapon if you are aiding in the attack. This restriction does not apply to the one actually making the attack however. Also you cannot apply critical hit damage to your aided attack nor can you use any skills. You are simply adding your weapon damage and melee power to your ally's total damage (after applying any critical damage) as if you were making a quick, basic attack yourself.

You can only make one aided attack per round. This means you cannot aide another ally in his or her attack. However, if two or more allies are all within melee range of the target, you all can participate in the aided attack, assuming none of you have already went that round or already participated in an aided attack. The aided attack also uses an attack action. If you have more than one attack actions, you will still get to attack when it is your turn. If not, you will still get your turn but you will not get to attack.