Heaven's Feel 7 : Kami-sama
    Heaven's Feel 6 : Game Master
    Posts : 1420
    Join date : 2010-03-31


    Post by Lucid on Thu May 03, 2012 1:09 pm

    Some background music.

    This thread will guide you through the games battle system, while providing an example battle in later posts. We start by a summary of how battles are set up.
    1. Surprises
      The game-master decides if any of the characters are caught off-guard. The surprised characters lose their turn during first round of combat.
    2. Determine Initiatives
      Each character rolls d10 and adds their dexterity bonus to the result. Character will act in order from the highest to the lowest.
    3. Character Turns
      Characters resolve their turns by the initiative order. Keep cycling the turns as long as the battle is finished or the trigger that caused the combat has been resolved.

    During his turn the character can perform one or more of the following action types.
    • Full Action
      The action requires a whole turn to complete. You cannot use any half actions this turn.
    • Half Action
      Fairly simple actions that require less time than full actions. You may make two different half actions per turn. As in you may not perform the same half action twice.
    • Free Action
      You can take any number of free actions during your turn. Very simple actions that make only a split-second to make or can be easily achieved along your other actions — such as speaking. If the players seem to abuse this the GM should use common sense to limit the action to what could be achieved in couple seconds.
    • Reactions
      Normally characters receive one reaction to be used during a round, which can only be used when it's not their turn. For example abilities or spells that trigger under specific conditions.
    • Extended Action
      Actions that take more than one round to complete. Once you commit yourself to the action you are actively working towards completing it. If you are interrupted or you abandon the extended action all progress towards completing the action is lost.

    • All Out Attack (Full)
      An all out attack to which you gain +20 on your weapon skills test. However you cannot use reactions until your next turn.
    • Charge (Full)
      You run up to your opponent to deliver a single attack. The opponent must be at least 4 movement away from you, but within your sprint movement range. You gain +10 on your weapon skills test made at the end of the charge.
    • Defensive Stance (Full)
      You don't attack this turn at all and concentrate on defending instead. Opponents suffer -20 penalty on their weapon skill test against you until your next turn.
    • Stun (Full)
      Rather than going for the killing blow, you attempt to disorient your enemy by stunning him. This attack may only be performed with a melee weapon. Test your weapon skill while taking a -20 penalty. If you succeed, roll 1d10 and add your strength bonus. Your opponent rolls 1d10 and add his endurance bonus + 1 for every armor point that is protecting his head. If your total is higher the opponent is stunned for a number of rounds equal to the difference between the totals and gains one fatigue.
    • Standard Attack (Half)
      You can make one melee or ranged attack by testing your weapon or ranged skills.
    • Knock-Down (Half)
      You attempt to overpower your opponent in hopes of knocking him down. You and your opponent make opposed strength tests. If you succeed the opponent is knocked down and he must use a half action next turn to get up. If you succeed by two or more degrees the enemy takes one point of fatigue. If your opponent wins he keeps his footing. If he wins by two or more degrees of success and you fail, you are knocked down instead and take one point of fatigue. If you spent a half action to move before this attack you gain +10 to the test.

    • Disengage (Full)
      You break out from melee combat and move up to your half movement value. Opponents do not gain the customary free attacks on a fleeing enemy this way.
    • Jump (Full)
      Jumping up or down or leaping across gaps.
    • Tactical Advance (Full)
      You can move your full movement rate provided that you move from cover to cover. During this movement you benefit from the cover values even though you are in the open for a brief moment.
    • Move (Half or Full)
      Depending on your choice you can move up to your half movement value with a half action. Or your full movement value with a full action.
    • Run (Full)
      You run with your full speed. Until your next turn ranged attacks made against you take -20 penalty on ranged skills, but melee attacks gain +20 bonus on weapon skills. You also take one point of fatigue.
    • Stand or Mount (Half)
      Getting up if you're on the ground or mounting something.

    • Aim (Half or Full)
      You take extra time to set up your melee or ranged attack. By spending a half action to aim, your next attack is made with +10 bonus on their representative skill check. By spending a full action you gain +20 bonus instead. The attack must follow up immediately or the benefits of aiming are lost.
    • Ready (Half)
      Draw a weapon or retrieve an object in your pockets. Put an item away or unsheathe your weapon. You can use this action twice in one turn to prepare two different items.
    • Reload (Varies)
      The time needed to reload a ranged weapon depends on the weapon.
    • Cast a Spell (Varies)
      Spell activation time depends on the spell and what was agreed on during character creation. To finish activating a spell you need to roll a wisdom test. Upon succeeding the spell is activated but if you fail the spell won't work as hoped and may backfire.
    • Use an Ability (Varies)
      Ability details are finished during character creation.
    To Be Added
    These actions have not been finalized and should not be used in the game. They are here simply for possible later use.
    • Grapple (Full)
      When you are grappling or being grappled you may only take grapple actions.
    • Actions related to guns. Overwatch, covering fire and automatic weapon bursts. Currently nasuverse isn't very gun centered so these may be left out on purpose.
    • Multiple Attacks (Full)
      If you have the proper perks you may spend a full action to perform multiple attacks.
    • Feint (Half)
      Opposed weapon skill test, the opponent can't use reactions against your attack.
    • Delayed Action (Half)
      Leaving actions to be used for later in the round. Might slow and complicate things too much.
    • Dodge or Parry (Reaction)
      Reaction that can be used to dodge attacks. Probably need to make some basic version on character creation.

    A character may become stunned due to different kinds of attacks or abilities enemies posses. All attacks made against a stunned character are considered routine and gain +20 to the difficulty of the test. In addition stunned characters may not take actions of any kind, even free ones.
    Attack of Opportunity
    Happens when a character attempts to leave from melee combat without using the Disengage action. Each character who was previously in melee combat with the fleeing character may use a free half action outside of their turn for one standard attack. The attack must be made with a currently equipped weapon, be it ranged or melee.
    Testing Weapon or Ranged Skill
    When making attacks you are required to test Weapon or Ranged Skills to see if the attack succeeds. Roll 1d100 and add the appropriate combat difficulty modifiers. If the result is equal or less than your characters weapon skill when making melee attacks, or ranged skill when making ranged attacks - the attack succeeds. After that you roll for damage and see if the enemy uses reactions or luck points to do something about the attack.

    Critical Effects
    Critical effects happen when you roll for attacks or stat tests. When rolling a 1d100 the results from 0-5 are called a critical success, and results from 95-100 a critical fumble. These effects have not been currently integrated to the main rules but they may be used for ability and weapon effects.
    When a character has gained fatigue equal or more than his endurance bonus, the character passes out and can't take any actions.
    Called Shot
    When making melee or ranged attacks you may make a called shot to target a specific place on the enemy. Currently there aren't any integrated effects on attacking different body parts, but depending on the enemy they may have certain weaknesses. Called shot is declared when using your attacks or abilities. You take -20 penalty on your weapon or ranged skill.

    +30 (Easy)
    +20 (Routine)
    +10 (Ordinary)
    +0 (Challenging)
    -10 (Difficult)
    -20 (Hard)
    -30 (Very Hard)
    • Attacking a surprised opponent.
    • Shooting a massive target.
    • Shooting a target at point blank range.

    • Attacking a stunned opponent.
    • Close combat with foe who is outnumbered three to one.

    • Attacking a prone opponent.
    • Attacking from higher ground.
    • Shooting a target at short range.
    • Close combat with foe who is outnumbered two to one.

    • Standard attack.

    • Attacking while you are knocked down.
    • Attacking while in heavy rain or other difficult weather.
    • Shooting a target at long range.
    • Shooting a small target.

    • Called shot to a specific location.
    • Shooting into melee combat.
    • Making an unarmed attack against an armed opponent.
    • Attacking with weapons in either hand.
    • Close combat attacks in pitch darkness.
    • Shooting a target in fog or other similar obstruction.
    • Shooting very small targets.

    • Attacking in deep snow or other very limiting environment.
    • Shooting minuscule targets.
    • Shooting a target at extreme range.
    • Attacking a completely concealed target.

    Depending on the game-master dgö.-

      Current date/time is Fri May 25, 2018 5:17 pm