Combat

Combat in this campaign is based on the Palladium System with a couple of changes to account for the Play-by-Post medium. It is fairly straightfoward:

Initiative – Roll 2d6 for initiative. Add any initiative bonuses. Characters get 1 attack or full action for every 10 points of initiative they have, rounded up. Players can free post narrative but can only make that many attacks or full actions during the round. They can make them all in one post or post once, then allow others to post, then post again. If someone, even with a higher initiative, hasn’t gone yet, then your actions do not need to take theirs into account. Generally, one day of posting will be one combat round.

Full Actions – I don’t want to get bent about what a full action is or isn’t. You drop something in your hand? Not a full action. You grab something from your pocket? Not a full action. You drop a clip, grab another one, and reload it? Full action. Movement in general isn’t an action, but if you sprint to a location and dive for cover, that’s a full action.

Round – In the Palladium System, each round is 15 seconds. Attacks and other actions are abstracts. A single die roll for a sword attack might actually represent several strikes, maneuvers, and feints. Once we enter combat, we will play through one round of combat a day. As previously stated, you need not limit yourself to a single post, just remember the amount of actual attack actions you have available each day and contain them within the posts you make.

Attack Roll – A roll of 1d20 plus or minus any bonuses to Strike. The target is 5.

Armor Rating (A.R.) – The target number of the Attack Roll in order to cause damage to the character or object. Any attacks that hit and do not meet the A.R. do damage to the Armor instead.

Parry – Blocking an attack with an appropriate tool. The roll is 1d20 plus or minus any bonuses to Parry. Only Hand/foot attacks can be parried with the body. Weapons must be parried with other weapons, shields, or appropriate guards. Bullets and energy attacks cannot be Parried. The target of the roll is the Attack Roll after bonuses. Just meeting that target results in 1 point of damage taken. Beating the target mitigates all damage. Non-Combat Trained Characters lose 10 from their initiative score when they parry. If there is no longer any initiative left, then 10 will be taken from the initiative score for the next round. This loss does not carry over into the next combat turn (once you have run out of initiative, you can dodge multiple times and will no longer be penalized).

Dodge – Characters may opt to dodge. The roll is 1d20 plus or minus any bonuses to Dodge. Any attack can be dodged. Each dodge removes 10 from the initiative score. If there is no longer any initiative left, then 10 will be taken from the initiative score for the next round. This loss does not carry over into the next combat turn (once you have run out of initiative, you can dodge multiple times and will no longer be penalized).

Damage – Determine the damage of the attack. Critical Strikes (a natural 20 or natural 19 or 20 depending on the HTH skill) cause damage directly to HP. Double criticals do double damage to HP.

Roll with the Punch – If the attack is blunt, physical force, the character may roll with the attack. The Roll… Roll… is 1d20 plus or minus any bonuses to… Roll…. with the Punch. The target number is the Attack Roll. Meeting the target number results in taking half damage or otherwise mitigating the attack.

Movement – Keep in mind that the distance you can move in a combat turn (one day of posting if we’re in combat) is limited by your Speed attribute. Speed x5 is the amount of yards you can sprint in a turn/day of posting. Keep in mind that this is sprinting and movement at this maximum level of speed can draw attention.

Special Attacks – There are all manner of special attacks. A world of things you can do. Mostly it is adjudicated simply. Other attacks will be specifically noted on your character sheet.

Combat

Hopeless JaydeMoon JaydeMoon