The Combat Block

Turns (Turns) 1

This represents how many times a character gets to go on any given round. In normal campaigns, this category can be ignored as everyone will go the same number of times per round (usually 1),

Unimportant NPCs and normal creatures will have only 1 turn in the round, while important npcs, monsters and the player characters will have 2 or more. Generally, everybody has the same number of turns. Which is the more traditional you go, I go, you go, I go, combat. For combats with actors with mixed number of turns, the chart above shows a way to spread the turns out.   

                Hero’s advantage: none.  

100 expt

Endurance (END) 10

Regen: per round

Endurance is the amount of physical energy a character has and how much exertion they can handle before passing out.  It acts as both a resource pool that can be spent on abilities, as well as a ‘non-lethal health’ pool. It represents the energy the character has to perform physical tasks and non-lethal damage acts as damage to the Max End of the character.  Unless the character is taking non-lethal damage or exerting themselves (running or using End abilities) players will not have to worry about the character’s End. But, if the character’s END does reach 0 from none-lethal damage, fatigue, or other similar stress they enter an incapacitated state. Unless otherwise noted regeneration for END occurs at the end of a round.

                Bonus: the character gains a bonus to endurance of +5 for ever point of Fort above 0, and +2 for every point of ego above 0.

                Taking a Breath: on a character’s turn they may ‘take a Breather’ for 10 AP to gain their End Regen back to their END.   

                Hero’s advantage: characters gain a bonus of +15 to their endurance

1 expt

Health (HP) 5

Regen: per day

Health is how much damage a character can take before they are incapacitated.  It represents the energy, bodily integrity and will to survive, before they succumb to wounds, fatigue or other stresses. When a character’s health is reduced to 0 or below from damage, they enter the dying and incapacitated states (see conditions and states), falling to the ground and unable to act.

Bonus: the character gains a bonus to Health Points of  +2 for ever point of con above 0, and +1 for every point of STR above 0.

Hero’s advantage: the character gains a bonus of +5 health due to heroes being tougher than normal.

                Fast heal option: the character’s gain regen back to health after each hour of rest, and every half hour if under the care of a medical professional.

5 expt

Regen (RGN) 2

Regen is the character healing factor. It is how much endurance they gain back at the end of a round, as well as how much health they heal each day.

Bonus: the character gains a bonus to RGN of  +1 for ever point of con above 0, and +1 for every 2 pts of STR above 0.

                Hero’s advantage: the character gains a bonus of +1 to their regen.

10 expt

Action Points (AP) 5

AP is how many Action Points the character gets at the beginning of their turn.  While TURN determines how often the character goes, ACT determine how much they can accomplish when it is their turn. Action Points are used to move and perform other tasks. When it is their TURN the character performs actions which use points, and can continue to do such until their points are spent.

Debit Action: certain actions, such as dodge, are classified as debit actions. They can be use even if you do not have any points. They are usually Abort, Immediate and Instant actions as well. When these actions are used the number of points, they use is subtracted from the amount you gain at the beginning of your next TURN.

Long tasks such as typing a password, unlocking a door 4 ap

Attack: varies by weapon or spell

pull  or stow a weapon: 2 ap (3 if untrained with weapon)

Using primary movement 5′ for 1 ap

Secondary movement 5′ for 2ap

quick tasks such as pushing a button. 1 ap

Med task such as pulling a hard to pull lever or opening and closing a door 2ap

Long tasks such as typing a password, unlocking a door 4 ap

Bonus: the character gains a bonus to Ap of  +1 for ever point of DEX above 0

Hero’s advantage: The character gains a bonus 5 AP

10 Expt

Life (LIFE) 1

life, life force is the resolve of the character’s soul to remain and affect the universe. Some attacks, may be able to damage life directly. But otherwise, life is used to determine whether or not the character dies when they are out of health. At the end of each round that a character is in a dying state lose 1 life. When life reaches 0 their soul leaves their body and starts its travel in the land of the dead. At that point they can only be revived through some form of resurrection. ThLife returns at the rate of 1 per night of full rest.

                Hero’s advantage: the character gains a bonus of + 2 life, allowing them to hang on the edge longer.

10 expt

Initiative (INIT)

As with other ttrpg, initiative is the order in which character actions are resolved within a turn.

Base Offense (OFF)

The character’s base offense is the number added to all offensive rolls. It usually starts at 0, though some species and abilities (see Combat Expertise in the Combat Abilities secton) will adjust this number.  

Defense (DEF)

Base defense is what an enemy must roll to hit the character based on their size. It is the lowest the character defense can be, and is used when they are not expecting the attack, such as when not in combat. It starts at 10 and is adjusted for size and cover.  Defense is base defense adjusted by abilities (See Combat Sense in Combat Abilities section),  environment, actions, etc.

Physical Defense (PD):  (DEF)  + dex

                This creates the number an opponent needs to roll in order to hit your physical form.

Mental Defense (MD): 10 + Ego

                This creates the number an opponent needs to roll in order to ‘make contact’ with your mind.