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This repository has been archived by the owner on Sep 18, 2019. It is now read-only.
Danny Tatom edited this page Mar 9, 2018 · 1 revision

Combat

Combat is mostly a rip off of Savage Worlds combat w/ a few things removed/changed because this ain't a tabletop RPG.

Initiative

Unlike SW, this uses an energy system as described here. Each entity has a speed attribute and an energy attribute. Each turn, all entities are sorted by how much energy they have so entities with higher energy go first. Each action has a cost, and when performed that cost is subtracted from that entity's energy. If the entity can't perform the action they want to do, they do nothing that turn. At the end of each turn every entity gets their speed added to their energy.

Attacking

  • Roll relevant skill and a 6, highest result is used as your hit roll
  • Add accuracy roll (your agility)
  • Check against their dodge roll (their agility, miss if under)
  • Check against their body part roll (miss if under)
  • Ya didn't miss, do damage son

Doing Damage

  • Roll base damage
    • Melee damage is strength roll + the weapon's hitDamage roll
    • Range damage is just the ammunitions shotDamage roll
    • Thrown damage is just the item's throwDamage roll
  • If your hit roll was >= 8, you critical (add a 6 roll to the damage)
  • If it was a successful head shot, add a 6 roll to the damage
  • Damage done to the enemy is your total damage over their defense
  • If any damage is done:
    • Add that damage to the body part as well
    • If you've done damage to the body part equal to or more than a third their health, apply statuses effect.
    • Give skill experience & maybe level associated attribute
    • Apply status effects if any
    • Apply weapon effects if any
    • Check if dead
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