The combat system is very much a work in progress, and we welcome nerfing/ buffing suggestions.
Posted: Wed Nov 06, 2013 10:36 pm
Fight to the Death... or Don't ────────────────────────────────────────────────
First and foremost, no one dies without prior agreement. This is not D&D, and you will not lose your Corleo permanently just because you got a few bad rolls.
Without prior agreement, the worst possible consequence of defeat is long term injuries. If YOU want your character to suffer a permanent consequence, such as limping or blindness, that's up to you. Otherwise, it is assumed that all parties will recover fully given enough time ICly.
Now, if YOU want to kill your Corleo off, that is certainly an option. Just be aware that a dead pet can never be roleplayed (except in flashback scenes) or bred anymore. Dead means dead, forever.
Levels and Stats ────────────────────────────────────────────────
This, in turn, determines how much damage you can take before you can be defeated. The player that runs out of HP first will lose the match.
What about POW, STM and RNG?They affect how much damage you inflict on your target. This is explained in the Psionic Damage section a couple posts down.
Each battle takes place over an area represented by XXs. At the most basic level, you will have a single lane of XXs, such as below:
P1 | XX | XX | XX | XX | P2_ Player OneandPlayer Twoface each other with four XXs between them.
The number of XX's represents the distance between the two combatants, which determines the type of attack that can be used: close range, mid range and long range.
Moving on the Battlefield In a single-lane battle, you can move FORWARD (toward your foe) by either 1XX or 2XX at a time. You can also choose to move BACKWARD (away from your foe), but only by 1XX at a time.
Close Range (CR) ────────────────────────────────────────────────
XX | XX | P1 | P2 | XX | XX Above: close range, example one.
P1 | P2 | XX | XX | XX | XX Close range, example two. Oh no, P1 is cornered!
In both examples, note how there is no XX betweenPlayer OneandPlayer Two.
In CR, you may use physical attacks or psionics. You can only use ONE attack per turn, so choose whichever one you deem more appropriate. What's the difference between physical attack and psionic attack? Refer to the Damage Calculation posts below.
Mid Range (MR) ────────────────────────────────────────────────
XX | XX | P1 | XX | P2 | XX | _ An example of mid range.
In mid range, there isonly one XX between you and your target.
If you choose to attack in MR, you can only do so with psionics. No paw swipes or biting here; nobody's got arms or necks that long! Any Corleo can use psionic attacks in MR regardless of their RNG, without suffering out-of-range penalty.
Long Range (LR) ────────────────────────────────────────────────
XX | P1 | XX | XX | P2 | XX | _ An example of long range.
In long range, there are two or more XXs betweenPlayer OneandPlayer Two.
Similar to the mid range, the long range scenario only allows psionic attacks. Unlike MR, though, your RNG stat plays a critical role. The Psionic Damage section explains this in detail.
Powerhouse Melee is your specialty. Your melee damage will use the following formula:
Level 2-6: two 6-sided dice + 10 Level 7-12: one 12-sided die + (your level) +6
Example 1: a level 6 powerhouse rolls [2,4]. The total damage from that attack is:6 + 10 = 16
Example 2: a level 10 powerhouse rolls [6]. The total damage from that attack is:6 + 10 + 6 = 22 Click on the spoiler tag for a list of minimum and maximum damage values for each level:
Level 2-6: min 12, max 22 Level 7: min 14, max 25 Level 8: min 15, max 26 Level 9: min 16, max 27 Level 10: min 17, max 28 Level 11: min 18, max 29 Level 12: min 19, max 30
As a powerhouse, you can move OR attack once per turn. You cannot do two things in a single turn. This is true even if you're attacking with psionics.
Speedster As a Speedster, your agility is second to none. Roll two 8-sided dice, and use the sum of your rolls for the damage output regardless of your level.
Your advantage is that you can move and attack in a single turn. You can move then attack, or attack then move; it's up to you. Note that you can only move 1XX if you're moving and attacking in the same turn. 2XX movement is only allowed when you are just moving.
In addition, when your HP is down to a single digit, you can perform an Adrenaline Attack in place of a normal melee attack. Use the following formula:
Level 2-7: Roll two 12-sided dice for damage. Level 8-12: Roll two 20-sided dice for damage.
When you use the Adrenaline Attack, you get to go first in that turn even if you rolled a losing number at the beginning of the battle. If two Speedsters use the Adrenaline Attack against each other during the same turn, the one with the lower HP will go first.
Note that you can only use the Adrenaline Attack against a Powerhouse or another Speedster. The Balancer class is immune to it.
Balancer Instead of skewing toward brute strength or extreme speed, you focus on your skills and the balance of all things. Your melee damage will use the following formula:
Level 2-6: three 4-sided dice +6 Level 7-12: three 4-sided dice + your level +2
Example: a level 7 balancer rolls[2,1,3].The total damage from that attack is:6 + 7 + 2 = 15
Like the Powerhouse, you can move OR attack once per turn. You cannot do two things in a single turn. This is true even if you're attacking with psionics.
Unlike the Powerhouse (or even the Speedster itself), you are immune to the Speedster's Adrenaline Attack. Your keen focus leaves no room for punishments.
Cormini A Cormini weighs between 90-120 pounds, whereas the average Powerhouse weighs at least 900 pounds. This sheer difference in size makes the Cormini's swipe attacks much weaker. Yet bizarrely enough, a Cormini's bite is more powerful than a Regular's. This results in low normal attacks (paw swipes) + high criticals (biting). A bite attack is more risky, thus it is only used when your foe is wide open.
Normal damage output for a Cormini:
Level 2-5: two 4-sided dice Level 6-12: two 6-sided dice
If the sum of your two dice equals4 or 8,it's a critical hit! Add 1/2 of your max HP to the damage output.
e.g. A level 6 Cormini has max hp of 60. She rolls1, 3, which adds up to 4. You sink your fangs into your foe, inflicting...4 + (60/2) = 34 damage!
That's not all! A smaller body makes for a target more difficult to hit. Every time you get attacked (both melee and psionic), roll one 6-sided die. Subtract that roll from your foe's attack output.
e.g. A level 6 Powerhouse attacks you physically. He rolls [4,5]. The initial damage output is 9 + 6 + 4 = 19.
But you roll 3, so the actual damage you take is 19 - 3 = 16. You still got hit, but not as hard as you would have otherwise!
Roll two 8-sided dice to perform a psionic attack, and use the following formula to calculate the damage output:
Normal Attack Damage = (the sum of your dice) + (your POW x2) + (1/2 of your RNG, rounded down)
Let's use a random level 6 Corleo for example. He has 2POW, 2MST and 2RNG. He rolls [3, 4] and inflicts...7 + (2*2) + (1) = 12 damage!
_________________________________________________ How does STM factor in? STM determines the number of times you can use a psionic attack throughout one battle. Every time you perform a normal psionic attack, you will use up your STM by one. Once you run out of your STM, you will not have enough energy to perform normal attacks. Roll just one 8-sided die and use the following formula:
Weak Attack Damage = (your roll) + (your POW)
So back to our level 6 psion. He has 2STM, which means he can use up to 2 normal psionic attacks per battle. Let's say he's out of STM, and he rolls [5]. Damage?5 + 2 = 7
_________________________________________________ What if I my max STM is 0? Don't worry, you're not completely screwed. See below!
_________________________________________________ Free Psionic Shot During the first two turns, everyone gets ONE free psionic attack. You can use a psionic attack without costing you a STM. That means even if your max STM is zero, you can still use a fully powered attack during turn 1 or 2.
To clarify, that's one free attack in turn 1 OR 2 (your choice) -- not one free attack per turn.
_________________________________________________ Psionic Critical Hit If you roll two matching numbers for your psionic attack, that's a critical hit. Use this formula instead:
Critical Hit Damage = (the sum of your dice) + (your POW x3) + (your level)
Example: a level 5 psion with 3POW and 1RNG rolls [4,4]. The damage is 8 + 12 + 5 = 25. If the roll had been something like [3,5], the damage would have been 8 + 8 + 1 = 17.
Long Range and Accuracy ────────────────────────────────────────────────
XX | P1 | XX | XX | P2 | XX | _ An example of long range.
In long range, there are two or more XXs betweenPlayer OneandPlayer Two.
Similar to the mid range, the long range scenario only allows psionic attacks. Unlike MR, though, your RNG must be equal to, or greater than, the distance between you and your target. If you don't have enough RNG, you will suffer Out-of-Range Penalty (OORP), which will reduce your damage output.
_________________________________________________ Out-of-Range Penalty If the number of XXs between the combatants exceeds your RNG, your damage will be reduced because of Out-of-Range Penalty (OORP). Use the following formula:
OORP Damage = (the sum of your two dice) + (POW x2) - (2x the difference between the distance and your RNG)
Back to our level 6 psion with POW2, MST 2, RNG 2. He is the blue player in the layout below:
P1 | XX | XX | XX | XX | P2
There are four XXs between him and his foe, but he only has 2 RNG. That's a difference of two between the distance and his RNG. He rolls2, 6which damages his target for...
8 + (POW x2) - (difference x2) = 8 + 4 - 4 = 8
If this had been in his range, the damage would have been8 + 4 + 1 = 13.
_________________________________________________ OORP Miss What happens if the penalty is greater than roll + POWx2?
P1 | XX | XX | XX | XX | XX | XX | XX | XX | XX | XX | P2 | Now that's a longshot if I've ever seen one.
Distance is 10 XXs. Again, he has 2 RNG, so the difference is 8. He rolls7, 6...
13 + (POW x2) - (difference x2) = 8 + 4 - 16 = -4
We get a negative number. When the equation results in 0 or lower, that's a miss. You fail to land a hit, and you waste a turn. Don't worry, though. You won't heal your opponent with a negative damage.
Turn 0: Each player rolls one 100-sided die. Whoever rolls the higher number goes FIRST in every subsequent turn. If you are playing a Speedster, add +5 to your number in this roll.
By coincidence, both players roll 50. But since the Speedster gets +5 bonus in this roll, P2 will go first in every turn after this.
(Note that for the purpose of this sample battle, every roll will be the median value of all possible numbers)
Turn 1: Neither player wants to waste their STM attacking out of their range. P2 moves forward by 1XX. P1 moves forward by 2XX.
The following turns are obsolete and will be updated later!
Turn 2:
XX | XX | P1 | XX | P2 | XX
P2 decides to attack and move back; being a Speedster allows her to do both things in one turn. It's long range, so she rolls [4, 4] and uses the psionic damage formula:
(4+4) + (2*2) + (1/2 of 2) = 8 + 4 + 1 = 13
P1 takes 13 damage and moves closer. At the end of the turn, the situation looks like this.
XX | XX | XX | P1 | XX | P2
P1: 2MST, 47hp P2: 1MST, 60hp
Turn 3:
P2 is cornered and cannot move back. She fires another psionic attack. Again she rolls [4, 4] and inflicts13 damage.
P1 moves closer.
The situation at the end of the turn:
XX | XX | XX | XX | P1 | P2
P1: 2MST, 34hp P2: 0MST, 60hp
Turn 4:
Now P2 is out of MST. Instead of doing a weak psionic attack, she rolls two 8-sided dice for a melee attack. She rolls [4, 4],inflicting 8 damage.
P1 retaliates with a melee attack. He rolls [10],inflicting 16 damage.
The situation at the end of the turn:
XX | XX | XX | XX | P1 | P2
P1: 2STM, 26hp P2: 0STM, 44hp
Turn 5:
P2 goes for another melee attack. She rolls [4, 4],inflicting 8 damage.
P1 retaliates with a melee attack. He rolls [10],inflicting 16 damage.
The situation at the end of the turn:
XX | XX | XX | XX | P1 |P2
P1: 2STM, 18hp P2: 0STM, 28hp
Turn 6:
Another round of slugging it out: P2 inflicts 8 damage, and P1 inflicts 16 damage.
Healers cannot attack with psionics. They can only perform melee attacks at close range. They do, however, have unique abilities that other psions lack.
Healing You can heal yourself or an ally. Roll one 10-sided die and apply the number to the following formula:
Just like a psionic attack, healing will count as your action for the turn (so you can't heal and move during the same turn, unless you're a Speedster). It will also use up your MST by one. If you are out of MST (or maybe you have zero MST to begin with), roll one 6-sided die and apply the number to this formula instead:
When you are standing adjacent to your ally, you can choose just one target, or both players with one jul. If you choose to heal both, pick one player as the primary target. The primary target will be healed for 2/3 of the result of the equation, while the secondary target will be healed for 1/2. If the division results in decimals, round up.
Example #1: We have a level 4 healer: 2POW, 2MST, 0RNG. Her max hp is 50, but she took some hits and now she's down to 10hp. She rolls a 10-sided die to heal herself, and gets 5. 5 + (2*3) + (4*2) = 5+6+8 = 19. Now she has 29hp!
Example #2: The same healer now has 1MST left. She is standing next to an ally who currently has 40hp. She throws a 10-sided die to heal both, and rolls 5. The primary target is herself. 5 + (2*3) + (4*2) = 5+6+8 = 19. Primary target healing = 19 * 2/3 = 12.6667 rounded up to 13. Secondary target healing = 19 * 1/2 = 9.5 rounded up to 10. Now she has 42hp, and her ally has 50hp.
Healing Out of Range If you want to heal a target that's two or more XXs away from you, and the distance exceeds your RNG, your heal output will suffer Out of Range Penalty (OORP).
(your roll) + (POW x3) + (your level x2) - (2x the difference between distance and your RNG) = HP healed (OORP)
Back to the same level 4 healer. She has 0 RNG, but she wants to heal a friend who is 3XX away. She tosses a 10-sided die and rolls 5.
5 + 6 + 8 - 2*(3-0) = 19 - 6 = 13
Vertigo This will make your target lose their balance for a second, interfering with their aim. Roll one 12-sided die and subtract that number from your foe's attack damage output. If your roll exceeds your foe's damage output, then your foe's attack misses completely, resulting in 0 damage.
Vertigo will use up your action and MST. You cannot use Vertigo on a target who is out of your range, and you cannot use it if you have no MST.
If your enemy goes first in the turn, you may use Vertigo as a response to their attack. This will use up your action for the turn, so the turn will end after the enemy attack -- unless you are a Speedster, in which case you may move (but not attack or heal) before ending the turn.
If YOU go first in the turn, you can choose to use Vertigo preemptively. Should your target (enemy) choose to attack during the same turn in spite of the Vertigo, they may do so while suffering the Vertigo damage reduction. And if they choose not to attack? Then nothing happens. You have still spent your turn and your MST.
Necromancers cannot attack with psionics, either... unless there is at least one corpse in the area. In meta battles, the GM will decide on the presence, quantity and shanak of the corpses, either by following a pre-determined scenario or by rolling dice.
STM Determines the number of turns you can use psionics for. At any time a corpse (or corpses) is being controlled, you are using psionics. One turn will eat up 1 STM regardless of how many corpses you are using.
POW Determines the number of corpses you can manipulate at once.
RNG Determines the maximum distance you can be away from the corpse(s) being controlled. As with normal psionic attacks, no RNG is required at mid range. You can control a corpse from mid range even if you have zero RNG.
Corpse Stats The GM will roll one 12-sided die for the level of the corpse. Then this number will be divided by 3 to determine its RNG. If the number is not divisible by 3, round up.
It doesn't matter whether a corpse uses a melee attack or a psionic attack. The formula is the same, and corpses never run out of STM as long as the controlling necromancer doesn't run out of STM. Roll two 4-sided dice and apply the sum of the two numbers to this formula:(sum) + (corpse's level) = damage
The damage output isn't very impressive, but the corpse will completely block the lane until it takes two hits (or until you run out of STM), preventing your foe from reaching you in a single-lane battle. They could still snipe you with long distance attacks, though.
Corpse Golems If there are multiple corpses present, the GM will roll 4-sided dice for their shanak. The number of dice thrown = the number of corpses.
1 = heat 2 = water 3 = electro 4 = sacred or dark
e.g. The GM rolls [1, 1, 4, 2]. Two of the corpses are heat psions; one is either a healer or a necromancer; the last one is a water psion.
In this scenario, you have two corpses with matching shanak. Provided that you can control two corpses at once (meaning your POW is 2 or greater), you can combine those two into a corpse golem.
The GM then rolls for the level of the corpses: [12, 2, 3, 3.] The two heat corpses are level 12 and 2. Now use this formula for...
(1.5x the sum of the golem part levels, rounded up) + (your own level) = the golem's effective level
Here, the sum of the golem part levels is 12 + 2 = 14. Multiply it by 1.5, round up and you get 21. If you are at level six, that makes a level 27 golem, which would hit for: (sum of two 4-sided dice) + 27 every time it attacks! Its RNG is the sum of the RNG of every corpse that make up the golem. In this case, it would be 4 + 1 = 5.
A corpse golem is tough to deal with. It won't go down until one of the following happens:
The controlling necromancer runs out of STM, or The golem takes a psionic critical hit. This will ruin the corpses, rendering them useless to a necromancer, or The controlling necromancer is hit with Vertigo from an enemy healer or an enemy necromancer.
Vertigo This works exactly like the healer's Vertigo. See the healer's section for more info.
Multi-lane battles function almost exactly like their single-lane counterparts. The lane difference is ignored when determining the range of possible attacks. So, for example, the below is actually close range:
XX | XX | P1 | XX | XX | XX | XX | XX | XX | P2 | XX | XX | Close range in spite of the lane difference.
A couple more examples...
XX | XX | P1 | XX | XX | XX | XX | XX | XX | XX | P2 | XX | Mid range.
XX | P1 | XX | XX | XX | XX | XX | XX | XX | XX | P2 | XX | Long range. Distance = 2XX.
So what's the point of even having multiple lanes? This makes it possible to escape from a corner, and makes things rather interesting when you have team battles...
Lane Hopping: Vertical This is of course permitted. Lane hopping uses up your movement for the turn.
Lane Hopping: Diagonal This is also permitted, but it counts as a 2XX movement. That means it's only allowed as a forward movement, i.e. moving toward your foe.
Special Terrain ────────────────────────────────────────────────
Under normal circumstances, heat, water and electro shanak will all be equally powerful. Some terrain may buff or nerf your shanak, though. If the battlefield contains special terrain, the GM will inform you at the beginning.
There are many types of special terrain. These are just a few examples:
Water: POW +2 to water, RNG +2 to electro Desert (day): POW +2 to heat, POW -1 to water (unless fighting near the oasis) Desert (night): POW -1 to water (unless fighting near the oasis) Any Outdoor Terrain (thunderstorm): POW +3 and RNG -1 to electro Any Outdoor Terrain (rainstorm): RNG +2 to electro. Surprisingly neutral for Water and Heat alike.
In addition, some double lane battlefields feature obstacles blocking one of the lanes at one point. When you have an obstacle in front of you, you must go around it in order to proceed.