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rules:homebrew:jpsysrpg:combat

Combat

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When combat begins, everyone rolls an Agility (Quickness) roll to determine initative order.

Each character has 2 Major Actions during your turn.

maybe?

Actions in combat

Your actions can be used to:

  • Move your speed in feet.
  • Make a Light Attack.
  • Make a Heavy Attack.
  • Interact with the environment.
  • Sheath or draw an item.
  • Aid an ally.
  • Hinder an Opponent.
  • Charge.
  • Cast a spell.

Move your speed in feet: You can spend 1 Major Action to move up to your speed in feet. You can split this movement up however you like, and take your other actions in between moving.
Make a Light Attack: You can spend 1 Major Action to make a Light Attack, that deals damage equal to your Weapon Damage.
Make a Heavy Attack: You can spend 2 Major Actions to make a Heavy Attack, that deals damage equal to your Weapon Damage +2d6.
Interact with the environment: You can spend 1 Major Action to pull a lever, open or close a door and such things.
Sheath or draw an item: You can spend 1 Major Action to sheath a weapon or draw a potion and drinking it in one go.
Aid an Ally: Spend 1 Major Action to give an ally a bonus to their next Attribute roll equal to your own Attribute (Aid an ally with Knowledge, adds a bonus equal to your own Knowledge Attribute).
Hinder an Opponent: Works as Aid an Ally, but instead enforces a penalty on the opponents next Attribute roll.
Charge: You can spend 1 Major Action to move up to your speed in a straight line and make a Light Attack, but suffer a -2 penalty to your Guard until the start of your next turn.
Cast a spell: Spend 1 or 2 Major Actions to cast a spell.

rules/homebrew/jpsysrpg/combat.txt · Last modified: 2019/05/14 17:48 (external edit)