Combat
Combat is structured into Combat Rounds, where each round allows each side to act in order of Initiative.
To understand this you should be familiar with the base concepts of:
Combat is a true battle where characters deal damage to each other, for non-lethal contests instead refer to the Duel rules which cover such cases better.
Initiative
To decide an initiative order use the following rules in order:
- If the attacker surprised the defender (less than 2 seconds from realization to attack): attacker goes first.
- If any side has more Celerity (total), they go first.
- If one party has more Physical Ability, they go first.
- If everything else ties, flip a coin or play rock-paper-scissors over it.
There is no bonus damage dealt on surprise attacks, Initiative is deemed a large enough advantage.
Combat Rounds
When your turn comes up in a round you can move once and do one of the following:
- Melee attack, if your target is within reach.
- Ranged attack, if you aren't in melee.
- Use a power, if it is usable in a rush.
Melee damage
Melee damage = (Physical Ability + Weapon Bonus (if any)) / 3 (round down) + level of Potence
Ranged damage
Close range damage
Weapon damage * 2
Long range damage
Weapon damage * 1