Combat is, despite the large list of finishers, equipment, skills, and attributes, really
simple in the sense that it’s entirely roleplay based, with your skills governing your
actions. For instance, I don’t want to see someone who’s below average in Acrobatics
backflipping off of buildings! But, what else do skills do? Of course, they determine
damage and whether an attack hits, and using the listed skills we can cover any
potential event in combat.

Action and Reaction

Before we get into Damage and Skill Clashes, let’s talk about exactly what happens in
a post. Like a standard roleplay fight, players post in turns. In each post a player may
REACT to the actions of their opponent(s) and do ONE ACTION of their own. For
instance, charging an opponent would be considered a single action, or swinging a
sword, or firing off a three or less buster shots. In the next post, the opponent may
reply to what you do, either letting you charge them (reaction) only to draw their blade
and thrust it at your chest (action).

Doubling Up and Comboing

You ARE allowed to attempt to do multiple actions at once, or multiple reactions, but
that would lower the skills you used for that action by an amount based on how many
extra things you did. If you did two things instead of 1, all involved skills are dropped
to 50% of their original, ROUNDED DOWN. Or if you did three things, all involved
skills are dropped to 33.3% of their original.

This effect is nullified ONLY for DOUBLING if ALL involved skills are in the Elite
category, and nullified for TRIPLING if ALL involved skills are in the SUPER Elite
category. If you attempt to quadruple, there is no skill level that allows you to negate
that effect.

If a fighter is forced into a position where they must REACT to multiple things, the cut
to Skill Clash results is only 75%, no matter how many things there are, but power
drain is the same.

Comboing is where you use two skills to perform a single action, such as attacking
from a range as a rush attacking with Dashing and Energy Melee Weapons. It allows
you to use both skills in the clash, but only 50% of the secondary one.

Skill Clashes

Skill Clashes are when an event occurs in battle, say a buster being fired and the
target attempting to dodge, that pits the opponent’s skills against each other. In this
particular case it’s Projectile Accuracy VS Dodging. So here’s what happens, in the
attackers post they roll a ten-sided di, and then add that number and the skill rating
together. Then increase that new number by 10% per point in the governing Attribute
(Or weapon damage rating), so that means you’d multiple the first resultant number
by 1.3 when said governing attribute is 3. The opponent does the same in their next
post, and then roleplays the outcome since they’ll know it.

Formula: (DICEROLL + Skill) X ((Governing Attribute X .1) + 1))

Here’s an example of what it would looklike:

(*’s separate different posts, -‘s separate parts of a post)

Player A’s Posts (We assume his attributes are all at three)

ROLEPLAY

-----
DICEROLL + Projectile Accuracy X 1.3

Player B’s Posts (We assume his attributes are all at three)

Reaction-DICEROLL + Dodging X 1.3

*****
REACTION ROLEPLAY

-----
ACTION ROLEPLAY

-----
Action-DICEROLL + SKILL X 1.3

Fin

So! Pretty straight forward, eh? Now you may be wondering why not use Reflex in
there too? That’s because Reflex refers more to trying to block an attack with your
weapon, catch it, or hit them first. For instance, you’d use Reflex if they swing their
sword in their roleplay, but before they do you pull out a dagger and thrust it at them,
forcing them to react to your attack. This also uses your Action in a post. But what
about Counter? That’s when you attempt to not only block/dodge the move, but also
land your own. It has a special rule where you must be at least ten higher in your Skill
Clash to succeed at a Counter but you still get the action afterward

Formulas

Here are some common, more specific formulas:

Melee Weapon Formula - (Solid/Energy Melee Weapons + Diceroll) x ((Strength Stat
x 0.1)+1) + Weapon Damage
Projectile Formula - (Projectile Accuracy + Diceroll) x ((Weapon Damage x 0.1)+1) +
Weapon Damage
Hand-to-Hand - (Unarmed + Diceroll) x ((Strength x 0.1)+1)

Passive Actions

Some actions are "Passive Actions", such as engaging non-attack based Soul
Techniques, or powering up/healing. These should be taken up with the Combat
Master.

Determining what Skills to Use

If you’re not sure what an action will require, ask an Administrator or Combat Master,
but most of the time it will be entirely up to you, and unless it’s REALLY out there, the
other person doesn’t have room to complain.

Also note that sometimes, but very rarely, the governing attribute will change based
on how you used that skill. For instance, trying to Counter a trashcan being thrown at
you by punching it back at the opponent would use Strength, not Toughness.

Also note that, sometimes, there are situations where you can combo skills for a
MASSIVE attack, but you do need to spend power for both skills for it to work. An
example combo is if you're at a range then you can combo dashing and Energy
Melee Weapons for a powerful rush attack.

The Mind

The Mind is the most ambiguous of the attributes, and it’s skills can very literally be
used for almost any purpose. Mental Stability could be used when attempting to “get
inside of your opponent’s head” and goading them into doing something rather
shortsighted, or perhaps you’re a fighter who specializes in psychological torture and
driving their victims insane. Creativity might be used when your character thinks up a
useful way to deal with an attack. Tactics might be used in an attempt to trap your
opponent. And Courage could be used when attempting to frightening your opponent
and force a retreat.

Special Skills

Some skills have special effects, and those are listed here.

Counter

You use this to not only avoid an attack, but fire off another one optionally all in one
action. Power drain is the same since this is similar to comboing, with the following
requirements: Counter reaction must win by at least 25, and if it does so the counter
attack works with 75% of the normal value. If it fails to win by that much, or loses
completely, the counter attack goes off with only 25% value.

Reflex

Combo this with an attack to use the attack as a means of defense, such as striking
out at an incoming attack and overwhelming it. If you succeed, this acts like a normal
Action Attack instead of a Defensive Reaction.

Weapon Wounds

The three weapon wounds skills are for blocking any sort of attack, and nothing else,
but have 150% effectiveness.

Acrobatics

Acrobatics can be used as a means to move about the combat field, or as a way to
dodge long-range attacks, or getting out of the range of a mental assault. ACrobatics
is only 75% as effective against melee-range attacks.

Dodging

Dodging is a very versatile skill, primarily for close-combat dodging with small, swift
movements. As such, it is only 75% as effective against Long-Range attacks.

Combat Movement

Combat Movement can be used to not only dodge when in close-ranged combat, but
also comboed with a close-range attack quite easily.

Hit Points, Damage, and Body Parts

Okay, at base you have 20 HP, spread equally among your five Body Parts, which I’ll
explain in more detail in a moment: Head, Torso, Arms, Legs, and Power Core. You
also get 1 HP point to add per point in both Strength and Toughness.

Now, Body Parts are special. In battle, each time an attack is made, the attacker
targets a body part. These body parts can also be equipped with things, like weapons
on the arms, shields equip on the torso, and various other items.

To determine damage to a body part, look at the result of a Skill Clash. The following
chart determines how much damage is done if the attacker wins, based on their
margin of victory:

1-10: 1 HP
11-20: 2 HP
21-30: 3 HP
31-40: 4 HP
41-50: 5 HP
etc.

Note that when attacking the Power Core, you must win by at least eleven to do 1 HP
in damage, and the chart continues from there, with 21-30 being 2 HP in damage.
This is due to the power core being inside the body and hard to initially damage with
anything less than a devastating hit.

When a body part hits Zero HP, it requires 10% of your core to use it at all during the
remainder of a fight. Note that it CAN fall into negative HP, and when this happens it’s
the equivalent of it being severed or cut in half or something similar. For a Reploid, if
this occurs to the arms or legs it takes one involuntary week of time to repair. If this
happens to a Human, it takes TWO weeks for the limb to be restored.

Defeat, Death, and Self Destruction

Defeat occurs when the following criteria are met, and when defeated you are
emergency-beamed from the field of battle:
1. Torso or Head is brought down to 0 HP
2. Arms AND Legs are brought down to 0 HP
Death occurs when the following criteria are met:
1. The Torso or Head hit –2 HP
2. Power Core is brought down to 0 HP
3. Arms AND Legs are brought down into negative HP

If you die, you lose all items and money; only your Attributes and Skills are preserved.
You can only be rebuilt once, or not at all if you’re a Human.

Players may also choose to kill themselves in combat as a suicide attack that does all
of their attributes added together, plus remaining HP, in damage but also kills them.
This will also happen involuntarily if their core reaches 0%.

Powering Up

For a single Action, a player may choose to spend 10% of their Power Core to
enhance any single Attribute by 1.


Powering Up is capped at 3 power-ups for an action, and 4 for a reaction.


Weapons, Weapon Breaking and Shield Breaking

As you know, in battle you’re allowed to target body parts. But what you didn’t know is
that you’re also allowed to target a weapon. When doing so, you roll like normal, but
both sides add their damage abilities to their rolls. If the attacker wins, the weapon
breaks. If they don’t, the weapon doesn’t. Shields work differently. They are always
on, but can be ignored IF your weapon’s Shield Breaker Rating is equal to or higher
than the Shield Rating.