Combat Walkthrough

A walkthrough of a combat to help understand the system.

Also here is a breakdown of a turn, which can also be found on the System Terms page to help understand what is happening.

Round - A full series of turns from all participants.

Turn - An individual's post/rolls/actions. The components of a turn include:

Standard Action - The basic action that most moves use. 1 on your turn.

Move Action - Able to increase or decrease range by 1 step (Close, Far) once on your turn (so move within Close range of someone if Far range, or move to Far range of them if Close range). Within 3m is Close range, anything past that is Far. 

Interrupt Action - A swift action able to interrupt a Standard Action, yours or someone else's, it’s effects happening first. 1 per Round.

Free Action - An instant action that can be used at any point, including another’s turn. Each Free Move can only be used once per combat.

Here are the actions required for a few of the moves used below, though you can find them either on the Basic Moves page or the relevant classes page.

Standard Action - Volley, Hack&Slash

Interrupt Action - Command: Get 'Em!, Command: Guard Me!

Free Action - Last Breath

Just a few quick examples of a combat between two level 1 characters to give a better understanding of how the system works. We'll be using the Fighter and Ranger, and we'll be using the stats found on the prebuilt versions of each you can find here and here.

Fighter has 2 armor, deals 1d10+1 damage, and is using brutality stance with 3 str.

Ranger has 1 armor, deals 1d8+1 damage, and has a heavy animal companion.

Starting Combat

 

Ranger: Has been waiting with his wolf atop a hill with orders to keep out anyone not his own people.

Fighter: Has orders to take said hill and has no intention of letting the Ranger he's spotted stop him, so he gives a warning.

Ranger: Takes the warning as a threat and so jumps into combat to hold the hill using the ATTAAACK! basic move.

  • ATTAAACK! - found on the basic moves page, basically explains conditions on when you can start a fight.

  • Ranger uses his HUD and goes to options to drop the Initiative Banner in the area.

  • Both players click it to add their names and then Ranger clicks the top of it to shuffle the order once and clicks again to lock the combat.

Ranger is at the top of the list and goes first

Ranger: Decides to shoot at the fighter with his bow and send in his wolf to assist him while making it clear at the end of his post what he is using "(Volley and Command: Get 'Em!)"

  • Ranger uses the Volley basic move as his Standard Action

    • Rolls a 10 with Dex and looks at the Volley move.

    • Choose 2 from Volley from that result: Dealing Damage and Not Left Vulnerable, which means he still loses 1 ammo.

    • Rolls his damage, which for the ranger is 1d8

      • Ranger has +1 from his bow being two-handed

  • Ranger's damage roll comes out as 7 (6+1).

  • Fighter has 2 armor, which lowers the 7 damage to 5 and he subtracts that from his HP (26/31HP)

  • Ranger uses Command: Get 'Em! ranger move as his Interrupt Action

    • An Interrupt move can be used once per round when any Standard move is used (like Volley) and so Ranger simply uses     it after his own Volley to use all his attacks at once on the same target.

  • Ranger's Animal Companion has 2 STR, and so attempts to deal 2 damage to Fighter.

  • Fighter has 2 armor, which lowers the damage to 0.

Ranger ends his turn, clicking the banner to progress to the next person.

Fighter: Decides to charge up the hill, ignoring the animal that does not seem able to get past his armor, and attacking Ranger directly while adding at the end of his post what he is doing "(Brutality Stance, move in range and Hack&Slash)"

  • Fighter uses his move action to get in range (anything within 3m from Ranger).

    • Since you can move anywhere within chat range in the battle and nothing has stopped him from getting his movement, he is able to get to close range to Ranger to attack.

  • Fighter uses the Hack&Slash basic move as his Standard Action

    • Rolls an 11 with STR and looks at the Hack&Slash move.

    • Choose 2 from Hack&Slash from that result: Dealing Damage and Not Left Vulnerable.

    • Rolls his damage, which for the fighter is 1d10

      • Fighter has +1 from his sword being bastard and using it two-handed.

      • Fighter has +3 from using Brutality Stance and having 3 STR.

    • Fighter's damage roll comes out as 9 (5+4).

    • Ranger has 1 armor, which lowers the 9 damage to 8 and he subtracts that from his HP (21/29HP)

 

Fighter ends his turn, clicking the banner to progress to the next person.

Ranger: Decides to shoot at the fighter with his bow again, but realizing his wolf can't get past the steel armor of Fighter, he decides to just have the wolf wait to assist with his defense and just says what he does now "(Volley)"

  • Ranger uses his move action to get out of Close Range (anything 3m+ from Fighter) so he can shoot his bow again, as it is unable to shoot at Close Range

    • Since you can move anywhere within chat range in the battle and nothing has stopped him from getting his movement, he is able to take a few steps back to get out of close range so he can shoot.

  • Ranger uses the Volley basic move as his Standard Action

    • Rolls a 7 with Dex and looks at the Volley move.

    • Choose 1 from Volley from that result: Dealing Damage, which means he is left Vulnerable and he still loses 1 ammo..

    • Rolls his damage, which for the ranger is 1d8

      • Ranger has +1 from his bow being two-handed

    • Ranger's damage roll comes out as 6 (5+1).

    • Fighter has 2 armor, which lowers the 6 damage to 4 and he subtracts that from his HP (22/31HP)

  • Note that the Ranger did not use his Interrupt Action yet.

Ranger ends his turn, clicking the banner to progress to the next person.

Fighter: Decides to just keep up the pressure, moving in again to attack. "(Move in range and Hack&Slash)"

  • Fighter uses his move action to get in range.

    • Since you can move anywhere within chat range in the battle and nothing has stopped him from getting his movement, he is able to get to close range to Ranger to attack.

  • Fighter uses the Hack&Slash basic move as his Standard Action

    • Rolls an 8 with STR and looks at the Hack&Slash move.

    • Choose 1 from Hack&Slash from that result: Dealing Damage, which means he is left Vulnerable.

    • Rolls his damage, which for the fighter is 1d10

      • Fighter has +1 from his sword being bastard and using it two-handed.

      • Fighter has +3 from using Brutality Stance and having 3 STR.

    • Fighter's damage roll comes out as 8 (4+4).

      • Ranger is currently Vulnerable, and so he takes +4 damage from the attack, raising it to 12.

  • Ranger uses Command: Defend Me! ranger move as his Interrupt Action.

    • An Interrupt move can be used once per round when any Standard move is used (like Hack&Slash) and Ranger did not use his wolf to attack this round, so he can use it to help defend himself.

  • Ranger's Animal Companion has 4 armor, and so adds that amount to his armor against Fighter's attack.

  • Ranger has 1 armor himself and his wolf is giving +4 armor for 5 total, which lowers the 12 damage to 7 and he subtracts that from his HP (14/29HP)

 

Fighter ends his turn, clicking the banner to progress to the next person.

And this would repeat for awhile back and forth.

Fighter having started off well, started having trouble after the wolf was used mainly for defense and ends up dropping to 0 hp after Ranger's last attack and is now required to roll for Last Breath basic move as a Free Action.

  • Rolls a 6 with CON and looks at the Last Breath basic move.

  • Fighter's fate is sealed and he becomes helpless and goes down, ending the combat

  • Ranger after considering the Guidelines for Character Death chooses Unconscious as there are multiple "no" answers to the questions and decides to take Fighter captive instead.

Ranger clicks the top of the Initiative Banner and hits end combat to have it vanish since he created it.

 

Ranger: While roleplaying the capture, decides to take some spoils from the battle and uses the Gimme That! basic move.

  • Fighter must show his full inventory (In the Inventory section you click the area that lists weight and click "Show Inventory" from the dialog popup)

  • Ranger decides to take Healing Potion that Fighter never had a chance to use since it is the most expensive thing.

  • Fighter must trade the item to Ranger and cannot lose anymore items (he can be stripped for RP purposes but does not need to give up anymore equipment until after any capture/imprisonment time, even if killed).

RP continues on from then.