Combat

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1 combat turn consist of 2actions and 1utility

The Farr, -like many tabletop games, uses a turn-based combat system, dependent on reflex level and proximity, not including the action that starts off a round of combat.

Each player has two mid attack interruptions, that refresh after a day when used, and do not stack if ignored. The action of interrupting is specifically for combat, allowing you to perform a reflex related action, for yourself or a ally.

any skill or prowess, adds a +1 to the relevant action, though a player can push themself for a +2 expending extra stamina and gaining a 1 stress. stress is the measure of your mental health, attacks within the mind may also cause stress to build.

Stats

Ability- power and similis control.

Intelligence- information recall or understanding.

Presence- charisma based actions.

Sensory- your surrounding awareness.

Reflex- reaction or ambush action.

Athletic- movement accuracy.

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Skill check scale

12 is a critical success (knocking out the enemy before they can grab your gun)

10-11 great success (keeping your gun and shooting the enemy in the foot)

6-9 standard success (keeping your gun when they grab for it)

2-5 partial success (losing your gun but taking cover or vice versa)

1 critical fail (losing your gun and shooting your own foot while fighting for it)

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Standard Combat

Attack action + modifier (using offensive action)

Quick action + modifier (utility)

Reflex + modifier (blocking or dodging)

(example: reflex; blocking + armor + relevant prowess)

Prowess

Powers/Skills- a specific training done over the course of 2 separate downtime.

biological prowess- an innate genetic advantage given by physical traits.

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Firearm, damage modifiers
guns require range for unhindered shots; hindered shots -1d6

10 flat damage for non-automatic long guns.

6-7 damage, for small arms attacks.

8 flat damage, for hand guns and pistol.

automatic burst: 3-4 consecutive shots of gun types damage.

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Blasting

The only thing needed to utilize a blasting move of any kind is ranged damage capability.

burst attacks:

-explosive attack, singular large attack. takes extra energy.

-wall, a defensive bast blocking enemies.

-barrage, a multi explosion attack. extra energy and turn.

blast attack:

-range, focused blast extending range. (extra energy)

-focus, a focused blast adding damage. (extra energy)

-wide area, a blast spread across multiple enemies. (extra energy and action)

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Melee

Small blades 6 damage + bleed chance.

Long blades 8 damage (slashing) + bleed chance.

small Bludgeons 7 damage (flat).

large bludgeons 9 damage (flat).

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Grappling: If a limb is harmed or grappled, it creates disadvantaged rolls; perform contested strength/athletics roll, athletics in the case of grappled limb.

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falling die

1 critical 6 damage (vulnerable position)

2 bad angle 6 damage

3 winded 4 damage

4 sprained 2 damage

5 sore ankle 1 damage

6 precarious (vulnerable position)

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