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 -1d610 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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The Farr; Delviz. a Farr Universe guide.
General FictionA basic guide to a fantastical dystopian hero tabletop game. playable species, light lore, rules.