Combat Basics
When diplomacy, trickery and stealth fail, combat is the last option a Starlite can rely on.
Initiative
Initiative determines the order that entities take their turn. Your initiative is decided by a d20 + your Awareness. Your Awareness is determined by Attributes#Motorics - 10. ^7181d5
Turn Actions
Turn actions represent a Starlite’s potential actions they can take within a turn. Taking an action uses 1 Action Point up for the turn, a base amount of 2 AP is available for use per turn.
Movement
The movement of a Starlite in a turn. Each class has a set value of Move representing the number of tiles they can move per AP. ^abee82
Move is separated into two values, First Step and Second Step. Your First Step is the amount of tiles you can move on your first Movement. Second Step is the amount of tiles you can move on subsequent Movements.
Movement can be disabled but Move cannot be reduced past 1.
Maneuvers
Starlites also have access to Maneuvers, 2 per AP. Maneuvers are possible actions someone can take within an area covering a wide array of options. Some types of Maneuvers include:
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Disengage ^1c9c3c
- Carefully step away from the enemy. Removes Engage. 1 Maneuver
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Parkour
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Parkour Maneuvers are quick ways to circumvent environmental obstacles. Such actions include Vaults, Jumps and Wallrunning, Climbing. All Parkour Actions cost 1 Maneuver.
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The success of these Maneuvers depends on the Starlite’s Skills#Acrobatics.
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Vaults allow Starlites to hop over 1 tile obstacles and low walls.
- [AC] 40 DS vs Skills#Acrobatics
- Failing causes a Stumble which completes the action but takes 1 Move.
- [AC] 40 DS vs Skills#Acrobatics
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Climbing allows Starlites to scale certain height walls.
- [AC] (40 + (15 * Height)) DS vs Skills#Acrobatics
- Failing a 1 tile climb causes a Stumble which completes the action but takes 1 Move.
- Higher heights cause a fall.
- Failing a 1 tile climb causes a Stumble which completes the action but takes 1 Move.
- [AC] (40 + (15 * Height)) DS vs Skills#Acrobatics
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Wallrunning allows Starlites to run across walls to cross gaps.
- [AC] (40 + (10 * Distance)) DS vs Skills#Acrobatics
- Failing causes a fall.
- [AC] (40 + (10 * Distance)) DS vs Skills#Acrobatics
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Jumping allows for a Starlite to cross gaps.
- [AC] (30 + (15 * Distance)) DS vs Skills#Acrobatics
- Natural height limit is 1 tile up, and 1 down however downward jumps can still be performed past the limit, it will instead be considered Landing.
- Failing causes a fall.
- Horizontal distance upon failure is ((Action Roll - 30) / 15) tiles.
- [AC] (30 + (15 * Distance)) DS vs Skills#Acrobatics
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Falling causes (5% of Max HP * (2 ^ Height)) Damage and it ends your turn. Landing occurs when a Starlite intentionally jumps and does (2.5% of Max HP * 2 ^ (Height - 2)) damage. ^e5e8d0
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Parkour Actions can be chained.
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Gunplay
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Gunplay Actions are methods of engaging in ranged combat.
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1 Maneuver to Enter and exit Blindfire. Gain a -30 Hit Modifier penalty when blindfiring but Cover grants +20 DS to Enemy Ranged Attacks that are not completely flanking. ^4e302b ^b70a13
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Reload replenishes all ammo after a Dexterity Action Check.
- Succeeding take 2 Maneuvers
- Failing takes 3 Maneuvers but still reloads. ^8b4f05
- Succeeding take 2 Maneuvers
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Overwatch has a Starlite select an end tile to track movement in. If any movement occurs within the zone outlined, make an attack. If the attack lands, the hit enemy loses their move action. Costs 1 Maneuver, Range is based on weapon range. Cannot be done while using Blindfire. If Overwatch triggers, it ends after your attack. ^a21a25
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Arcana and Mechanics
- Interference is used to interfere with Channelling for Spellcasting. Shards are converted to points based on their level. Whoever spends more points wins the clash. The spell is only cancelled if the interceptor wins. 2 Maneuvers ^858004
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Equipment ^9b9032
- Weapons and Tools must be equipped to used.
- Weapon Templates#1H and Weapon Templates#Hybrid weapons take 1 Maneuver to equip.
- Weapon Templates#2H weapons take 2 Maneuvers to equip.
- Support Tools take 1 Maneuver to equip, unless stated otherwise.
Orientation
At the end of a turn, you can choose a direction to face. Being Engaged to any enemy locks Orientation toward them. Being attacked from behind while Engaged does not force the enemy to Engage you. Facing away from an entity in stealth, reduce the range of Detection being triggered to 1.
Basic Action
The majority of actions fall under this category such as attacking, healing, buffs and debuffs, etc.
Free Action
These actions exist outside of Action Points. Free actions have their own charges
Reactions
These actions cannot be used during your turn and instead, activate on other characters’ turns.
Attacks
The main way to win battles. On a given attack, there are two General Mechanics#Action Checks: Hit, determining if the attack landed and Critical, determines if it landed in a optimal area.
Critical
Criticals multiply damage by 1.5x and adds +3 Penetration to the attack. Additionally, downing an enemy with a Critical, triggers a Brutalize, which increases the AC of any #Morale Checks caused by it. ^8b16ba Landing a Critical causes an Inflict AC, which may cause an [Injury] based on what caused the wound.
- Injury Inflict AC = 100 DS vs % of Max Core Aspects#HP lost
Morale Checks
Starlites are not infallible; under duress they may lose control and panic. In order to prevent panic, A Starlite must pass a special Mental AC known as a Morale Check. ^36980a
Here are some generic Morale Checks:
- Ally Down: If an ally is downed within 4 tiles, the Starlite will have to pass a Skills#Dominance 80 DS Check, if failed, losing 2 Core Aspects#Morale and having a Panic.
- Ally Maimed: If an ally within 3 tiles, takes damage equal to 30% of their Max Core Aspects#HP, the Starlite will have to pass a Skills#Dominance 65 DS Check, if failed, losing 1 Core Aspects#Morale and having a Panic.
- Self Maimed: If a Starlite takes damage equal to 50% of their Max Core Aspects#HP, the Starlite will have to pass a Skills#Dominance 90 DS Check, if failed, losing Core Aspects#Morale and having a Panic. Panics may cause the user to lose AP or be forced to Move without Disengaging. ^836441
However, just because Starlites dim, doesn't mean they cannot shine again. The following Morale Checks grant Morale.
- Enemy Down: If an enemy above Tier 1 is downed within 4 tiles or downed by you, face a Skills#Dominance (100 - Enemy Tier * 20) DS Check. If passed, gain 1 Core Aspects#Morale
- Legendary Action: If a legendary action is triggered, all party members gain 1 Core Aspects#Morale.
Legendary Actions
Starlites are capable of legendary feats within battle, as such being involved in a Legendary Action raises one's combat spirit. Legendary Actions trigger on kill effects.