Miridon Hunters RPG
 
 

Battle Order:


This the order events occur in battle.

After the battle begins, each character's [Turn] is performed in [Turn Order]. After all characters perform their [Turn], repeat from the first character to perform their [Turn].

1) Battle Begins:

The [Turn Order] of the characters is determined.

The [Maximum Battle Strength Points] of each character is determined.

The [Maximum Battle Speed Points] of each character is determined.

Each character starts battle with their [Current Speed Points] and [Current Strength Points] restored.

2) A character's [Turn]:

If a character's [Physical Damage Reduction] is reduced, such as by the [Physical Damage Reduction Damage] of a [Drill], then the [Physical Damage Reduction] will regenerate by 1 at the start of the character's [Turn] up to their undamaged [Physical Damage Reduction].

The character selects one [Offensive Action], one [Movement Action], and one [Verbal Action]. Any or all of these actions can be skipped. These actions can be executed in any order.

The target or targets of any action must be within the [Range] of the action.

Each action has a set [Speed Cost] and [Strength Cost]. When a character uses the action, the character's [Current Speed Points] are reduced by the action's [Speed Cost], and the character's [Current Strength Points] are reduced by the action's [Strength Cost]. If the action would reduce the character's [Current Speed Points] or [Current Strength Points] to below 0, then the user cannot perform the action.

When a character performs [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack], they can add [Attack Modifiers] to the attack before rolling their [To Hit Roll]. This alters the effects of the attack.

When a character performs [Cast Spell] or [Echo Spell], they can add [Spell Casting Modifiers] to the [Spell]. This alters the effects of the [Spell].

Any character can perform [Defensive Actions] on another character's [Turn] if the character's with the [Turn] performs actions that trigger the [Defensive Action].

A character can perform unlimited [Bonus Actions]. [Bonus Actions] may require an additional [Condition] to be met in order to perform the [Bonus Action]. Some [Bonus Actions] can only be performed once per [Action Block].

3) A character performs [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack] as an [Offensive Action]:

The character must choose all [Attack Modifiers] to apply to the attack.

The character must choose a target in [Range] of the attack. Various [Attack Modifiers] allow multiple targets to be chosen, but the rolls for target are calculated separately.

Before the [Base To Hit Roll] is made, the target of the attack can decide to perform [Dodge] as a [Defensive Action], using their [Active Evasion] instead of their [Passive Evasion] for their [Evasion].

The character then rolls their [Base To Hit Roll].

If the [Base To Hit Roll] qualifies for a [Critical Hit], then the attack will be considered a [Critical Hit] if it hits.

The character adds their [To Hit Bonus] to the [Base To Hit Roll] to determine the [To Hit Roll].

If the [To Hit Roll] is greater than or equal to the target's [Evasion], then the attack hits. Otherwise, the attack misses and no additional effects take place.

If the attack hits, then the character will roll for [Damage Dealt].

Before the [Base Damage Dealt] is made, the target of the attack can decide to perform [Block], [Heavy Block], or [Super Block] as a [Defensive Action]. They can also perform [Shield Block] at the same time if they haven't used their [Shield] to perform an [Offensive Action] in the same [Action Block]. This causes the target to enter the [Block Stance], [Heavy Block Stance], [Super Block Stance], [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance]. These [Stances] will increase the [Physical Damage Reduction] of the target.

The character then rolls their [Base Damage Dealt].

The character adds their [Damage Dealt Bonus] to the [Base Damage Dealt] and subtracts the target's [Damage Reduction] to determine the [Damage Dealt]. This calculation is altered by a [Critical Hit].

The target reduces their [Current Health Points] by the [Damage Dealt].

If the target's [Current Health Points] are reduced to less than their [Current Ghost Power], then the character may have to make an [Insanity Roll]. See the "Insanity" page for details.

If the target's [Current Health Points] is reduced to 0 or less, the target becomes [Unconscious]. See the "Stances" page for details.

If target takes any additional [Damage Dealt] while [Unconscious], then they become [Dead] and can no longer be healed by any means. See the "Stances" page for details.

4) A character performs [Initiate Grapple] as an [Offensive Action]:

The character must choose a target in [Range] of the [Initiate Grapple].

Before the [Base To Hit Roll] is made, the target of the [Initiate Grapple] can decide to perform [Dodge] as a [Defensive Action], using their [Active Evasion] instead of their [Passive Evasion] for their [Evasion].

The character then rolls their [Base To Hit Roll].

The character adds their [To Hit Bonus] to the [Base To Hit Roll] to determine the [To Hit Roll].

If the [To Hit Roll] is greater than or equal to the target's [Evasion], then the [Initiate Grapple] hits. Otherwise, the [Initiate Grapple] misses and no additional effects take place.

If the [Initiate Grapple] hits, then the character begins [Grappling] and the target becomes [Grappled]. See the "Stances" page for details.

5) A character performs [Cast Spell] or [Echo Spell] as a [Verbal Action]:

The character enters the [Spell Casting Stance]. See the "Stances" page for details.

The character must choose all [Spell Casting Modifiers] to apply to the [Spell].

6) A character performs [Activate Spell] as a [Bonus Action]:

The character activates the [Spell].

The [Effect] of the [Spell] is detailed on the "Spells" page. The [Effect] is calculated by adding all [Offensive Spell Boost], [Defensive Spell Boost], and [General Spell Boost] effects the [Base Effect].

See the "Stances" page for details.

7) A character performs a [Charisma Skill] as a [Verbal Action]:

The character chooses a target. Various [Charisma Skills] allow multiple targets to be chosen, but the rolls for target are calculated separately.

The character rolls their [Offensive Charisma Roll].

The target rolls their [Defensive Charisma Roll].

If the [Offensive Charisma Roll] is greater than or equal to the [Defensive Charisma Roll], then the [Charisma Skill] is successful. Otherwise, the [Charisma Skill] fails and no additional effects take place.

The target takes the [Effect] of the [Charisma Skill]. See the "Charisma Skills" page for details.

Various [Charisma Skills] require multiple rolls.

8) A character performs a [Movement Action]:

The character decides their [Movement Action].

If another character is within [Melee Range], then the character can perform [Obstruct Movement] to end the [Movement Action].