Miridon Hunters RPG
 
 

Battle Terms:

[Action Block] - One [Action Block] represents 6 seconds of real time.

In each [Action Block], each character can perform one [Offensive Action], one [Movement Action], and one [Verbal Action].

Characters can perform a [Defensive Action] in response to the actions of another player when the conditions are met. They can also perform

[Turn Order] - While every character gets to act in an [Action Block], the [Turn Order] determines when each character gets to act. The [Turn Order] within an [Action Block] is determined by [Maximum Speed Points]. Characters act in descending order of [Maximum Speed Points] with the character with the highest [Maximum Speed Points] going first.

If two or more characters have the same [Maximum Speed Points], they should roll 3d6 against each other to determine who goes first at the start of battle, with the higher roll going first. All ties are re-rolled until there is a clear [Turn Order].

[Turn] - The [Turn Order] determines which order the characters act. The point when the character can act in the [Turn Order] is considered their [Turn]. The character can choose to perform up to one [Offensive Action], one [Movement Action], and one [Verbal Action] when it is their [Turn]. Any character can perform a [Defensive Action] on any other character's [Turn], but it must be in response to the appropriate action of another character's action. A character can perform one or more [Spell Casting Modifiers] when using the [Cast Spell] action.

[Maximum Battle Strength Points] - When a character is wielding equipment with a [Weight Penalty] greater than 0, then they will not have access to all their [Maximum Strength Points] in the battle. Instead, they use [Maximum Battle Strength Points] for calculations in battle. The character's [Maximum Battle Strength Points] are calculated as the character's [Maximum Strength Points] - the character's [Weight Penalty]. For multiple weapons, the "Weight" page calculates the character's [Weight Penalty].

[Current Strength Points] - At the beginning of battle, a character's [Current Strength Points] are restored to the character's [Maximum Battle Strength Points]. Every time an action is performed by the character, their [Current Strength Points] will be reduced by the [Strength Cost] of the action. If the [Strength Cost] of the action exceeds their [Current Strength Points], then the character cannot use the action.

[Maximum Battle Speed Points] - When a character is wearing [Armor] with a [Speed Point Reduction] greater than 0, then they will not have access to all their [Maximum Speed Points] in the battle. Instead, they use [Maximum Battle Speed Points] for calculations in battle. The character's [Maximum Battle Speed Points] are calculated as the character's [Maximum Speed Points] - the character's [Speed Point Reduction] of the [Armor].

[Current Speed Points] - At the beginning of battle, a character's [Current Speed Points] are restored to the character's [Maximum Battle Speed Points]. Every time an action is performed by the character, their [Current Speed Points] will be reduced by the [Speed Cost] of the action. If the [Speed Cost] of the action exceeds their [Current Speed Points], then the character cannot use the action.

[Evasion] - A character's [To Hit Roll] must be greater than or equal to a target's [Evasion] in order to hit a target. This number is either [Passive Evasion] or [Active Evasion] depending on whether or not the target performs a [Dodge] action.

[Passive Evasion] - A target's [Passive Evasion] is used as their [Evasion] if a target does not perform a [Dodge] action. [Passive Evasion] of is defined by a character's [Armor], with [Unarmored] having a [Passive Evasion] of 7.

Various [Flairs], [Skills], [Class Abilities], [Dual Class Abilities], and [Actions] can add to this value.

[Active Evasion] - A target's [Active Evasion] is used as their [Evasion] if a target performs a [Dodge] action. Every character starts with an [Active Evasion] of 7. This number can be increased with the [Dodge Boost] talent.

Various [Flairs], [Skills], [Class Abilities], [Dual Class Abilities], and [Actions] can add to this value.

[Base To Hit Roll] - A [To Hit Roll] must be made to determine if an attack hits a target with a [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], or [Initiate Grapple].

When a character needs to perform a [To Hit Roll], the character rolls 2d6 for the [Base To Hit Roll], or 1d6 for the [Base To Hit Roll] of a [Shotgun].

The [Base To Hit Roll] is used for some calculations, such as determining if the attack is a [Critical Hit].

[To Hit Bonus] - This value is added to the [Base To Hit Roll] for a [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], or [Initiate Grapple].

Every weapon has its own [To Hit Bonus].

For [Melee Attack] and [Melee Combo Attack], the [Melee Boost] talent adds to this value.

For a [Gun Attack] and [Aimed Attack], the [Gun Boost] talent adds to this value.

For an [Initiate Grapple], the [Grapple Accuracy Boost] talent adds to this value.

Various [Flairs], [Skills], [Class Abilities], [Dual Class Abilities], and [Actions] can add to this value.

[[To Hit Roll] - A [To Hit Roll] must be made to determine if an attack hits a target with a [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], or [Initiate Grapple].

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

The [To Hit Roll] must exceed the target's [Passive Evasion] in order for the attack to hit the target. If the character is performing a [Dodge] as a [Defensive Action], then the attack must beat the target's [Active Evasion]. If the attack hits the target, then the attack continues with further effects, otherwise, the attack misses.

[Base Damage Dealt] - The [Base Damage Dealt] is the calculated when a character hits a target with a [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack].

Every weapon has its own [Damage Dealt] that is rolled for the [Base Damage Dealt].

[Damage Dealt Bonus] - The value of a character's [Damage Dealt Bonus] is added to the [Base Damage Dealt] for a [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack].

For [Melee Attack] and [Melee Combo Attack], the [Melee Boost] talent adds to this value.

For a [Gun Attack] and [Aimed Attack], the [Gun Boost] talent adds to this value.

Various [Flairs], [Skills], [Class Abilities], [Dual Class Abilities], and [Actions] can add to this value.

[Damage Reduction] - The value of a target's [Damage Dealt Bonus] is subtracted from the [Base Damage Dealt] for a [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack].

For attacks with most weapons, the character uses their [Physical Damage Reduction]. The [Physical Damage Reduction Boost] talent adds to this value.

For attacks with a [Tesla], the character uses their [Spell Damage Reduction]. The [Spell Damage Reduction Boost] talent adds to this value.

Various [Flairs], [Skills], [Class Abilities], [Dual Class Abilities], and [Actions] can add to this value.

[Damage Dealt] - The [Damage Dealt] is the calculated when a character hits a target with a [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack].

The [Damage Dealt] of the attack is calculated as the [Base Damage Dealt] plus the [Damage Dealt Bonus] minus the [Damage Reduction]. If the [Damage Dealt] is calculated to be less than 0, then the [Damage Dealt] is 0.

The [Damage Dealt] of the attack is reduced from the target's [Current Health Points]. This may result in the target becoming [Unconscious] or needing to roll an [Insanity Roll].

[Critical Hit] - An attack counts as a [Critical Hit] if the character rolls an 12 on the [Base To Hit Roll].

The [To Hit Roll] must also successfully hit the target.

The [Damage Dealt] of the [Critical Hit] is calculated as double the [Base Damage Dealt] plus double the [Damage Dealt Bonus] minus double the [Damage Reduction]. If the [Damage Dealt] is calculated to be less than 0, then the [Damage Dealt] is 0.

[Range] - Each weapon has a [Range] determining how far away a target can be in order to be attacked by the weapon. Each gun has a defined [Range] for the gun. Melee weapons use the character's [Melee Range] for their [Range]. Actions made without weapons also have a [Range]. [Initiate Grapple] uses [Melee Range]. Spells have a [Maximum Range].

[Melee Range] - The [Range] used for melee weapons is [Melee Range]. This value is 5 feet.