Miridon Hunters RPG
 
 

Offensive Actions:


Melee Attack:

This [Offensive Action] can only be performed with an equipped [Sword], [Shield], [Drill], [Hammer], or [Grappling Weapon].

The target of this attack must be within a [Melee Range] of 5 feet.

When a character performs a [Melee Attack], they must first, roll a [To Hit Roll].

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



Melee Combo Attack:

This [Offensive Action] can only be performed with an equipped [Sword], [Shield], [Drill], [Hammer], or [Grappling Weapon].

The target of this attack must be within a [Melee Range] of 5 feet.

This attack can only be performed if in the previous [Action Block], the character performed a [Melee Attack].

When a character performs a [Melee Combo Attack], they must first, roll a [To Hit Roll].

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



Gun Attack:

This [Offensive Action] can only be performed with an equipped [Pistol], [Sniper Rifle], [Shotgun], or [Tesla].

The target of this attack must be within the [Range] of the weapon.

When a character performs a [Gun Attack], they must first, roll a [To Hit Roll].

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



Aimed Attack:

This [Offensive Action] can only be performed with an equipped [Pistol], [Sniper Rifle], [Shotgun], or [Tesla].

The target of this attack must be within the [Range] of the weapon.

When a character performs a [Aimed Attack], they must first, roll a [To Hit Roll]. The [To Hit Bonus] of the [Aimed Attack] is increased by an additional +3.

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


Arm Trap:

This [Offensive Action] can be performed to arm a trap.

Included in this action, a character can remove a trap from their inventory, drop the trap, and arm the trap.

This action can also be used to arm a disarmed trap that has already been placed.



Disarm Trap:

This [Offensive Action] can be performed to disarm a trap.

Included in this action, a character can disarm a trap, pick up the trap, and place the trap in their inventory.

This action can also be used to disarm a trap and leave it in place.

Any trap that is disarmed will not be triggered if someone enters the trap's range.



Initiate Grapple:

This [Offensive Action] can be performed to initiate a grapple.

The action will require a roll a [To Hit Roll].

If [Initiate Grapple] hits, the character will begin [Grappling] and the target will become [Grappled].

After the character begins [Grappling], they immediately perform [Grapple Attack].



Grapple Attack:

This [Offensive Action] can be performed by someone that is [Grappling] on a target in the [Grappled].

The character deals a [Damage Dealt] defined by the [Grapple Boost] talent.

This damage is not reduced.



Break Grapple:

This [Offensive Action] can be performed by someone that is [Grappled].

The [Strength Cost] of this action can be determined by the character.

The [Strength Cost] can be any number between 0 and the character's [Maximum Grapple Strength]. The [Maximum Grapple Strength] is found on the "Grappling" page.

The character then adds 1d6 to [Strength Cost] to calculate the [Break Grapple Power].

See the "Stances" page for details.



Reload:

This [Offensive Action] can be used to reload a gun to full ammo.

The gun can be loaded with puzzle bullets or normal bullets.



Channel Spell:

This [Offensive Action] can be used while a character is in the [Spell Casting Stance] and the [Remaining Spell Cast Time] is greater than 0.

This action reduces the [Remaining Spell Cast Time] by 1.



Restore Strength Points:

This [Movement Action] restores 5 [Current Strength Points] to the character, plus 1 [Current Strength Point] for every [Rank] in [Restore Strength Points Boost]. The [Current Strength Points] cannot exceed the character's [Maximum Battle Speed Points].