Flumina et Lacus Combat

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-Rules in flux-


Rolling the dice[edit]

Every action is resolved with a Lake roll using XdF where X is 8-(Character's Rank). Thus a Rank 4 fighter (such as starting PCs) rolls 4dF. This result is added to the skill being used to determine your result.

However, you may use any + rolled to perform a minor action instead of adding it to the total. You may use any + this way and you may assign any - to any of your actions. For example if you roll ++-- you could take only a single action at +0 by using all four dice on your main action, but you could also use 1 + to perform a minor action and leave the other three dice on your main action so that it is at -1.

You may also choose to float any +s into your River in order to save them for future actions. You may add them normally at any time to an existing action or you may use them as the basis for an additional minor action. When used as a basis the final result is at -1, however, essentially treating the + as a 0.

Combat[edit]

Sequence:

  • Initiative
    • Determine Speed (major action) and declare any Waves (minor actions)
  • Attacks
    • Fighter with highest Speed makes their attack roll and resolves their Waves.
    • The attack roll may result in minor actions which may be used to either break waves or to perform marvels.

Waves[edit]

  • as meanuevers
  • may not deal stress or inflict marvels directly


Actions[edit]

  • attack with strike, perform Blocks with block.
  • may also inflict marvels, these always use a non-combat skill to attack and defend
    • Disorient (-1 to one non-combat skill)
    • Disrupt (-1 to one combat skill)
    • Knockback (push 1 zone)
    • Secondary Stirke (must have an internal to use) (both attacks take -2 to resolve)

Damage Shifts + Damage = Stress Toughness + Armor + Chi expended = Chi Aura Stress < half = no effect half to < Chi Aura = 1 ripple > Chi Aura = a trivial condition CA+3 = minor condition CA+6 = major condition

Must inflict at least a trival condition to inflame an existing one. Ripples add 1 to Stress inflicted to determine if a condition is inflicted