Attacks

Attacks are the primary method of dealing damage in DragoonRPG.

There are multiple types of attacks, which will be detailed here: combos, pokes and specials.

To initiate an attack, you must hit with an attack roll. To perform an attack roll, roll your STAT dice. You need a number of successes equal to the target's tier in order to hit. Like with checks, dice that roll their maximum value explode.

A 666 critical on an attack roll doubles the number of combo dice rolled.

At the end of any attack that deals damage, add the score of the same STAT that you used to attack to the damage dealt. Some abilities, namely weapon aptitudes, may double or otherwise increase this additional damage.

If an attack fails to achieve the number of successes needed to hit, it is blocked instead, unless the character has dodged or has an other ability that would cause a dodge (See: Blocking and Dodging)

## Combos

Combos are the bread and butter of this game. After landing your attack roll, roll your weapon's combo dice. Each die is a hit of your combo, adding to the target's Chain Combo Counter. During combos you can push the target 2 meters away from you in any direction (including straight up) as long as they are no more than 1 size category larger than you. With melee attacks for each hit of the combo and then move yourself up to 2 meters towards the enemy, allowing for air combos.

At any point, you can chose to finish your combo with a Special Attack. This Special must have the [ENDER] Tag. In order to do this you sacrifice one of your weapon's combo dice meaning it does not apply damage to the target.

When doing this if the type of die sacrificed is of a lower denomination than what is listed in the abilities damage, use that lower dice type for the abilities damage.

Damage from [ENDER]s is one of the few places in the game where dice do not explode. This, in combination with the above limitation on dice type, is commonly referred to as "damage scaling" or "damage proration".

If your [ENDER] can hit multiple targets, it instead targets only the main target of your combo.

Combos gain 5% Khaos on each successful hit, including each hit of the [ENDER].

## Pokes

Pokes, sometimes called individual attacks, are generally weaker than combos, but are sometimes necessary in certain situations.

After landing your attack roll, roll a single one of your weapon's combo dice and deal that damage. You can push your target 2m in any direction as you deal this damage.

Combos and specials cannot be used when readying your action so pokes must be used in that situation, making them a common source of counter hits.

Pokes are also used as opportunity attacks

Pokes gain 10% Khaos on hit, and half on block.

## Specials

Special Moves, sometimes called Special Attacks, are abilities that can deal damage to enemies. Any ability with the [ATTACK] or [FORCE] tag is a Special

Specials will describe in their description how to hit with them, it may often be an attack roll, or it may force the target(s) to roll a force check.

Like with all attacks, specials (when done raw, I.E. outside of a combo as an [ENDER]) add damage equal to the STAT score used to attack with them at the end of the attack.

When raw specials are blocked they deal half damage. Often, any secondary effects they may have do not apply as well.

Specials build 20% Khaos if they hit any target, and 5% if the attack is only blocked. (Unless its an Overdrive, which gains no Khaos.)

1. ↑ I.E. a 6 on a d6
2. ↑ They are considered 1 success and can be rolled again).
3. ↑ Not getting enough successes on the attack roll, or if your target succeeds their force check against the ability