Combat Mechanics

## Stats

As a forewarning this system is favored for its simplicity, but it will be stated that it is a flawed system.

There are a few primary statistics used to measure a character with different functions and purpose. As you grow and gain experience you'll acquire stat points you can assign to increase yourself, this can come from training and veterancy.

Health - A measure of a character's ability to withstand damage, essentially how much they can endure before collapsing. Increases at a 1:10 ratio, every one point put in grants 10 HP

Physical - A measure of a character's physical ability, as a note this doesn't equate to physical strength but rather their ability to inflict physical damage. Whether it be by skill and striking key points, or through raw physical might.

Will - A measure of a character's magical ability, simply put this is the counterpart to Physical that instead deals in all effects magical.

Defense - The measure of ones ability to defend themselves, this statistic is used to defend from incoming attacks.

Speed - The measure of a character's speed obviously, it is used to determine who will go first in combat as well as your ability to dodge incoming attacks.

### Side Stats

These stats aren't main and only appear when relevant, this area will be updated with more examples as they become relevant. Usually they will just be counts for certain things you can do.

Turns - How many actions a person can take in a round, typically in a 1v1 this just means on your turn you can take multiple actions but in events of a 3-person conflict or greater it means you'll be given an additional turn in the round.

## Combat

Combat is relatively straight-forward in the sense that once conflict starts the parties involved roll speed. This is considered initiative on who can ask first, though exceptions can be made. After turn-order is determined the involved parties will begin combat taking movements and actions against eachother until combat ends via a party fleeing or being defeated.

### Optional Actions

Hold action - You can hold your turn to act later in the order, this WILL NOT change your location in the turn order only that you're holding off for this moment.

## Abilities

Combat heavily relies on your combat abilities from your Class(es) or other things that give you abilities. They come in a variety of types and are color-coded as follows.

**Blue** - These are passive effects and are considered rare to acquire from a class, typically held by rare classes. Through your training it is something your character just automatically does but can be consciously deactivated

**Green** - These are toggles which have to be manually turned on and off, thankfully they are considered free actions to do so. There are multiple types and you can only have 1 of each type active. Stances, Auras, and Transformations.

**Red** - These are main actions and use up your turn, typically these are the bread and butter of a class or ability and primary source of damage.

**Gold** - These are reactionary abilities, usually they have some kind of pre-requisite to activate which could be as simple as you trying to dodge or the enemy trying to block. They require no turns but typically can only be activated once per round EACH.

**Grey** - These are free-actions and can be used at any time. Most often these will be not attacks but more so utility abilities. Considered uncommon and typically are not acquired through classes.

**Black** - These are once per encounter or conflict. Typically very powerful abilities that represent the core of the class. As a note, once per conflict means if an event has multiple fights in it you can only use it once for the entire event, it will not reset per.