Combat

Twilight
Paradox is a turn based game so each player and non-player character (NPC) each
take turns maneuvering and fighting while in combat. A person may attack, cast
spells, dodge or even run away during their turn. A person can use a weapon
that they have not trained for at a -5 to hit penalty. A person can attempt to
Dual Wield without the skill with a -15 to hit penalty per strike and a -2 to
damage.

## Range[PP1]

For basic
combat there are a few fighting styles, each having to do with range:

Melee:  This is anything within the attacker’s
immediate reach (limb length + weapon length) and typically includes swords,
daggers, and Tasers and power batons. Melee weapons are based mostly on STR.

Missile: This
is typically anything that extends beyond melee range, but remains in normal
sight. Rifle sights and other viewing gear can extend this. This is also the
typical range for human hearing.

Long Distance:
This covers things that are beyond normal sight. For example, a target in space
may be “viewed” using radar and have a missile launched at it. The rules for
Long Distance combat cover this.

== More
on Missiles ==
Missiles fall
into one of 3 classifications.

·
Short
Range: 6’-20’

·
Medium
Range: 20’-200’

·
Long
Range – 200’+

## Spells

Some skills
are classified as spells. These will have a major stat roll in order to
successfully cast it, and then if it’s a combat spell, it goes through the
normal Melee or Missile combat rolls for damage. Some spells can be countered
by a roll against one of the targets stats, as noted in the spell description. The
major stat roll determines whether the spell *is successfully cast,* any secondary rolls take place after this.

Each point
spent in a spell after initial rank gives a +3 chance to cast.

Spells are
either in an instant cast/instant effect category or a cast time/effect type.
The instant cast spells mean that the casting and effect happen in the same
round, while more complex spells may take x number of rounds to cast.

Any cast or
duration times will be noted under the skill.

Let’s take
the Arcanist spell Clumsiness as an example:

**Clumsiness**

The Arcanist
casts arcane energy to make the target trip and lose an opportunity to strike
(if in combat)
Each point gives a -5 resist roll for WIL.

**Min Attribute:** INT 55, WIL 50
**Counter:**  Spell / target AGI
**Prerequisite Skill:** None
**Cast Time:** instant

The *counter* says “Spell/target AGI” this
means this is cast as a spell, so the caster must roll a successful INT roll.
Then, after that, the target gets a chance to “save” against this by rolling less
than their AGI score (-5 for each point in clumsiness).
The spells cast time is instant, so there is no delay between the casting and
the effect.

== Mana
Points ==
Certain moves
take a resource in order to use them.
These are mana points. Each time you use a move or spell that cost mana,
it is subtracted from the total, much as HP are subtracted to keep track of
health.

Arcanists have
mana points equaling half their INT.
Monks use half WIL for MP.
Rogues have mana points equaling half their AGI
Warriors have mana equaling half their STR

## Armor

Armor and
Armor Rating are used to counter the To Hit, and in some cases, absorb damage
done to a player or NPC. The lower the armor rating, the better, as the
attacker needs to roll *under* that
number (counting bonuses to hit) in order to land a blow.

## Hit

The opposite
of AR is the ability to hit someone (or ‘To Hit’). This is also based on AGI.
Melee weapons also take STR into account, and ranged weapons utilize AGI more,
and negate STR entirely. Your ‘To Hit’ number is the number you need to roll in
order to hit someone of an AR of 80 (No armor, no bonuses). A character starts
out with a melee and ranged hit rating of 50%.

Table 3: AGI and Melee (Hit)

  1-10:
  11-30
  31-40
  41-60
  61-95
  96-99
  100

Table 4: STR and Melee (Hit)

  1-10:
  11-30
  31-40
  41-60
  61-95
  96-99
  100

Table 5: AGI and Ranged (Hit)

  1-10:
  11-30
  31-40
  41-60
  61-95
  96-99
  100

## Damage (DMG)

When you get
a successful hit, you do damage to an opponent, reducing their HP. Once an
individual reaches 0 HP, they are dead.

Damage is
based largely by the weapon you use, which will typically have a damage range
associate with it; for example, a simple dagger does 1-10 points of damage. So,
if you successfully strike an opponent, you roll again to see how much damage
your dagger did using the die.

**Note: a fist (unarmed) will do 1d6-2**
damage unless other bonuses apply.

Strength will
have an effect on how much damage is done, as shown in table 11:

Table 11: STR and Melee (Damage)

  1-10:
  11-30
  31-40
  41-60
  61-95
  96-99
  100

Agility comes
more into play with ranged damage, owing to the fact that you use your balance
to take a more (or less) accurate shot

Table 6: AGI and Ranged

  1-10:
  11-30
  31-40
  41-60
  61-95
  96-99
  100

== Skill
Shots ==
Skill shots
can be taken once per encounter. In order to take a skill shot the player must
declare that they are going to take the shot, then make a regular hit against AR,
they may call a shot on any of the following body parts:

  Head
  Leg
 round
  Weapon
 round
  Gut Shot
 damage
  Foot

After the AR
to hit the player must roll to “Hit Roll” under the chart above in order to
make the skill shot.

## Combat sequence

·
The
following is the sequence for simple combat. A surprise encounter flows the
same, with the exception that no initiative roll is needed.

·
Roll
a 6 sided die to determine who responds first, or has the initiative. 1 for
each party member, then the monsters. This determines the attack order.

·
Each
individual states their intent, then performs an action, usually to move or
attack

§
Move

§
Attack

§
Evaluate

§
Reload

§
Cast
a spell

§
Switch
weapons

o
When
an attack is made, the attacker rolls to determine if they have hit the target.
They must roll higher than their hit vs. the opponents AR.

o
If
there is a successful hit, the attacker rolls the amount of damage done in
accordance with their weapon. If there was not a hit, no action is taken.

·
Calculate
any damage to power armor

·
Continue
to next individual

You can
choose to roll initiative each round or stick with one order. Discuss this
PRIOR to the game between players and GM.

Players do
not regenerate HP during combat (except for the Warrior Rapid Healing skill)
and gain some health back at a rate of 1 hp/hour out of combat up to 10 HP.
Major injuries and loss of limb need special healing.
Mana is restored at the rate of 5 MP per min out of combat.

[PP1]Need
to add Range/shooting mechanism