System: Combat

**Only Sense** **Combat** in is controlled by how the Character moves, the Actions, and their Statistics. Combat generally takes place either in a Non-Grid, (NG) Entirely RP based environment, or in a Grid (G) Based Environment, where stats such as MOVE come into affect.

To Check the Cost of these actions. (See: System: Stamina)

### Basic Combat Rules

#### General

First off, Turn Order is determined. This depends on the characters TO stat, the rules for it is simple, a Higher TO goes first. If TOs are equal, one of the two is chosen 'at random' to go first.

When it is your turn, you have a large variety of actions you can partake in, but all actions are limited to the amount of Stamina you have. You can do any amount of actions you like until your Stamina reaches a negative number, at that point, you are open for attack.

#### Grid

In Grid, you also have the added element of moving around the map, and the direction they are facing. You can only attack people within your range, and direction has a large effect on how you are attacked.

###### Facing Effects

* Front: When attacking someone from the front of them, they get a 1.10x increase to their evasion.
* Sides: There is no effect from attacking from the sides.
* Behind: You gain a 1.10x increase to your accuracy normally, but if you are sneaking, or hidden by an ability like [Stealth], you are guaranteed to be able to hit if they miss a required perception roll before your attack.

###### Range

Range is the distance you can hit with ranged attacks. (See: System: RANGE)

###### Pairing/Switch

When in Grid, you can pair up with another unit, the combined units MOVE is the average of the two, and the TO of the person with the better Turn Order. While paired, one character is **Active**, and the other is **Passive**. The **Passive** Character and the **Active** Character can be switched for the cost of 3 Stamina. The **Passive** Character can act while the **Active** Character is acting, but at a cost of Double Stamina, and a limit of one action, but they can also do this during the **Active** Characters Defensive Turn. When paired, the only one of the two to take damage is the **Active** Character, but they are also the only who may instigate an attack.

If the **Active** Character has [Recovery Arts]/[Recovery], the **Passive** Character will regenerate HP based on 1/4th the **Active** Characters' Recover Sense per turn.

If the **Active** Character has [Element Talent], the **Passive** Character will be able to use that element during and for d6+2 turns after the Active Character is KOed.

If the **Active** Character has a Melee Sense, the **Passive** Character will get an 1/2th of the **Active** Character's P ATK as a separate die for d6+2 turns after the Active Character is KOed.

###### Swap

Upon your turn, you can swap locations with anyone within your MOVE range, but your turn ends after.

### Turn Actions

#### Attack Actions 1 (A-Actions)

##### Fight

Your most basic of actions is [Fight]. [Fighting] is the action of approaching an enemy, rolling your Accuracy type, and if their defensive type is Evade or Dodge, if you beat it, roll your respective damage type, if it bigger than their block, you do the difference as damage.

The types of Attacks are determined by your Stamina.

There are Weak Attacks, Normal Attacks, and Strong Attacks. (See: System: Stamina)

You can also charge attacks. Read more further below.

##### Arts

Arts are special magical attacks created by the user, gifted by Sense Leveling, or gained from a Spirit Arm. They can have various effects, all customizable by the user.

###### Offensive Arts

Offensive Arts are Arts Designed to do damage.

###### Support Arts

Support Arts are Arts Designed to affect Stats.

##### Techs

Arts are special physical attacks created by the user, gifted by Sense Leveling, or gained from a Spirit Arm. They can have various effects, all customizable by the user.

##### Dual Techs/Triple Techs

Arts and Techs that are performed with other people. 2/3 Respectively.

##### Prepare Block

Uses Stamina to allow the Character to block during their defensive phase. Nat Maximum on a Block, you have a choice to Parry, wherein you take no damage, and do 1.5x damage back. The Parry can only apply if your Block is equal to or higher than default.

##### Prepare Dodge

Uses Stamina to allow the Character to dodge during their defensive phase. Nat Maximum on a Dodge Counter, wherein you take damage, and roll damage back. The Counter can only apply if your Block is equal to or higher than default.

##### Prepare Counter

Uses Stamina to allow the Character to counter an incoming tech or art with their own attack, they still take damage of course, this is a bit more loosey goosey on how I want to run it, akin to Techs and Arts themselves, be creative, and i will let you do things I may not normally allow.

##### Charge

Charging is a turn action that allows you to temporarily improve a stat, or increase damage output. The Rate of Charge can be altered by Equipment, or Antiques.

There are two types of Charging, and while doing them, you must block, and your MOVE is Halved while doing the action.

###### Primary Stat Charging

Charging your stats allows you to keep the highest result of your allotment of rolled dice. With Primary Stat charging, your movement is only limited while doing the Charge action, and it will only be released the next time you perform the action, until then, it is treated as though you are not charging.

 1
 2
 3
 4
 5
 6
 7+

Each of your Primary Stats behaves the same in primary stat rolling, you keep the highest no matter what Stat, P ATK, M ACC, DOD, etc.

###### Damage Charging

You can also charge your magical or physical damage result itself. This is considered one large attack, rather than a multitude of smaller ones. You count all of the individual rolls as one larger chunk of damage.

 1
 2
 3
 4
 5
 6
 7+

#### Attack Actions 2 (A-Actions)

##### Items

Items are stored in equipment or within the item box, they can be used with the Items Secondary Attack Action.

##### Subclass

This is where your secondary class actions show up if you take a Subclass.

#### Reaction Action (R-Action)

Your R-Action is what you do during your defensive turn when certain conditions are met after a unit is attacked, it can be temporarily overwritten by Prepare Block or Prepare Dodge, but by default in is the action:

```
Evade (R-Action): Your enemy has a chance to miss your attack, it is defined by your species and class.

```

Certain abilities can permanently replace your R-Action please see: System: R-Actions.

#### Support Action (S-Action)

S-Actions are generally in use at all times, and usually enhance other capabilities, or else have effects such as wielding a two-handed weapon in one hand, or using two weapons.

Certain abilities can permanently replace your S-Action please see: System: S-Actions.

#### Combo Action (C-Action)

Combo abilities allow party members to initiate or join in on a combo. Combos are usable once the character has at least one Judge Point.

Certain abilities can permanently replace your C-Action please see: System: C-Actions.