Basic Combat
Xerakhan :: Getting Started :: Basics
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Basic Combat
There are five types of damage; Majjyck  majjyck and runes, Martial  hand to hand, Melee  non ranged weapons, Skill  ranged weapons and traps, and Tech  lasers'n'stuff. Each type of damage can be increased or decreased by feats as well as altered by critical or hypercritical effects.
Majjyck
Majjyck damage typically does not have hypercritical strikes, unless it is altered by the castor's feats and/or the target's flaws. Normal Majjyck strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws. Critical Majjyck strikes deal their base damage plus added damage from the castor's feats and/or the target's flaws as well as gaining its Majjyck effect. Hypercritical Majjyck strikes deal their base damage plus added damage from the castor's feats and/or the target's flaws then that sum damage is multiplied by two, and Majjyck effect is applied as usual.
Majjyck critical points are Head and Torso. Majjyck does not have hypercritical points.
Apprentice spells (tier one) have a base damage of one. Arcane spells (tier two) have a base damage of two. Abyssal spells (tier three) have a base damage of three. Ascendant spells (tier four) have a base damage of four. Chaos and Order spells (tier five) vary in base damage.
Martial
Martial damage damages defense without damaging health until defense is depleted, except in the case of core strike (head or torso). Normal martial strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws. Critical martial strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by two. Hypercritical martial strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by three.
Martial critical points are Head and Torso. Hypercritical points are Head, Sternum, and Stomach.
Unarmed martial strikes have a base damage of one. Armored martial strikes have a base damage of two. Armed martial strikes have a base damage of three.
Melee
Normal melee strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws. Critical melee strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by two. Hypercritical melee strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by three.
Melee critical points are Head and Torso. Hypercritical points are Head, Heart, Lungs, and Kidneys.
Improvised weapons have a base damage of one. Small weapons have a base damage of one. OneHanded weapons have a base damage of two. TwoHanded weapons have a base damage of three. Heavy weapons have a base damage of four.
Skill
Skill damage typically ignores defense unless it deals enough damage to deplete defense to zero in one strike. Normal skill strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws. Critical skill strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by two. Hypercritical skill strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by three.
Skill critical points are Head and Torso. Hypercritical points are Armpit, Head, Heart, Inner Thigh, and Neck.
Tech
Normal tech strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws. Critical tech strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by two. Hypercritical tech strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by three.
Tech critical points are Head and Torso. Hypercritical points are Head, Heart, and Spine.
Majjyck
Majjyck damage typically does not have hypercritical strikes, unless it is altered by the castor's feats and/or the target's flaws. Normal Majjyck strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws. Critical Majjyck strikes deal their base damage plus added damage from the castor's feats and/or the target's flaws as well as gaining its Majjyck effect. Hypercritical Majjyck strikes deal their base damage plus added damage from the castor's feats and/or the target's flaws then that sum damage is multiplied by two, and Majjyck effect is applied as usual.
Majjyck critical points are Head and Torso. Majjyck does not have hypercritical points.
Apprentice spells (tier one) have a base damage of one. Arcane spells (tier two) have a base damage of two. Abyssal spells (tier three) have a base damage of three. Ascendant spells (tier four) have a base damage of four. Chaos and Order spells (tier five) vary in base damage.
Martial
Martial damage damages defense without damaging health until defense is depleted, except in the case of core strike (head or torso). Normal martial strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws. Critical martial strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by two. Hypercritical martial strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by three.
Martial critical points are Head and Torso. Hypercritical points are Head, Sternum, and Stomach.
Unarmed martial strikes have a base damage of one. Armored martial strikes have a base damage of two. Armed martial strikes have a base damage of three.
Melee
Normal melee strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws. Critical melee strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by two. Hypercritical melee strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by three.
Melee critical points are Head and Torso. Hypercritical points are Head, Heart, Lungs, and Kidneys.
Improvised weapons have a base damage of one. Small weapons have a base damage of one. OneHanded weapons have a base damage of two. TwoHanded weapons have a base damage of three. Heavy weapons have a base damage of four.
Skill
Skill damage typically ignores defense unless it deals enough damage to deplete defense to zero in one strike. Normal skill strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws. Critical skill strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by two. Hypercritical skill strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by three.
Skill critical points are Head and Torso. Hypercritical points are Armpit, Head, Heart, Inner Thigh, and Neck.
Tech
Normal tech strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws. Critical tech strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by two. Hypercritical tech strikes deal their base damage plus any added damage from the castor's feats and/or the target's flaws then the sum is multiplied by three.
Tech critical points are Head and Torso. Hypercritical points are Head, Heart, and Spine.
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 Posts : 22
Join date : 20150620
Character sheet
Health:
(6/6)
Armor:
(0/0)
Defense:
(2/2)
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Xerakhan :: Getting Started :: Basics
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