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Dice Café

Gonna see if it’s okay to get close and punch his elbow. XD I shall wait though! Until I know I should roll.
 
I hate the combat scenes just because dice. xD like I can see what is going to happen but whether or not it actually will happen is the question!

Also... they are attacking weird? Like Roy is on Sassy's right yeah? But the Godfather's right arm is attacking him? Shouldn't it be the left? xD

Zer0 Zer0 , what actions can we take? I want Sassy to try and dodge out of the way before attacking the arm swinging at her and Max wants to try and shield bash that same arm out of the way. So I guess like... can they do that stuff and what do I roll?
Each character has 1 Minor Action, and 1 Major Action each round. The basic actions to take is use a minor action move to move to your target, and then use a major action to attack.

MINOR ACTIONS:
  1. Move | Travel to 1 adjacent area. Mounted or faster characters can travel farther.
  2. Minor Aid | Lifting up a "Prone" ally, dousing a "Burning" ally, soothing a "Panicked" or "Frightened" ally.
  3. Resist | When afflicted and resisting is possible, make a survival roll to get rid of one affliction. If you have more than one affliction, spend additional +1 Mp for every extra affliction you wish to get rid of.
  4. Take Cover | Ranged non-explosive attacks have -1 combat rolls against you until the start of your next turn.
  5. Hide | Opponents are unaware of you. When opponents don't have a direct line of sight of you, make a Larceny Agility roll to hide. Attacking reveals your location.
  6. Pick up | Take a fallen or disarmed item, or object that's just lying around and pocket it. Taking or handing over an item to a willing creature. Lifting up an unconscious ally.
  7. Find | Make a Survival Intelligence roll to reveal hidden creatures or objects, or attempt to see through illusions.

MAJOR ACTIONS:
  1. Minor Action | You can perform any minor action using a major action.
  2. Attack | Make a combat roll to neutralize a target non-lethally or lethally, or destroy an object.
  3. Goading attack | Make a combat roll with -2 to your roll. The creature you hit has disadvantage to its next attack roll against allies, except you.
  4. Sneak Attack | Make a Larceny roll to silently neutralize an unaware target.
  5. Disarm | No damage. Make a combat roll to send 1 hand-held item flying to a random adjacent area. If you choose to deal damage, make the attack with -2 to combat.
  6. Steal | No damage. Take 1 item you can see and 1d6 Alchemical and 1d6 Metal. If you choose to deal damage, make the attack with -2 to combat.
  7. Grapple | No damage. Make a combat roll to "Restrain" a target. If you choose to deal damage, make the attack with -2 to combat.
  8. Takedown | Can be combined with any attack with a -2 to the roll. You make a target "Prone".
  9. Afflict | Can be combined with any attack. Make your roll with -2 to combat or larceny to afflict a target with a common affliction not mentioned on this list.
  10. Aim | Ranged attack only. Hold your action and aim at a creature you can see for a number of rounds = Combat Skill rank. When you fire, you gain +2 to your combat roll = the number of rounds you aimed. Aim is cancelled when your concentration is broken, are hit, or if you move to a new area.
  11. Guard | Do not attack. Go on the defensive. Add Combat and Weapon Combat bonus to your Toughness OR the Toughness of an ally.
  12. Move Carry | Travel up to 1 adjacent area while carrying 1 willing creature. If unwilling the creature must be restrained or similar first.
  13. Use Item | Using trauma kits, bombs, potions, magical items, etc.
  14. Change Equipment | Changing 1 equipped weapon, shield or accessory items.
  15. Hold Action | You do not perform a major action this turn. Instead you declare what you are holding your action for, on the next round you release the major action using a minor action. This is considered a faster move that occurs before the action of others, so it has a chance of defeating opponents before the opponent hurts your allies.

She and Max can do these actions. And Max seems to be using his skill "Knight in Shining Armor" to take the blow for Sassy. This'll cost him 1 Mp. I suggest checking out their skills again too.

Oh, and you roll 1d20.
 
Each character has 1 Minor Action, and 1 Major Action each round. The basic actions to take is use a minor action move to move to your target, and then use a major action to attack.

MINOR ACTIONS:
  1. Move | Travel to 1 adjacent area. Mounted or faster characters can travel farther.
  2. Minor Aid | Lifting up a "Prone" ally, dousing a "Burning" ally, soothing a "Panicked" or "Frightened" ally.
  3. Resist | When afflicted and resisting is possible, make a survival roll to get rid of one affliction. If you have more than one affliction, spend additional +1 Mp for every extra affliction you wish to get rid of.
  4. Take Cover | Ranged non-explosive attacks have -1 combat rolls against you until the start of your next turn.
  5. Hide | Opponents are unaware of you. When opponents don't have a direct line of sight of you, make a Larceny Agility roll to hide. Attacking reveals your location.
  6. Pick up | Take a fallen or disarmed item, or object that's just lying around and pocket it. Taking or handing over an item to a willing creature. Lifting up an unconscious ally.
  7. Find | Make a Survival Intelligence roll to reveal hidden creatures or objects, or attempt to see through illusions.

MAJOR ACTIONS:
  1. Minor Action | You can perform any minor action using a major action.
  2. Attack | Make a combat roll to neutralize a target non-lethally or lethally, or destroy an object.
  3. Goading attack | Make a combat roll with -2 to your roll. The creature you hit has disadvantage to its next attack roll against allies, except you.
  4. Sneak Attack | Make a Larceny roll to silently neutralize an unaware target.
  5. Disarm | No damage. Make a combat roll to send 1 hand-held item flying to a random adjacent area. If you choose to deal damage, make the attack with -2 to combat.
  6. Steal | No damage. Take 1 item you can see and 1d6 Alchemical and 1d6 Metal. If you choose to deal damage, make the attack with -2 to combat.
  7. Grapple | No damage. Make a combat roll to "Restrain" a target. If you choose to deal damage, make the attack with -2 to combat.
  8. Takedown | Can be combined with any attack with a -2 to the roll. You make a target "Prone".
  9. Afflict | Can be combined with any attack. Make your roll with -2 to combat or larceny to afflict a target with a common affliction not mentioned on this list.
  10. Aim | Ranged attack only. Hold your action and aim at a creature you can see for a number of rounds = Combat Skill rank. When you fire, you gain +2 to your combat roll = the number of rounds you aimed. Aim is cancelled when your concentration is broken, are hit, or if you move to a new area.
  11. Guard | Do not attack. Go on the defensive. Add Combat and Weapon Combat bonus to your Toughness OR the Toughness of an ally.
  12. Move Carry | Travel up to 1 adjacent area while carrying 1 willing creature. If unwilling the creature must be restrained or similar first.
  13. Use Item | Using trauma kits, bombs, potions, magical items, etc.
  14. Change Equipment | Changing 1 equipped weapon, shield or accessory items.
  15. Hold Action | You do not perform a major action this turn. Instead you declare what you are holding your action for, on the next round you release the major action using a minor action. This is considered a faster move that occurs before the action of others, so it has a chance of defeating opponents before the opponent hurts your allies.

She and Max can do these actions. And Max seems to be using his skill "Knight in Shining Armor" to take the blow for Sassy. This'll cost him 1 Mp. I suggest checking out their skills again too.

Oh, and you roll 1d20.
Okay cool... so 1 d20 for each is that all?
 
Gonna see if it’s okay to get close and punch his elbow. XD I shall wait though! Until I know I should roll.
Yeah, you can hit the elbow. What's Isa trying to do?

Ehat about the counterattack?
He still has another action, since taking the blow for someone can use either minor or major, so he can use a major action to attack. He rolls a 1d20, and adds his modifiers.

CoconutLeaves CoconutLeaves , everyone, let's add the total combat statistics to your battle stats spoilers.
 
Yeah, you can hit the elbow. What's Isa trying to do?


He still has another action, since taking the blow for someone can use either minor or major, so he can use a major action to attack. He rolls a 1d20, and adds his modifiers.

CoconutLeaves CoconutLeaves , everyone, let's add the total combat statistics to your battle stats spoilers.
Well I meant for Sassy. She was trying to dodge out of the way then shoot the left arm.

Max was doing the shield bash.
 
Well I meant for Sassy. She was trying to dodge out of the way then shoot the left arm.

Max was doing the shield bash.
Oh! What would you like to achieve for the counter attack? For the dodging, we got no minor action move for that against melee attacks, just ranged ones, so it's just flavor? Unless she would like to not attack and instead use a major action to perform "Guard"?
 
Oh! What would you like to achieve for the counter attack? For the dodging, we got no minor action move for that against melee attacks, just ranged ones, so it's just flavor? Unless she would like to not attack and instead use a major action to perform "Guard"?
Well I guess if Max's shield bash works she doesn't need the guard?
 

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