Combat
Combat in Celestial RPG is determined by Character Actions during a Round.
In each Round, a Character can use Action Points – or AP – to take a series of actions. Each Action takes a specific amount of Points to accomplish and some must be done at the beginning or end of an Action. Common Actions are listed in Table: Actions. Specific Talents can have their own AP costs or change the AP cost of common Actions.
Default Characters start with 5 AP, however this can be increased through Incantations, Artefacts, or Talents.
Table: Actions
| Action | AP Cost | Order | Roll |
|---|---|---|---|
| Half Move | 1 | Any | |
| Full Move | 2 | Any | |
| Attack | 3 | Any | [Training Roll + Combat APL] and [Weapon Roll + Combat APL] |
| Channel | 3 | Any | |
| Powerful Attack | 4 | Any | [Training Roll + (Combat APL x 2)] and [Weapon Roll + [ Combat APL x 2 ]] |
| Defensive Stance | 4 | Last | |
| Attempt to stop Bleeding | 5 | Any | [Healing Roll + Health APL] overcoming the APL of the inflicting wound |
Empowered Action
Actions can be empowered for additional benefits by burning the appropriate Attribute Pool.
- Attack – add a chance for a Critical *
- Move – increase the movement by 1.5
Attacking
Basic Attack (3 AP)
A Basic Attack is the minimum offensive action you can do. [Training Roll + Combat Attribute Power Level]
Basic Damage
Basic Damage is applied on a successful Attack. [Weapon Damage Roll + Combat Attribute Power Level]
Powerful Attack (4 AP)
A Powerful Attack takes more time but increases your chance to hit and your damage. [Training Roll + Combat Attribute Power Level]
- Example: [Rank 3 Combat Style: Axe
+ [Strength APL(2) x 2]] = [1d10 + [2 x 2]] = 8
Powerful Damage
Powerful Damage is applied on a successful Powerful Attack. [Weapon Damage Roll + [Combat APL x 2]]
- Example [Axe Dice + [Strength APL x 2]] = [
+ [2 x 2] ] = 7
Empowered Attack
An Empowered Attack applies a Critical chance on your attack.
You can burn up to half your Combat Style Rank from your Attribute Pool to roll a number of dice equal to the amount burned. The dice used is decided by the Weapon’s Critical Dice. Every die that rolls a maximum value is considered a success and multiplies the damage.
- [ Half Combat Style x Weapon Critical ]
- Example
An Example of Combat
Assuming we have 2 Characters with the following Attributes and Trainings:
| A | B | |
|---|---|---|
| AP | 5 | 5 |
| Movement Speed | 30ft | 30ft |
| Strength | 36 | 24 |
| Agility | 16 | 32 |
| Health | 23 | 19 |
| Armor | 4 | 3 |
| Combat Style: Greataxe | 4 | 0 |
| Combat Style: Rapier | 1 | 3 |
| Defense Style: Shield | 0 | 4 |
| Reaction | 1 | 2 |
- Determine First Action
- First Round: B’s turn
- B is 15 feet from A and decides to spend 1 AP to 1/2 Move next to A.
- B then spends 3 AP points to Attack using Combat Style: Rapier.
- B rolls a [Training Rank 3
+ Agility PL(3)] and gets a 7.
- A has no Shield and decides to Strength Parry using the Combat Style: Greataxe, resulting in a Passive Defense of [(Training Ranks(4) + Strength PL(3)) / 2] = 3.
- 3 is lower than 7, resulting in a Successful Strike from B.
- B then rolls [Rapier’s Damage Dice
+ Agility PL(3)] and gets 7.
- A has 4 Armor, causing 4 Damage Reduction that gets applied to the Armor’s Durability.
- A then takes the remaining 3 Damage to Health.
- B rolls a [Training Rank 3
- B decides to 1/2 Move away from A to use up the last 1 AP.
- First Round: A’s turn
- A spends 1 AP to 1/2 Move next to B
- A spends the remaining 4 AP on a Powerful Attack, using Combat Style: Greataxe
- A rolls a [Training Rank 4
+ (Strength PL(3) x 2)], getting an 11.
- B is using a Shield so B’s Passive Defense (PD) is [Defense Style(4) + Agility PL(3)], resulting in a 7.
- 7 is lower than 11, so A makes a Successful Strike.
- A then rolls [Greataxe’s Damage Dice
+ (Strength PL(3) x 2)], resulting in 12 Damage
- B has 3 Armor scausing 3 Damage Reduction that is applied to the Armor’s Durability.
- B takes the remaining 9 Damage to Health, resulting in 10 Health.
- A rolls a [Training Rank 4
- Second Round