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]

  • Example: [Rank 3 Combat Style: Axe + Strength APL] = [ 1d10 + 2 ] = 6

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 1d10 + [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]] = [ 1d6 + [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
    • Rank 4 Combat Style: Axe = 1d12 Attack
    • Axe Critical Dice = 1d10 Critical
    • Critical Roll = 2d10
    • Example: [ 1d12 + Strength APL ] x Multiplier = [ 1d6 + 2 ] x 2 = 14

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
    • A rolls [Reaction Rank 1 1d6 + Agility PL(1)] for 4.
    • B rolls [Reaction Rank 2 1d8 + Agility PL(3)] for 7.
    • B has the higher number and thus takes the 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 1d10 + 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 1d8 + 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 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 1d12 + (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 1d10 + (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.
  • Second Round