A large potion of the systemís purpose is to decide the results of situations where combat takes place. Combat scenes involve nearly every stat at one point or another. The following is an example of a full turn within a combat scene with a breakdown of each step. For the sake of simplicity, additional modifiers such as Critical Hits, Special Effects of weapons, etc will omitted for this illustration and explained in a later section.
*This scene will involve two characters the first being Character A and the second being Character B*
Character A Stat Profile
Ranged Attack 5
Character B Stat Profile
Ranged Attack 6
Step 1: Character Rolls; A=4, Character B=3
The GM Rolls a single 6 sided die for each character. The system uses this method due to the fact that when the stats are based on a scale of ten, a 6 sided die allows for the stats to be of greater importance than the dice roll. This means that a heavy investment in a single stat can overcome a bad roll but also allows for a dice roll to make a decisive difference when stats are relatively close in value between characters. For this round, Character A rolls a 4 and Character B rolls a 3.
Step 2: Sneak Attacks
Aís Stealth = 8 (Stealth of 4 + Roll of 4 ) vs Bís Perception = 8 (Stealth of 5 + Roll of 3)
Bís Stealth =10(Stealth of 7 +Roll of 3) vs Aís Perception = 8 (Perception of 4 + Roll of 4)
If this is the first turn in a combat scene, then Stealth and Perception may be taken into account. Character Aís Perception is compared to Character Bís Stealth and vice versa. This allows the GM to determine if either character was able to sneak up on the other. In this case, Character A was not able to sneak up on Character be due to the fact that his Stealth was not greater than Bís Perception. But Character B was able to sneak up on A due to the fact that his Stealth was greater than Aís Perception. The effects of a successful sneak attack can be tailored to the GMís desires and the universe the system is representing. Commonly a successful sneak attack results in the sneaker launching an extra attack at the beginning of combat.
*It should be noted that sneak attacks can be ignored by the GM should they desire to do so/should the situation in game merit it. For instance if a player illustrates their character as shouting at the top of their lungs and charging head long into the enemy when they are first spotted, it can be assumed that they will not sneak up on anyone.
Step 3: Agility Comparison
Aís Agility =10 (Agility 6+Roll 4) Bís Agility= 11 (Agility 8+Roll 3)
In this step the characterís Agility stats are compared in order to determine which character is able to strike the other first. In this case Character B is able to strike first. Should this step result in a tie, a suitably fair method of breaking the tie should be employed such as a coin flip, a supplementary roll, etc.
Step 4: Attack Hits and Misses
Aís Accuracy=8 (Accuracy 4+Roll 4) vs Bís Agility=11 (Agility 8+Roll 3)
Bís Accuracy=13 (Accuracy 10+ Roll 3) vs Aís Agility= 10(Agility 6+Roll 4)
In this step we determine if each characterís Ranged Attacks and Melee Attacks are capable of hitting their target. In this case Aís Attacks miss but Bís Attacks hit. In the case of a tie, the results are considered to hit their target(s).
*If the difference between charactersí stats is greater than 6 it is at the GMís discretion to implement Depreciating Stat Values for the applicable comparisons(explained later).
Step 5: Ranged Attack Damage Mitigations
Bís Ranged Attack=9 (Ranged Attack6+Roll 3) vs Aís Defense=11 (Defense 7+Roll 4)
Remaining Ranged Damage=0
Aís Remaining Defense= 2
In this step Bís Ranged Attack stat is compared to the Aís Defense stat in order to determine what amount of Damage Aís armor absorbs. In this example Bís ranged weapons do not succeed in piercing Aís armor
Step 6: Ranged Attack Damage Allocation
Remaining Ranged Damage=0 Vs Aís Health=10
Aís Remaining Health=10
This step determines the effect that Damage done to a character has on their body. Specifically how close it brings them to death. The characterís Health stat is altered to reflect the amount of damage done to it. This step is essential to determining who the eventual victor of a combat scene will be.
Due to the fact that Bís Ranged Attack stat did not overcome Aís Defense stat no damage was done to Aís health.
Step 7: Melee Attack Damage Mitigations
Bís Attack=7 (Attack 4+Roll 3) vs Aís Altered Defense= 2 (Defense 7+Roll 4- Bís Ranged Attack 9)
Remaining Damage= 5
In this step Bís Attack stat is compared to Aís altered Defense stat in order to determine what amount of Damage Aís armor absorbs. Aís Defense stat is altered to illustrate the Damage already suffered this turn.
Step 8: Melee Attack Damage Allocation
Remaining Damage=5 vs Aís Health=10
Aís Remaining Health=5
This step determines the effect that Damage done to a character has on their body. Specifically how close it brings them to death. The characterís Health stat is altered to reflect the amount of damage done to it. This step is essential to determining who the eventual victor of a combat scene will be. In this case A has suffered 5 points of damage to itís Health and only has 5 remaining points of Health.
*It should be noted that the separation of damage mitigation and allocation into specific steps for Ranged and Melee combat is used to illustrate the fact that those with ranged weapons can often strike their targets before said targets enter Melee range. This separation is at the discretion of the GM, and both steps can be combined so that there is only a single damage mitigation step and a single damage allocation step. Furthermore the order of Ranged before Melee damage is also at the discretion of the GM and can be changed at any point to illustrate differing conditions. For instance the first turn can have Ranged damage being counted first to illustrate the closing of distance between enemies and the following turns can have Melee damage being counted first to illustrate the usefulness of melee weapons at extremely close range*
At the completion of Step 8 the turn is complete and a new turn begins. For the sake of clarity a second turn will be illustrated below. While not required for an understanding of how to work the system it is suggested that this turn be read as well. Events that have been explained in depth above will not be explained in depth during this illustration.
Step 1: Character Rolls: A=6 ,B= 2
Step 2: Agility Comparison
A= Agility 12 (6+6)vs B=Agility 10 (8+2)
Aís attacks hit first.
Step 3: Attack Hits and Misses
A= Accuracy 10(4+6)vs B=Agility 10(8+2)
B= Accuracy 12(10+2)vs A= Agility 12 (6+6)
Both A and Bís Attacks and Ranged Attacks hit.
Step 4: Ranged Damage Mitigation
A= Ranged Attack 11(5+6) vs B=Defense 6(4+2)
B= Ranged Attack 8(6+2) vs A Defense 13(7+6)
Bís Altered Defense=0
Bís Remaining Ranged Damage= 5
Aís Altered Defense=5
Aís Remaining Ranged Damage=0
Step 5: Ranged Damage Allocation
Bís Remaining Ranged Damage=5 vs Bís Health=6
Bís Remaining Health=6
Aís Remaining Ranged Damage=0 vs Aís Remaining Heath=5
Aís Remaining Health=5
This step illustrates the damage done to each characterís Health stat. The fact that character A was able to strike first is illustrated by the damage done to character B being determined first. Should character B have lost all of his Health during this Step any damage done to character A would have not been counted. Aís Remaining Health is 5 due to the damage suffered during the previous turn.
Step 6: Melee Damage Mitigation
Aís Attack= 16 (10+6)vs Bís Altered Defense=0
Bís Remaining Melee Damage=16
Bís Attack= 6 (4+2)vs Aís Altered Defense= 5
Aís Remaining Melee Damage =1
Step 7: Melee Damage Allocation
Bís Remaining Melee Damage = 16 vs Bís Remaining Health= 1
Bís Remaining Health=0
Aís Remaining Melee Damage =1 vs Aís Remaining Health 5
Aís Remaining Health=5
In this step, Bís remaining Health has been driven to 0 resulting in B being the loser of the combat. As such no further turns are need. Due to the fact that Aís Agility allowed his attacks to strike first, the damage that Bís attack would have done is not counted against Aís health given that B has been defeated in this step.