

NEONOSA CITY_
Combat Rules
Basics
When two characters or more start combat, initiative is rolled between all participants. Post order is determined by highest to lowest rolls. Once in combat, players make post to attempt a hit, then roll.
When an attack is attempted, the attacker rolls first. The defender of the targeted attack then makes a defensive roll against the attackers numbers. A hit is when the attacker has a higher number than the defender. A block or dodge is when the defender has a higher number than the attacker. Each Successful hit is a total of 1 HP.
Base HP is defaulted as 3 HP (Unless races says other wise. HP is added as you rank up.)
Once a character(s) reaches 0 HP, they are either knocked out, Fatigued, or Dead (Depending on RP and players choice)
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Ability Points
Ability points are special Abilities in points. A character has a limited amount of Ability points, or AP to be short. Players spend these to use Race abilities, Class abilities, or Standard abilities during combat.
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Types of Attacks
Basic Melee/ Magic attack: Single post the roll dice depending on rank. We have D20 dice. Please refer to the rank bonuses under the classes page.
Charged: A charged post is when you are using more than one post to complete an action. You may charge once and get a +1 on your dice roll, if successful and it is only for the actual roll of the action being completed. It must be written in your emote if you are charging. Example /me stares down the other and begins to aim (charging 1/1). Player must state how many charges they are doing. Once they charge their action post will follow.
-A charge can only be affected if the user is hit, if the user is hit, the charge is countered and it resets back to a Basic Attack.
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NOTE This does not increase the amount of Damage done to a target, it only increases the odds of hitting a target.
AOE (Area of Effect): This attack targets 3 different targets for one attack.
This is considered a charged attack making the post number required for an AOE 2 post.
If a player is able to make an AOE attack, the player can choose up to 3 targets for the attack for -1 HP to each.
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Stuns: This attack does no damage to the the Target. However it does stun them for up to two rounds of combat. This attack must be charged (unless it is an ability). The more posts of Combat charged, the longer the player is stunned. For each charge, the stun can last an additional 1 round of combat. A magical spell that causes stun works the same way.A stunned player can still roll to see if the other players miss.
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Digital Attacks: Otherwise known as hacking, are attacks that deal no damage to the player and are the ONLY attacks a player must get consent on (Meaning you must ask you target if you can hack them). These attacks are to get helpful information, resources, or just to cause issues for your targets. IE lock up a digital account, steal some money, or reboot someone's power armor.
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There are two types of Digital Attacks: Mana and Device based. Technomancers are the only class that can use Mana based Digital attacks, and leave behind Mana Residue DNA. All other classes use Device based Digital attacks and leave behind an IP address that can be tracked
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If the attack fails the Residue or IP address is not hidden, however if the attack hits, they player is not revealed and the target cannot track down the hacker.
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Hacking Information (click here)
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How does this all work?
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Each post of combat has three phases: Post, Ability Point Use (optional), Action, and Roll. Players can only use one ability per round of combat., and if the ability last for a multiple rounds of combat, then players can stack another ability on top of it.
Abilities can ONLY stack up to +5 for any roll, this is not including Rank Modifiers.
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Examples:
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A Gunslinger at Rank 4 has a +2 to a standard d20. Meaning the most he can do as a base attack is roll 22.
Lets say he Charged an attack and it worked out in his favor. He now has a +3, because it is +1 for a charged attack for one post, and his Attack Mod is +2. Now with that single post he as strong as a Rank 10's Base attack mod, giving lower ranks a chance for luck.
-Abilities are capped by +5 as the limit per attack roll. You are permitted a total of +6 overall in your attack. if you are using a charge and a +5 roll. You may only cap abilities until they reach a +5. You only gain an extra +1, totaling +6 on your dice, if your charge was successful. Some abilities give you a +5 for more than one round, these abilities cannot be stacked unless a charge is made, capping it to +6 for one of the rounds the ability is made. You will never exceed +6 on any dice bonus for abilities.
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Healing
In Combat - Healing in combat uses the same rules as Basic Attack & AOE.
This auto lands on a target if it is a single target, restoring the target +2 HP ((Limited on the Max HP the character has. CANNOT GO OVER MAX))
In the case of an AOE Heal, the user must make 2 post to heal three targets by +1 hp
*NOTE* You may only heal once per combat per team. Meaning each team can heal once. That does not mean each player in a 3v3 can heal… it means out of the 3 members, one heal may be cast during a combat. Once combat has ended, then Out of Combat healing applies, and the limit is reset once a new combat has started.
Out of Combat - Heals out of combat work the same way as charging.
-1 HP = 1 Post to heal to full
-2 HP = 2-3 post the heal to full
-3 HP = 4-5 post to heal to full
All depending on RP of course.
Resurrection with approval. Log of rp required. Must be a class level 8.
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