Combat
Turn order
Turn order is based on RT (reaction time); the higher the score the faster you go. When triggering or causing combat to start you perform an action, however doesn't mean your action hits first, just that your action came out first.
When being acted upon you have RT set for the reaction order, so when a buddy is next to you, and your reaction time is too low, if you're close enough within moving distance, you.
The following variables;
1. Reaction Time
2. Followed by action; if an action is slower, however your speed minuses the action time.
SH (shield)
Think of shield as HP protection; some shields are more unique than others, and you cannot have than one shield without having too much drainage, meaning you can layer shields but you'll drain more energy, the more damage the shields take, the more energy drained, your shields cannot recharge if out of energy.
Your shields have a charge delay for each hit performed on it due to needing to adjust for the amount of force being applied or possible force coming down onto your shield or shields.
1 point of damage = 1 energy consumed, the average shield needs fusion batteries or known on the streets as Eel cells. Your shields aren't constantly on, and being passively on for 1 hour drains 1 point of energy. Not all shields have rechargeable batteries.
If one of your batteries explode, you'll have D6 of damage dealt to you for each point of energy left in the battery.
Shields keep in state of energy.
HP (hit points)
HP are your hit points, the amount of physical damage your body can take, when your HP hits 0 you go unconscious. When unconscious you're still able to roll sturdy saves to make sure you wake up conscious. If your HP goes negative you die.
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