Combat Rules

When combat starts, roll for initiative. Initiative is the order in which characters take turns. This is done by rolling a d20 and using that number. The order is from lowest to highest. This includes the creatures they are fighting. If there is a tie, each rolls another d20 to see who goes first until an order is established. Again, the order is from lowest to highest. This is the one place where exhaustion could give an advantage. Also, some worn items may add or subtract from this number. If the item adds to initiative, then it subtracts from the total number so that the player may advance in turn order.

In the characters turn they may move each of their avatars up to the maximum allowed for each avatar. This can be broken up into different movements. This can be before or after any action.

To calculate the maximum number of actions a player can perform in one turn you add 1 to their current tier. This means that a tier 1 character gets 2 actions, a tier 2 character gets 3 actions, etc. Also, some worn items may add or subtract from this number.

As an action you may roll to hit or do other things. Anything that requires a die roll; (attack, climbing a fence, hacking a door, etc.), costs an action. An action may also be used to prepare a single reaction. A prepared reaction resets at the beginning of the character’s turn.

Attacking is the processing of rolling a d20 plus their tier die(s) plus their weapon attack bonus (if any). To determine what dice you roll to hit, refer to the weapon you use plus your tier die(s). When you roll to hit you must beat the defender’s total AC of all their worn items on the avatar you targeted. You win the roll by getting the highest number. The tier die(s) amount passes through as damage plus the base for the weapon. This total is used for the damage.

Damage amount depends on the weapon that was used. Other attuned items may also contribute to this number. If this is the first action in this turn you apply the full amount of damage to the target. If this is the second action in this turn you apply one half the damage to the target. If this is the third action in this turn you apply one third of the damage to the target. Etc.

Reactions are item dependent and will be noted on the item if there are any.

When an avatar reaches zero health points they die and drop all their items.  Each item may be picked up by using an action. If they are not possessed, their body is left to be harvested (if desired) and their body can be searched for anything they are carrying. If they are possessed, their body disappears in a flash of purple light and a soul crystal is left that matches their tier level along with anything they were carrying is dropped. If the avatar that died was tier 5, the items, they were carrying are destroyed but their crystal is left behind.

The reincarnated soul or the character does not die and may invade another avatar…

The Guide Manager (GM) will have to balance the combat to the best of their ability. Otherwise, one side or the other will have an advantage. To do this they need to know what the avatars are wearing for each player character (PC), have activated (attuned), and are carrying.