Combat System
Attributes
Galudon’s Combat System revolves around a few crucial attributes which determine your character’s performance in battle, from their turn order and health, to the damage they can deal and how often they can attack or evade.
These are as follows:
- Constitution - This is your Character’s Health Pool. Your HP is equal to your Constitution.
 - Strength - This affects your Character’s ability to Attack.
 - Dexterity - This affects your Character’s ability to Defend, and movement distance.
 - Scrutiny - This affects your Character’s Initiative Order.
 - Mystic - This affects your Character’s magical prowess.
 
To begin combat, all players involved in the combat must roll their Scrutiny Total to determine Initiative, this goes in a descending order, from highest to lowest.
- Late arrivals to combat will have to wait for one full turn after when they arrive. For example, if player 1, player 2, and player 3 are fighting, and player 4 arrives during player 2's turn, they will enter combat after player 2's next turn.
 - Companions such as those from Animal Husbandry or Summons from Mystic Schools like Dreadbinders or Thanotic Sorcery, all take their turn immediately after the Character in control of them. This goes for all companions/summons unless specified elsewhere.
 
To attack with a physical weapon, whether ranged or melee, you roll your Strength Total. To attack with magical ability, refer to the spell being used. The opponent then rolls their Dexterity Total. Whoever has the higher roll succeeds the action and then the turn moves over to the next. This continues until someone either chooses to flee either through movement or ability, or a Character’s Health Pool depletes to 0. When this happens, the Character is considered incapacitated and unable to flee should the surviving Character choose to stop it, though if permitted, may escape to seek medical attention. A killing blow may be dealt and no permission is required, but discussion is strongly encouraged. However, death is not the end of your Character’s journey, as Galudon features its very own Character Revival mechanics, providing a safety net for everyone involved.
Terminology
- Initiative: Initiative is done at the start of the Combat Encounter by all involved, going in descending order from Highest to Lowest. In the case of a Tie, both players will roll again, the highest taking priority of the two. This does not adjust the overall order, meaning if the tied players rolled lower than another player, the third party does not jump above in initiative.
 - Turns: In Combat, each turn is a full rotation of the Initiative Cycle until the end of that Player’s emote. This means, that should something last one turn, it lasts for that full cycle not just one emote.
 - Concentration: Certain Skills and Spells function off Concentration, a mechanic that permits the Character to only be focusing on that specific ability. Any other action or any sort of damage will instantly break concentration unless otherwise specified. Movement is still permitted unless otherwise stated, as are Defense Rolls.
 - Casting: Casting magic always requires at least one free hand, not permitting casting if dual wielding, holding a weapon and shield, grappling or anything else that doesn’t have one hand free. There may be exceptions to this, and these will be listed on the Abilities themselves.
 - Action: Only one Action can be performed each turn. If not otherwise specified, all Skills, Attacks, and Spells are Actions. Movement is not an Action; Fleeing, however, is.
 - Reaction: A Reaction is able to be used outside of your turn under the conditions specified.
 - Free Action: A Free Action must be used on your turn, but does not prevent using another Action.
 - Incapacitated: An incapacitated person is unable to take any actions. This happens when someone reaches 0 health points.
 
Range
- One-Handed Melee Range: When wielding a One-Handed weapon, the Attack Range is limited to those within two blocks of your Character. Exceptions may apply through certain skills.
 - Two-Handed Melee Range: When wielding a Two-Handed weapon, the Attack Range is limited to those within three blocks of your Character. Exceptions may apply through certain skills.
 - Opportunity Attack: When moving outside of a Character’s Melee Range, an Opportunity Attack is provoked, allowing the Opponent to gain an immediate attack out of turn order against your Character. This is done with Advantage. Exceptions to triggering this may exist in Skill Usage.
 - Mundane and Magical Ranged: When wielding a Traditional Ranged, Firearm or a Spell that does not specify a range, the Attack Range is limited to those within 15 blocks of your Character. Exceptions may apply through certain skills.
- Ranged Attacks, which includes Spells that have a range outside of direct touch, suffer a Disadvantage when within Melee Range unless otherwise stated. Making a Ranged Attack against someone outside of Melee Range while an enemy is within Melee Range grants an Opportunity Attack.
 - Line of Sight is required - you cannot attack through obstacles or walls unless a Skill specifies otherwise.
 
 
Advantage, Disadvantage, and Roll Modifiers
- Advantage requires rolling twice for the affected roll(s), and taking the higher result. Disadvantage is identical, but requires taking the lower result instead.
 - These do not stack onto each other, nor cancel each other out. The most recent overrides. For example:
- If you are given Disadvantage and use an ability that gives Advantage, you have Advantage.
 - If you have Advantage and use an ability that gives Advantage, you still only have one Advantage.
 - If you are given Disadvantage for two rolls and use an ability that gives Advantage for one, you roll with Advantage next roll, then Disadvantage on the following roll.
 
 - Roll Modifiers: When a flat bonus or malus is applied to an attribute or roll, this is done to the Roll Total where not otherwise specified. For example, a 6 Strength Character that gains a bonus of +4 to Attack Rolls will now roll 1d10, not 1d6 + 4. Rolled bonuses or maluses apply to the result directly.
 - Damage reduction: Abilities that reduce damage cannot reduce a hit below 1 damage unless otherwise specified.
 
Movement
A Character has a Base Movement of 3 Blocks. This increases by 1 Block by every additional 2 Points from Base Dexterity. During your turn, you may only use the amount of movement your Character has access to, though they may use their Skills and Spells at any point during, before, or after movement.
A Character may choose at any point of combat to Flee. This is done by rolling your Dexterity Total against your opponent's Dexterity Total, and should you succeed, your Movement increases to 10 Blocks, but you can no longer rejoin the combat or use any other ability, and must attempt to escape. Any attack made against you after this point is Disadvantaged. Should you fail, your opponent gains a free attack against you immediately, and you remain in combat for another round.
Should you drop from an area that is 5 or more blocks high, unless you have a Skill or Spell (or are of a race) that grants the use of flying, gliding or some other preventive measure, you suffer Fall Damage. For every 5 Blocks, you will suffer 1d10 Damage. For example, a Character falling from 10 Blocks will suffer 2d10, but a Character falling from 7 Blocks will still only suffer 1d10 given it has not reached the second threshold.
Status Effects
These Combat Effects stick with a Character between Turns. Some have a time limit, or require additional action. Status Effects of the same type cannot Stack. Additional Rules may be written in the Abilities themselves.
| Effect name | Effect Description | |
|---|---|---|
| Blinded | Attack Rolls against the blinded person have Advantage, and the blinded person’s Attack Rolls have Disadvantage. | |
| Grappled | A grappled person is unable to move or attack until they break free from being grappled. To initiate a grapple, a person must first win a Strength Check vs an opponent within Melee Range. For a person to become un-grappled, they must make a winning strength check against their grappler on their turn, unable to do any other action. Grappled characters have Disadvantage on Defense Rolls. The Grappler cannot do any other action other than release, or remain grappled. | |
| Prone | A prone person has their Movement Halved and is given a Disadvantage on all Attack and Defense Rolls. To become un-prone, the player must make an action to stand. Upon standing, the Movement remains Halved for the remainder of the turn. | |
| Disabled (Limbs) | Someone with disabled limbs is unable to use their disabled limb. This provides a Disadvantage on Attack Rolls and prevents the use of two-handed weapons if the disabled limb is an arm. If the disabled limb is a leg, this provides a Disadvantage on Defense Rolls and prevents the use of the Flee mechanic. | |
| Disarmed | A disarmed person is forced to drop their weapon and must take a full action in order to reequip their weapon. When trying to reequip the weapon when within melee range of an enemy, both players roll a d10. If the Attacker's roll is higher, their target remains disarmed of that weapon. If their target’s roll is higher they successfully re-equip their weapon. If no enemy is within melee range, it still requires a full action to re-equip the disarmed weapon, though no rolls are necessary. | |
| Restrained | A restrained person is unable to Move or Attack until they break free from being restrained. To break a restraint, the user must make a successful Strength Check against the requirements of the restraining move. | |
| Difficult Terrain | A person on Difficult Terrain has Disadvantage on their Defense and Attack Rolls, and can only use half their Movement each turn. Climbing and swimming automatically apply this effect. | |
| Dazed | A dazed person is unable to make an Attack Roll for a turn, but is able to defend with a Disadvantage on their Defense rolls until their next turn. | 
Skills
| Name | Description | Cooldown | Action Type | 
|---|---|---|---|
| Disengage | A person with the Disengage skill always has an Advantage on Flee rolls. | Passive | N/A | 
| Evasive Footwork | When targeted by an attack or ability, you can use your impressive footwork to deny them from landing. This is used instead of rolling to dodge, and cannot be used if you have already rolled. | Once per combat | Reaction | 
| Throw | This ability can use either of two functions. Their cooldown is shared.
  | 
Once per combat | Action | 
| Precision Attack | Roll 1d10 after a successful attack. If you roll a 6 or above you can target a specific appendage on the target you hit and apply the Disabled (Limb) Condition for 2 turns. | Once per combat | Reaction | 
| Disarming Strike | Roll 1d10 after a successful attack. If you roll a 6 or above instead of dealing damage you disarm your target. If failing the roll, the damage takes effect and the Skill is not consumed. | Twice per combat | Reaction | 
| Blade’s Lariat | You're a true master of using your weapon in conjunction with movement. This allows you to make a sweeping series of blows against a group of enemies. Target up to 4 individuals within 4 Blocks and make 1 Attack Roll per individual. If successful, roll 1d8 Damage. | Once per combat | Action | 
| Ruthless Attack | Your combat prowess and utter disregard for your target’s wellbeing shines through. On a successful attack, you may perform a ruthless follow up swipe and deal an additional 1d6 damage. | Once per combat | Reaction | 
| Counter Attack | Deny your opponent their damage and counter strike them. When you would be hit by a melee attack, use this ability to block it and roll 1d6 damage back. | Once per combat | Reaction | 
| Rally | You are a master of the melee and have fought many battles indeed. This gives you a commanding presence on the battlefield, able to inspire and Rally your allies to fight harder. While in combat, you can Rally your allies with your mere presence. Target 2 allies and give them 8 temporary hit points. | Once per day | Action | 
| Stagger | Give an enemy a Disadvantage on Attack and Defense rolls for one turn after landing a successful attack. | Once per combat | Reaction | 
| Crushing Blow | After landing a successful attack, you may target an appendage on your enemy and strike it, fracturing the bone in the process and applying the Disabled (Limb) condition for 3 turns. However, if your opponent has a shield you must instead take the opportunity to crush their shield, disabling it. | Once per combat | Reaction | 
| Trembling Might | Your might allows you to make a titanic swing hitting two targets at once within 5 Blocks. If you succeed on your Attack, your targets are staggered and have Disadvantage on their next roll, you also deal an additional 1d6 damage to each opponent. | Once per combat | Action | 
| Unyielding Brawn | When you would be hit by a melee attack, activate this ability to counter your opponent's blow and strike them in the jaw. Deal 1d6 damage | Once per combat | Reaction | 
| Hamstrung | Roll 1d10 after a successful attack. If you roll a 6 or above you can target a specific appendage on the target you hit and apply the Disabled (Limb) Condition for 2 turns. If failing the roll, the damage takes effect and the Skill is not consumed. | Once per combat | Reaction | 
| Disarming Shot | Roll 1d10 after a successful attack. If you roll a 6 or above instead of dealing damage you disarm your target. If failing the roll, the damage takes effect and the Skill is not consumed. | Twice per combat | Reaction | 
| Tri-Shot | Your character can perform three attacks on one opponent in quick succession. Roll 3 of your Strength Ability Total at once (your opponent must roll their Dexterity Ability modifier for each shot to dodge any of them) with your weapon on a singular opponent. If any of the attacks hit, roll 1d8 for damage per hit. | Once per day | Action | 
| Gunwhip | If you are within 2 blocks of an opponent, you may roll Strength Total against the Opponent’s Dexterity Total. On a success, you deal 1d6 Damage and knock your opponent back by 4 Blocks. | No cooldown | Action | 
| Trigger Happy | You may make attack rolls on all opponents within 6 blocks of you. All successful hits do 1d8 Damage. | Once per day | Action | 
| Shield Bash | After an Opponent’s successful attack against you, you may react by smashing your shield back against them. Roll 1d10, on a roll of 6 or above, the Target suffers the Prone Condition. | Once per combat | Reaction | 
| Shield Toss | The Character may choose in place of a traditional attack, to instead toss their shield at up to 2 enemies within Melee Range of each other. Roll whichever is higher between Strength and Dexterity with Advantage against your Opponents Dexterity. On a success, you deal 1d10 to each enemy and they suffer the Prone Condition. On a success, you may roll 1d10, and if rolling 6 or higher, the shield returns to you in its momentum, remaining equipped. On a failed roll, the shield lays between both enemies and must be re-equipped as per the Disarmed Condition. | Once per combat | Action | 
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