Green Sun Rising
Creation is a world teaming with enemies, from the deadly Rakasha, to power-mad Gods, to even stranger beasts. Thus, some conflict is inevitable—and sometimes, violence is the only solution.
Rolling into Battle:
When a situation turns hostile, a Join Battle roll is called for. Everyone involved in the conflict rolls (Wits + Awareness), and then may act in order of their Join Battle rolls, highest to lowest.
The only exception to this is if a battle begins with a Surprise Attack or Ambush. In that case, the surprise attacker acts first, then Join Battle is rolled as normal.
On each character’s turn, they have a limited number of actions they make take. Actions come in several different types:
- Movement Actions: A character gets a single, “free” movement action on each of their turns. This may be used in combination with any action except a Simple Action.
- Attack Action: A character may attack once, if they use a single weapon, or twice if they’re dual wielding.
- Miscellaneous Action: Instead of taking an Attack Action, a character may take a Miscellaneous Action. This addresses almost any quick action that could reasonably be taken in combat, but nevertheless requires concentration—picking up a fallen friend, picking a lock, or switching weapons.
- Full Action: Some charms, and all Sorcery and Necromancy spells require the use of a Full Action, where the character must exclusively focus on a task for several seconds. This cannot be combined with any other action type.
To attack an enemy, a player declares that their character takes an Attack Action against a target within range.
Attacking uses the following rolls:
Melee Attacks use (Strength or Dexterity + Weapon Ability + Specialty + Weapon Accuracy)
Ranged Attacks use (Perception or Dexterity + Weapon Ability + Specialty + Weapon Accuracy.)
Defending Against Attacks:
When a character is attacked, it provokes a contested roll. The character decides how they respond to the attack, and the Storyteller decides the appropriate dice pool. (Defensive Dice Pools usually involve Dexterity or Wits)
If an attacker is in weapon range of the target, the target may launch a Riposte, rolling their (Dexterity or Wits + Weapon Ability + Specialty + Weapon Defense).
If an attack hits multiple opponents, they each get a Riposte. All who roll higher than the attack may resolve their effects, and all who roll lower suffer the attack. Effects resolve simultaneously.
If an attacker rolls multiple attacks at the same target, each roll that is greater or equal than their highest roll take effect, and all rolls that are lower are negated.
The winner of the contested roll defines a single, reasonable effect. If it is an attack, this may be damage. It could also take the form of a movement action, a gambit, or a social attempt.
An attack’s damage is equal to (Strength + Weapon Damage) + (Overflow/2)
Characters have a certain amount of innate resistance to damage that may be enhanced by armor, called Soak. Before damage is applied to a character’s health track, the defender’s soak is subtracted from it.
Soak is (Character’s Stamina/2) + (Armor Rating.)