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Attacks

Rules • Home Defiant TTRPG

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Attacks

Negotitation can only go so far. When two unmovable forces meet, a clash is inevitable. At that point, words fall on the wayside, and fists will start flying. Those who are slow or unprepared will get caught out of possible and will be easily defeated. So, it is important to maintain composure for as long as you can.

Attack Flow

When making an Attack, you usually have 2 options. You can either assault the target verbally or physically. When making an attack, you will go through the same process regardless of the way you are making the attack:

  1. Make the Attack. Perform a Martial + Might check to make a physical attack or a Society + Presence to make a mental attack. A mental attack must target a relevant Status and the Defender must understand the Attacker. The Attribute used during the attack may be replaced depending on the Skill or Item used during the attack.
  2. Defender may Dodge. After the attack, the Defender may choose to Dodge. Perform a Survival + Dexterity check to avoid a physical attack or Intrigue + Intellect check to resist mental attack. Reduce the number of hits on the attack based on the number of hits rolled on the dodge.
  3. Calculate Damage. You deal a number of Damage equal to the number of hits. Items with the Damaging property allow you to deal additional damage per hit.
  4. Armor Reduces Damage. Reduce Damage by your current Armor Level. Items with the Protective property grants you Armor Level.
  5. Defender Reduces Poise. If the Defender has Poise, reduce the Poise for every Damage taken. If there are any unapplied Damage afterwards, continue to next step. Otherwise, Attack ends.
  6. Defender Gain Wear. Defender gains a number of Wear equal to the remaining Damage.
    • If there are unapplied Damage after maxing out Wear, Defender gains one Shallow Wound.
    • If Wear is already maxed out at the start of this step, Defender gains one Deep Wound instead.
    If the Defender gains any Wound, move on to the next step. Otherwise, Attack ends.
  7. Defender Defeated. Whenver the Defender gains a Wound from an attack, they can choose to fall Unconcious or remain concious to keep fighting.

Ways to Defend

To defend against incoming attack, a creature can try to Dodge the attack, Brace against an Attack or gain Armor Levels.

A creature can only Dodge as a reaction to an attack. Doing so makes its possible for the Attack to miss entirely. However, doing so will push your turn 2 seconds lower in the Timeline. While dodging multiple attacks is a good idea to survive and reduce incoming damage, it will cause their turn to arrive later and later, essentially suppressing them from doing anything. Some items like heavier armor will reduce the number of successes possible when Dodging.

Alternatively, a creature can Brace for the incoming attack. On their turn, a creature can take the Brace action and gain a number of Poise equal to their Might or half their Presence (rounded down). This action can be performed multiple times to Brace for a strong attack. Some items like Shields can be equipped to grant a creature additional Poise when taking the Brace action.

Armor Level

An armor is not designed for your to avoid damage. Armor is design for you to take damage but still feel fine. Whenever you take Damage, reduce Damage by your Armor Level before gaining Wear. Any item with the Protective Property will grant you additional Armor Level.

Multi-wielding

A creature can wield a number of items equal to the amount of hands they have. Some races maybe have other prehensile limbs that allows you to hold additional items. When you are multi-wielding, you gain the following benefits:

  • Multi-target. Whenever you take the Attack action, you target a number of enemies up to the number of items you are wielding. If you do so, split the dice you are rolling for the Attack between the targets and resolve the Attack flow seperately for each target. Properties of the item are applied as normal for each Attack.
  • Parry. When you take the Dodge action while wielding more than 1 item, you gain Weapon Armor Level equal to the number of additional item wielded. This bonus lasts only for the duration of the Dodge.

Throwing

Sometimes enemies are just out of reach and ranged weapons are not available. In these situations, you should take whatever you have and throw them at your enemies. You might miss, but at least you will reach them.

Throw Range

In Home Defiant, you can throw anything you have in your hand when you take the Attack action. However, you can only throw the Item up to a number of meters away equal to (Might - Effective Heavy value of the item + 1) x 2. If the formula results in 0, the Item is too heavy to be thrown and drops in your space.

Choosing a Target

Next, you will need to decide on a target. Depending on the chosen target the DC may be higher

Target DC
A creature As per standard Attack Flow.
Static target of at least Size 1 1
Specific target of at least Size 0.2 2
Specific point 3
A target on a living creature As per standard Attack Flow but increase the hit DC based on the target as per above.

Making the Throw

From here, throw is considered an Attack with a Ranged X property where X is the calculated range. On a success, the throw lands on target. On a fail, the thrown item scatters in a random direction as determined by the Fates Y meters away where Y is the Defiance level of the failed check.

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Attacks

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