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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. While the process of making an Attack is similar for both, there are small differences that you will need to be aware of.

Physical Attack

  1. Select Target. Select an Xm cube area that is adjacent to the Attacker where X is the Size of the Item wielded. All creatures within the area is considered a Defender.
  2. Make the Attack. Perform a single Martial + Might check. The Attribute used during the attack may be replaced depending on the Skill used or Item wielded during the Attack.
  3. Defender may Dodge. After the attack, the Defender may choose to Dodge. Perform a Survival + Dexterity check to avoid the attack. Reduce the number of hits on the attack based on the number of hits rolled on the dodge.
  4. Calculate Damage. The Attacker deals a number of damage equal to the weapon's Damage property. Some Skill will allow the Attacker to deal additional damage when used.
  5. Armor Reduces Damage. Reduce Damage by the Defender's current Armor Level. Items with the Protective property grants you Armor Level.
  6. 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.
  7. 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 Physical Wound instead.
    If the Defender gains any Wound, move on to the next step. Otherwise, Attack ends.
  8. Defender Defeated. Whenever the Defender gains a Wound from an attack, they can choose to fall Unconcious or remain concious to keep fighting.

Mental Attack

  1. Select Target. Select a creature than can hear and see the Attacker. If the creature can only hear or see the Attacker, the Attack check is made with disadvantage. The Attacker multi-target any number of creature they wish.
  2. Make the Attack. The Attacker must describe what was said to the Attacker. The Fates will determine if the chosen words affect the Defender. To guarantee the chosen word affect the Defender, the Attacker can Exploit a Status on the Defender. If the Defender is affected, perform a Presence + a relevant Trained attribute as determined by the Fates.
  3. Defender may Dodge. After the Attack, the Defender may choose Dodge. Perform a Intrigue + Intellect check to realise the Attacker is goading them. Reduce the number of hits on the Attack based on the number of hits rolled on the Dodge.
  4. Calculate Damage. The Attacker deals Damage equal to the Attacker's Presence attribute. Some Skill will allow the Attacker to deal additional damage when used.
  5. Armor Reduces Damage. Reduce Damage by the number of the Defender's Scars.
  6. 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.
  7. 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 Mental Wound instead.
    If the Defender gains any Wound, move on to the next step. Otherwise, Attack ends.
  8. Defender Defeated. Whenever the Defender gains a Wound from an attack, they can choose to fall Unconcious or remain concious to keep fighting.

Areas of Attack

The area of an attack is equal to a Xm cube where the X is the Size of the wielded item. If the Attack is a ranged attack, use the size of the ammunition instead.

However, Physical attacks takes space to swing and hit their target. In enclosed spaces it is still possible but much harder. Whenever the Attack selects an obstructed target area, they gain a disadvantage on the Attack check for every 1m cube that is obstructed.

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 a creature is multi-wielding, they gain the following benefits:

  • Multi-target. A creature wielding multiple weapons can split their focus to target multiple areas at once.
  • Parry. When dodging, you can reduce the incoming damage if you are wielding multiple Items.

Multi-targetting

When selecting a target, instead of selecting a single target, the Attack may select multiple targets if the situation allows for it. If they choose to do so, they must split the dice rolled during Make the Attack step amongst the multiple targets. This means that each individual attack is less accurate but the Attack is able to target more creatures at once.

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. When throwing, the throw can spend 1 Potential to exert extra force and double the range of the throw.

Choosing a Target

When deciding on a target, you will select a cube area similar to swinging the weapon normally. At least 1m cube of the target area, must be within the Throw Range. However, if you are targetting somewhere more specific, you gain a number of disadvantage as shown below:

Target Type Number of disadvantages
Standard Area (Typical attack) 0
Specific Target / Called Shot (Same size as the Thrower) 1
Small Object (Half the size of the Thrower) 2
Pinpoint (A button, necklace, a dot) 3

Making the Throw

From here, throw is considered an Attack with a Ranged X property where X is the calculated range. If the attack does not result in any hits, the attack misses and the thrown Item scatter harmlessly Y meters away where Y is the level of the highest negative Defiance.

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Attacks

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