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- COSMIC FRIENDS COMBAT RULES
- >HIT POINTS
- A character's maximum HP is 1.5 times a character's END (rounded up if decimals are present). Changes in END are immediately figured into the vitality of the character, so status effects that reduce END will reduce maximum HP in turn.
- >FOCUS
- A character's Focus is what they use to cast spells or use special abilities. Maximum Focus points are determined by adding a characters STR, CHA, and INT together and then multiplied by 0.8 (rounded up).
- >ATTACKING/DEFENDING
- The attacker announces which stats they will 'put up'. They can have two SPECIAL stats for these purposes. They must list the order of these stats.
- The defender chooses three SPECIAL stats to defend with. The order must be listed by the defender as well. Usually, at least two stats should be able to 'beat' the two 'put up' by the attacker.
- The attacker rolls to see which of the two stats he/she 'put up' will be used (1d2). The defender rolls to see which of their three will be used to defend (1d3).
- If the attacker's rolled stat beats the defender's rolled stat, they deal a point of damage.
- If the defender's rolled stat beats the attacker's, no damage is dealt.
- If the rolled stats are the same (or beat each other), both players take turns rolling (1d10, low) to get below their character's stat value. The defender and attacker can deal damage in this instance. Defender goes first. After a successful roll, the other player rolls to counter the first roll. If they get a critical (1), they deal damage. If they do not, first successful roll determines who deals damage.
- Special conditions apply to certain SPECIAL stats.
- STR: Beats CHA, INT
- PER: Beats STR, AGI
- END: Beats PER, AGI, STR
- Using END to attack or defend, whether it is rolled or not, leverages one HP. This means that if you fail an attack you lose one HP, and failing on defense loses you two HP.
- CHA: Beats END, PER, INT
- Must be 'put up' with STR or PER when on offense.
- INT: Beats END, PER, CHA
- Must be 'put up' with STR or PER when on offense.
- AGI: Beats PER, STR
- LCK: Reduces the roll used to determine which of your 'put up' stats to use by one (1d1 on offense, 1d2 on defense), and increases damage output by one. However, a LCK roll (1d10, low) must be passed if an attack/defense is successful. Failing this roll deals 1d3 damage to the rolling player.
- >WEAPONS/EQUIPMENT
- Weapons and equipment will provide stat bonuses and the occasional special ability.
- They are not always figured into attack and defense, but their use when attacking or defending must be declared before 'putting up' any stats.
- Some provide intrinsic buffs like bonuses to SPECIAL stats, while others automatically 'put up' a stat (and those usually /add/ that stat to the set, so an attacker would roll 1d3 to determine which stat they're using and so on). Weapons and equipment that increase the number of stats a character 'puts up' only do so when used, not when equipped.
- Some have unique abilities. The conditions of these abilities will be describe on a case to case basis.
- >SPELLS
- Case to case basis.
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