HANDBOOK X
RPG of Multidimensional Exploration & Awakening
Jakub Qba Niegowski
Combat Mechanics for Characters
- Initiative
- Each character rolls 1d10 and adds the result to their Dexterity attribute.
- Characters act in order from highest to lowest result.
- Actions per Turn
- Each character has 2 action points (AP) per turn.
- Each action costs 1 action point.
- Possible actions:
- Movement: Move up to 5 meters.
- Shot: Perform a ranged attack.
- Melee Combat: Perform a melee attack.
- Change Weapon: Change the currently used weapon.
- Healing: Use a healing item or ability.
- Other Actions: At the GM’s discretion.
- Attacks and Defence
- Attack: Roll 1d10 and add the appropriate attribute (Physical Strength for melee combat, Perception for shooting). Compare the result with difficulty level 10.
- If the result is equal to or higher than 10, the attack hits.
- If the result is lower, the attack misses.
- Defence: A character may defend themselves by rolling 1d10 and adding their Dexterity attribute. Defence can reduce the effectiveness of an opponent’s attack.
- Damage
- Damage depends on the weapon. Each weapon has assigned damage values.
- For melee combat: base damage + Physical Strength modifier.
- For shooting: base damage + Perception modifier.
- Hit Points (HP)
- Each character has Hit Points (HP) calculated as 10 + Endurance attribute.
- When HP drops to 0, the character is unconscious or dead, depending on the context.
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