Combat
From SCross
Contents |
Combat, a Complete Guide
Combat is the resolution of violent conflict. In the world of Southern Cross, combat happens quite often. Adventurers do combat with monsters, outlaws against law enforcers, and armies with one another. Combat may seem intimidating, but we'll break it down here into easy steps.
Striking a Blow
Physical
- Ok, Joe attacks bob with his sword. His sword is already equipped in his primary hand, and it is his turn.
- Doing a quick check of +atb/status, Joe can see that Bob is in 'melee' range, perfect for sword swinging.
- Joe announces that he is swinging at bob, then types +attack primary.
- This causes Joe to swing the weapon held in their primary hand.
- It looks like this: <Combat> Joe attacks with their Sword held in their primary hand using at least one hand(+2), dealing 130 Physical damage
- Bob does not want to be hit, especially not for 130 damage. Bob has a weapon and a shield, so he had three choices.
- Bob could focus on dodging, parrying with his weapon, or blocking with his shield.
- Bob decides that just getting out of the way is a good idea. He types +defend dodge.
- His result looks like this: <Armor> Bob focuses on Dodge. Dodge(40%): +1 Parry(36%): +26 Block(24%): -54 Resist(17%): -4
- We check them in order. Dodge is a success(positive), but only a +1. Joe scored +2 on his attack, and the dodge fails.
- Parry scored an impressive +26! That is above the +2 of the attack, the attack is parried.
Magic
- Magic spells are much harder to defend against than physical attacks. No dodging, parrying, or blocking.
- That's not entirely true, Block as a focus works to raise soak amounts, but will never stop a spell from landing.
- The defense mode of resist is quite useful for spells! Much like physical attacks, score a positive result above the attacker's attack and you're golden.
- Most spells are +0 attacks. Mirv enhancement increases this by +2 per point.

