SC-Combat
From SCross
In most RPGs, combat is handled by initiative. Everyone rolls something and an order of actions is determined. This is not the case with Southern Cross. We use the Active Time Battle system that allows speed and order to be flexible and dynamic. If you do something slow, it will impact more fluidly all through the battle, but don't panic, it's not too complicated.
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Active Time Battle
Active Time Battle, or ATB, is accessed by a few easy commands.
- +atb/start Start a new combat, rolling for all PCs and puppets in the room.
- +atb/status See the current ATB bars.
- +atb/turn Progress to the next person's turn. Will automatically add new players/puppets.
- +atb/speed (number) Set speed bonus to (number), should not include automatic modifiers.
- +atb/charge (number) Modify your current charge by (number) allowing your next turn to come sooner or later.
- +atb/doing (message) Declares ahead of time what you will do next action.
- +atb/haste (number) Adjust your ATB speed as if a haste spell with (number) succeses were cast on you. Does not adjust charge.
+atb/start
This command clears out all ATB information on a room and pulls up the first turn. Use this at the start of any battle to get things going.
+atb/status
Use this to see the ATB bars of everyone in the room, to see how close people are to moving and to see their current speed and planned actions.
+atb/turn
Arguably the most important command of the set, but it's also a command that's usually only used by the judge of the scene. Any time someone is finished with whatever they are doing, use this command to find out who comes next and update ATB appropriately.
+atb/speed
If some effect says your speed should become X, use this to set it to that.
+atb/charge
An often used command. This adds or removes charge from you. When charge reaches 1000, it is time to act, so losing charge makes it longer until your next action and gaining charge makes it shorter.
+atb/doing
Use this command to note what you will do next turn. Some special skills require you do this, like dual-wield. Other than that, some people prefer to declare what they're doing to help keep combat running faster.
Actions
An action is any activity that can be done during your turn of combat. There are many possible actions, from swinging a sword to enjoying your wine to hurling a fireball at an orphanage. Some actions take longer than others to complete, however.
Example Actions
This is a list of possible actions. It can't include everything, but we'll try to be comprehensive. The number in () is any +atb/charge associated with the action.
- (+0)Attack with a Weapon.
- (+/-??) Cast a spell, ATB charge is listed with the +cast command.
- (+500) Draw a weapon. Increase ATB by 20 per point of Quick-Draw to a max of +1000.
- (+0) Assist someone else in attacking.
- Make a standard attack, the person you are assisting gains 1 success to hit for every four you roll.
- (+200) Drink a potion
- (+/-??) Use a special skill. Assume +0 unless the special says otherwise.
- (Free) Speak a sentence
- (+600) Speak a paragraph
- (+0) Eat a portion of food hurriedly.
- (+0) Perform a battle synthesis
- (-200) Search the area for hidden people or objects.
- (+250) A standing jump forward.
- (-300) Making a running jump if one was not already running.
- (-500) Strip naked, assuming a full suit of clothing
- (-1000) Strip naked, assuming a full suit of armor
- (+800) Draw a weapon from weapon locker perk, +20 per point of quick-draw to max +1000
- (+800) Switch jobs with Versatile Perk
- (+800) Switch clothes with Magical Wardrobe Perk
- (+600) Switch clothes AND job with both perks
- (+400) Switch clothes AND job AND weapon with all three perks, +20 per point of quick-draw to max +700
- (+600) Switch clothes AND weapon with magical wardrobe and weapons locker, +20 per point of quick draw to max +900
Interrupt Actions
Some actions are performed to interfere with or react to other people's actions. These actions, by definition, must occur outside of the performer's turn. You can only react to a given action once in this way.
- (-100) Cast counter-spell
- (-200) Cast a spell at the target(Must be Same Action speed)
- (-200) Dive prone behind cover
- (-250) Step in front of someone within melee range to protect them(Not as assured as cover special skill but does block direct lines of effect)
- (-100) Duck behind cover that one is already standing behind.
- (-150) Close or open a door
- (-400) Tackle someone nearby out of harm's way(Roll Dexterity+Athletics+Athletics/Jumping and compare succs against the to-hit succs)
- (-200) Parry, Dodge, or Shield Block an attack coming at you.
- (-500) Parry or Shield Block an attack coming at an adjacent ally.
Defense
See Defense

