Combat

Sessions of 『Ventangle』 generally involve at least one combat. Many aspects of character data are related to combat.

=Combat= Combat is separated into 「Rounds」.

A round is made up of turns; one for each character participating in combat, on which they can act. Once every turn has been made, the round ends.

If the fighting continues, the next round then begins.

Combat is made up of these turns and rounds woven together.

One round, in game time, lasts about 10 seconds.

The combat is handled in its entirety by following the steps below:

1. Determining distances The GM, primarily, decides how far apart each of the characters involved in the combat begin.

2. Determining surprise The GM decides whether one side manages to take the other by surprise.

3. Determining turn order Before beginning the first round, decide on the order in which each character involved in the combat acts. Generally, the PC acts first, with NPCs acting next in descending order of their levels.

4. Taking turns Begin the first round.

Handle each character's turn in the decided order.

5. Beginning the next round Once every combatant has taken their turn, the round ends. Repeat step 4, 「Taking turns」, until combat is finished.

= Distance = The distance a combatant starts from another can be a huge advantage or disadvantage, depending on the ranges of each character's weapons.

A PC ideally wants to begin at a distance that favors them as much as possible. The GM should decide on how far a PC starts from their foes depending on the 「preparations」 they have made as well as the circumstances of the fight itself.

Distances are divided into the following 5 ranges:

1. Zero Range Distances of up to 3 meters (or yards). A range at which if you both take a step forward and reach over, you would touch each other.

Within a cramped room, after happening to bump into each other, either could result in a fight starting at this range.

2. Short Range Distances of up to 15 meters (or yards). You could hold a conversation or similar.

Spacious rooms, decently long hallways, crossing through an alleyway or such, there are many ways that could result in a fight starting at this range.

3. Middle Range Distances of up to 50 meters (or yards). You can see each other, but it would be hard to hold a detailed conversation.

You could consider this range the furthest a fight could take place within the city or inside a building. This effectively the furthest distance you could tell who someone is.

4. Long Range Distances of up to 150 meters (or yards). Either person may barely be able to tell someone is over there.

Unless you were expecting someone to show up or for trouble to start, you most likely won't get into a fight at this distance. As far as an encounter, it would only be likely to work in a wide-open area free of obstacles and foot traffic.

5. Out of Range Distances of 500 meters (or yards) and greater. Usually too far too see. Unless you have a way to attack at this distance, there's no way to interfere in a fight from this far away. Typically, you cannot close in from this range via movement.

= Surprise = In a fight, 「Surprising」 those not expecting any aggressors can lead to an extraordinarily powerful attack.

Through a Karma check (Subterfuge) or various powers, a character can enter a state of being 「Hidden」, capable of performing a 「Surprise Attack」 on any character that isn't hidden. A character attacking from surprise gains a bonus of 「+2」 to any level checks they make that turn.

As well, a character attacking from surprise cannot be 「countered」, resulting in simply no damage if they lose the opposed level check. (This is the case, even if the foe is in range with their weapon!)

Such an attacking character loses their hidden state.

In addition, if a surprise attack occurs during the very first round of combat, anyone outside of those 「surprise-attacking characters」 loses their turn. Only those characters who surprised their foes take their turn, after which the second round functions as normal.

This additional effect does not apply if a character becomes 「Hidden」 in the middle of combat.

Should a PC decide to prepare a surprise attack, if they succeed at a Karma check (Subterfuge) and have met their victim before, the GM should allow the surprise attack to work.

As well, though risking your chance of 「Surprise」, you can roll further Karma checks (Subterfuge) to move one step closer or further a range from your target. You can move as close or as far from your target as you like, as long as you continue to succeed on your Karma checks. However, if you fail a check, your target will notice you, and you lose your chance to surprise them.

On the other hand, if an NPC is 「Hidden」, the GM should give the PC a Karma check (Perception) to notice them. A success means the PC notices them, revealing them from their hidden state and preventing a surprise attack.

= Order of actions = Typically, the turn order of a fight is fixed.

However, a PC can choose to 「Delay」 their turn if they wish. This means the PC instead acts at the end of the round. You cannot interrupt others' turns through delaying.

Also, NPCs cannot 「Delay」 their turn.

= Taking a turn = Each character can do three things as part of a turn:

Spells are used at the beginning of your turn. You can use any one 「Type: Spell」 power if you so wish. Any Wares or Items that function like a spell are also used in this manner.
 * Use a spell

Move one step of range closer or further from any target.
 * Move

This 「Move」 can be performed before or after your action.

However, unless you are 「Hidden」, it's not easy to move around if you are within 「range」 of an enemy that could attack you. You need perform a Karma check (Athletics), moving if you succeed. If you fail, you lose this 「move」.

You can 「Attack」, or take an additional 「Move」, or any other action your GM allows. As far as other actions, the GM could decide for a PC to attempt a Karma check.
 * Take an action

It could be possible to persuade others with Negotiation, to search around for something with Perception, or so on. If there are foes up on the roof or similar, in order to close in on them, you could ask for a Athletics check.

= Attacking = The most important actions to be handled within combat are those of 「Attacking」 and 「Countering」. Without there being an attack, you cannot counter-attack. Follow the steps below to perform an attack.

1. Choose a weapon Choose one weapon in your character's possession.

2. Choose a target for your attack Choose a target within range of the weapon you selected.

3. Determine your attack modifier Add any attack modifiers you have from surprise, as well as your Powers, Wares, Customizations, and similar. The circumstances you're in along with powers your foes possess can also have an effect here.

4. Roll your level checks Roll a level check along with the target of your attack, remembering to add your attack modifier.

If your check total is higher than that of your target, the attack succeeded.

If your target has a higher check total than you, they have the opportunity to automatically damage you in return, performing a 「counter」.

If both of your totals are the same, then both you and your foe failed to land a hit.

5. Calculate the damage If your attack succeeded, or if you suffer a counter-attack, then it's time to calculate damage.

Damage is typically a flat amount, depending on the weapon used.

In addition, though, for each of the following conditions met, this damage increases by 2:


 * The winner of the level check rolled a Critical
 * The loser of the level check rolled a Fumble
 * A Gap Bonus occurred (the winner won the check by a margin of 5 or more)

There are other effects that can increase damage, such as from Powers, Wears, and Customizations.

Ex.: If someone attacking with a 「Blade (base damage of 2)」 rolls a critical, their target rolls a fumble, and the attacker won the roll by a difference of 5 points or more, their attack would deal a total of 8 damage. Such a slash would leave most foes on the verge of death.

6. Apply the damage The damaged character must reduce their pride by the respective amount. Combat ends when either the PC or every foe is reduced to 0 Pride.

= Counters = Characters who are attacked can counter-attack in return.

Counters work similarly to attacks (but are different, as far as bonuses from powers are concerned).

As long as the one attacking you is within range of your own weapon, if your check total is higher than theirs, you can automatically damage them.

Any of the conditional increases to damage work just the same.

There's no limit to the number of times a character can counter.

Even surrounded by a crowd of people, if their skill is clearly inferior to yours, the more they attack, the more you can thrash them.

Counters are 「checks made with a weapon」, and as such, any modifiers your weapon grants apply (outside of being taken by surprise). Even if the one attacking you is outside of the reach of your weapon, you can use your weapon's modifiers to roll against the attack and protect yourself.

= Fleeing = If you move to be outside the weapon ranges of every foe, as well if you're 「Hidden」, you can choose to flee from combat.

Fleeing is not an action, you simply declare you wish to do so when meeting one of these conditions. Your character then flees from combat.

If a PC wants to flee, and there are many hiding places or escape routes in the area, the GM can decide to loosen these conditions.

Within back alleys, sewers, main streets, factory facilities, and the like, it should be easy to vanish. Even if you're within range of an enemy's weapon, once you make it to 「Middle Range」, you can escape.

On the other hand, if there's no place to hide anywhere around, fleeing won't be that easy. Without some power to help you hide, you'll have no choice but to fight.

= Damage types and descriptions = There are three types of damage a character can suffer, each with their own description. When a character is reduced to 0 Pride, which damage type dealt the finishing blow is important. The method of defeat makes a big difference for a victorious or defeated PC. As for a defeated PC, the GM section goes into this in more detail.

As well, certain enemies may resist or completely negate certain types of damage.

The three types of damage are detailed below, however, some attacks may allow you to select from multiple of these. As for 「Arbitrary」 damage, select any one damage type when attacking a target.

Faint
The most typical damage, that of destruction. Inflicting bashes, cuts, any sort of physical wound to others. Although armor can reduce this damage, very few characters are completely immune to it.

When this type of damage reduces a character to 0 Pride, they faint. Unless a player wishes, their PC won't die after suffering this.

As for NPCs, it's up to the GM if they die instead of faint.

Submit
Mental attacks instilling fear and dread, shattering the will of others. Those with strong willpower can reduce this damage. Foes without wills or spirits such as machines and zombies are immune.

When this type of damage reduces a character to 0 Pride, they surrender themselves to the attacker, doing what they are told. If the attacker wishes and the circumstances allow, those defeated can become slaves or minions.

Though it has its weaknesses, this type of damage is useful for gaining Connections and leading into ERP.

Charm
Seductive attacks fanning the flames of love and lust, captivating others. Those with strong willpower can reduce this damage. Foes without wills or spirits such as machines and zombies are immune.

When this type of damage reduces a character to 0 Pride, they feel an urge to protect their attacker above all caution. They become open to abandoning their original purpose, betraying their allegiances. Even more, depending on who they are, this twisted love could even turn them into stalkers or rapists.

Though it has its weaknesses, this type of damage is useful for gaining Connections and leading into ERP.

= Barrier = During a session, actions and all sorts of effects can grant you a resource called 「Barrier」. There's no upper limit to how many points of 「Barrier」 you can have at a time, but each point is lost after use. As well, even if you don't use these 「Barriers」, they're lost at the end of a session.

A barrier can be used when you would suffer damage.

When using one, you nullify all damage taken, your Pride remaining as it is. This effect is not 「reducing」 damage.

Note that 「high」 amounts of damage can be nullified by only 1 point of Barrier, but 「multiple」 instances of damage each require a separate point of Barrier.

If a foe has managed to land a critical or a GB on you, or if you yourself have fumbled, that would be a good time to use a Barrier.

= Unusual distances = Regarding combat, some fights that occur may not work well with the usual way distances work.

For example, it may not be easy to close in to 「Zero range」 against an enemy fighting from a rooftop or through metal grating at 「Middle range」. The same may be true when fighting enemies on the move in vehicles or similar.

As well, when fighting multiple enemies at 「Middle range」, if you were to close into 「Short range」 with one, what would happen as to your distance with the others?

In all of these cases, the GM should make their own decisions regarding distances.

In general, unless your player likes to be defeated, you should make decisions that favor their PC. A physically gifted PC may be able to easily climb walls or break through metal grates. Multiple enemies could be clustered together and the PC would be able to approach all of them.

= Being without a weapon = There may be times when you lack an effective weapon for an enemy before you, or your original weapon was disarmed. There may also be times when unarmed NPCs are involved in a fight.

All characters without a 「weapon」 can inflict 1 「Faint」 damage to a foe at Zero range. As well, depending on the situation, you could simply scream to make some 「combat noise」.

However, it's not recommended to put a PC into this situation. Disarming a PC could be used to dissuade or warn against starting trouble.

= RP within combat = While you try to keep combat moving at a good tempo, some moments of RP are also good to have. If you have the extra time, both the GM and players should try to actively describe the scene and move it forward. Even if it won't result in much, it may be good to have characters talk to each other during lulls in a fight.

As well, some light ERP might be nice when describing some powers, attacks, and bad statuses. As long as it doesn't get in the way of keeping the combat going, you can spend a little bit of game time on conversation. After a fight involving some ERP, win or lose, the GM could lower the PC's Karma by a point.

= Voluntary defeat = If a player so wishes, their PC can admit defeat at any time (outside of the middle of a surprise attack).

When facing an enemy you have no hope of defeating, or if you as a player just want to be defeated, both are good cases for surrender. An ideal lewd situation should take priority over the PC winning or the scenario itself.

Therefore, if the player so wishes, it's okay for a PC to end up defeated regardless of the situation or difference in raw ability.

Of course, this also results in the PC failing the request.