Editing
JAEVA: Giant Robot RPG system
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Combat == Combat in JAEVA is handled with less detail than most games, allowing for better narrative action and descriptions from the players and GM about what is going on and how they are handling it. === Ranges === Range in JAEVA is very simple: there are a total of 4 ranges you can be at from your allies and enemies.these ranges are only suggestions of distance to keep things simple They are: *Short: within reach or hitting distance. not far at all. all melee weapons have this range. Ranged weapons firing at this range have a +2 to accuracy. *Medium: this is between just out of reach and just short of long range. for scale, it's the distance Gypsy Danger dragged the boat to smash across Otachi's face, or when Asuka ran forward to pounce on one of the Mass-Produced EVAs and break it's skull. If it's not close enough to hit with a melee weapon, but not far away enough that you wouldn't be able to brisky walk there in a few seconds, then it is at medium range. you may always walk from medium to short range in one movement action. thrown weapons can hit this range at a -2, range weapons hit this range with no penalty *Long: this is range just out of a short walking distance, around the scale distance of a city block compared to a human, but not up to extreme range. weapons can be shot to a long range at a -2 penalty to both accuracy and damage. *Extreme: Extreme range is around the length of around a mile away, hitting something this far would require a ranged weapon, as no weapon can be thrown this far. Ranged weapons firing this far are at a -4 penalty to accuracy and damage. a comparison of scale would be the Evangelion fight with Ramiel, where Shinji was equipped with a positron rifle. that fight would have been juuust within extreme range. GMs: do not overly abuse the use of range to ridiculous amounts, as mentioned before, it is just a vague indication of range. Because of this, it is suggested that GMs equip the table with a map of the city or area they are in and simply use markers or miniatures to note down where characters and enemies are to get a basic sense of scale and distance. === Initiative === Players and enemies roll their Dexterity + Athletics at a difficulty of 5, add up the successes, and compare the number to the other combatants. the one with the highest number of successes goes first. === The Structure of a Turn === What can you do in a turn? the answer: any combination of two of these actions: *A standard action: attacking, doing a maneuver, and other simple things that take a short time to complete are only worth one of your two actions. *A movement action: moving from medium to short range (or any single increment of range as mentioned above) is only worth a single action. *A slow action: slow actions, which are actions that take time and effort, such as aiming a difficult weapon or pulling up a building and throwing it are strenuous and difficult to achieve. these are worth both your actions if you are wanting to complete the slow action on your turn, or if you do one action and initiate the slow action, it takes effect as a free instant action on your next turn. the downside of these is, while you are finishing the action waiting for your next turn, you can be interrupted. Interruptions are made by attacking the character doing the slow action, or a strong enough distraction must be made to distract the character from their goal somehow within the narrative (a character's friend is attacked and nearly dead, a kaiju causes a massive explosion, etc). a Resolve+Composure roll must be made at the difficulty of the enemy causing the distraction, or the difficulty of the distraction itself (when the distraction isn't caused by an enemy) when a strong enough attempt to distract is made. if the character has at least 3 successes, they continue the task as normal, if they have less than 3 ,the slow action is canceled. *An Instant action: instant actions cost no actions for your turn. insignificant or easily done things on the fly such as talking to allies or finishing a slow action cost nothing. your GM will tell you if he allows an instant action of a certain complexity or requires it to be a standard action. *Readied actions: a player may ready an action with specific things to trigger it (much like how Gypsy Danger raised it's sword at the right moment when crippled and being attacked, leading to a certain kaiju being cut down the middle). readied actions may be performed at any time they are triggered, often on ally and enemy turns. readied actions may be used to interrupt slow or standard actions if set up properly. a readied action is usually a standard action, but can be a slow action if it has been waiting to be used. *Specific actions: actions such as disarming and grappling are deliberate attempts to do something specific, so such actions must be handled differently: **Grappling: roll your Strength+Brawl against an opponent's roll of Dexterity+Athletics. a roll with more successes than the opponent wins and the losing character is grappled. A failure means they escape the grapple attempt while grappled you cannot move, you may only attack your assailant at a -2, and may try to escape with an opposed roll by force (strength+brawl) finesse (Dexterity+athletics) or by outlasting them (stamina+survival). While grappled, an enemy is at a +4 to hit. when making grapple rolls, apply size bonuses/penalties directly to the roll, rather than damage (since no amage is done simply by grappling). ***Throwing: if a character is grappled and you wish to throw them, use another action to make another Strength+Brawl roll against one of the opponent's escape rolls (look in grappling, right above). you need at least one success over the opponent's number of successes to throw them one range increment (at your scale), and an extra 2 successes for every subsequent range increment. apply damage is done the same way, applying size modifiers to the number of successes and subtracting them from the target's armor. **Disarming: roll your Strength+Brawl opposed to an opponent's roll of Strength+athletics, winning the roll means the victim is disarmed, and the assailant may take the weapon as a standard action (if they have a free hand). failing the opposed roll allows the victim to keep their weapon. While actions are often varied, you can usually tell what type they will be. any combination of 2 (plus any free instant actions) is the composition of your turn. if more specific actions are thought of, be creative, combine whatever attributes and skills that make sense. === Attacking === To attack, first find the defender's difficulty. Reiterating previously mentioned rules, this is simply adding the difference of the defender's level to the attackers level to 5, giving a resulted target number (level 3 player attacking a level 5 enemy would have a target number of 7, flip the levels and he would have a target number of 3.) Roll on the hit location table, then adding size modifiers and any other modifiers you have, roll your relevant stats (Strength+Brawl for unarmed melee, Strength+weaponry for armed melee, Dexterity+Firearms for ranged weapons, Dexterity+Weaponry for thrown weapons, etc. Whatever makes sense. if you are in a bot, you will roll any attributes or skills they have in place of your own). If any successes pass the difficulty of the enemy, add your weapon bonus to them and find a total. subtract the enemy's armor of the hit location and find the amount of damage done to that part. mark down damage on the sheet. Hit chart: roll a 1d5(1d10/2 rounding up) 1-head 2-arms(roll 1d2, 1=right) 3-legs(see arms) 4-torso 5-your choice === Defending === Defending is a passive thing that gives the enemy a difficulty for them to hit, the way of finding the difficulty is mentioned in the "attacking" section above. === Moving === you may move your character one range increment for each action they spend moving, if the legs of your character are taken out, they must take 2 actions to move one increment instead. Also see the kaiju traits list for flying rules. [UNDER CONSTRUCTION]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information