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JAEVA: Giant Robot RPG system
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=== 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.
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