UbberRPG combat system


Tentacle God
Jun 3, 2012
UbberRPG combat system (WIP):
Main Stats
- STR (Grapple, Grapple break, HP)
- AGI (Speed, Grapple escape, Sneak)
- INT (Spell damage, Spell potency, Magic resistance)
- WIS (Increase Perception, Willpower)

Strength gives Grapple, Grapple break and HP. Damage stat for Slayers, Knights and Brawlers.

Agility gives Speed, Grapple escape and Sneak. Damage stat

Intelligence grants Spell damage, Spell potency and Magic Armor. Damage stat for spell-casters.

Wisdom grants Willpower and Perception.

Detailed stats:
Armor: Physical damage reduction
Magic armor: Magic damage reduction
Speed: Characters turn priority
Sneak: Ability to remain unseen
Perception: Ability to see through stealth

Grapple: Grapple maintainment
Grapple break: STR-based grapple escape, deals damage upon escape
Grapple escape: Dex-based grapple escape, grants +20 speed on next turn

Parry: Class-based damage reduction

Combat Systems:
At the start of the turn PC rolls a 1d6.
Characters able to Dodge, null the attack against them at rolls that score 3+
Characters able to Parry, reduce attack damage received at rolls that score 3+ (2+ for Knights, Elementalist, Arcanist)

Stealth system
Sneak + (Environment mods) vs Perception + 1d6

Environment mods:
Environment mods are certain RP conditions during the sneaking attempt. Currently the system takes into account: Current Light and Availability of cover/cover type.
Lighting mods are:

[-2 Broad daylight]
[-1 Clear day]
[ 0 regular]
[+1 dim lighting]
[+2 dark]
[+3 pitch black]


[-3 no cover]
[ 0 light cover]
[ +2 medium cover]
[ +3 full body cover
Status ailments.
Stun – Interrupts a characters turn and disables the character for 1 turn.
Knockdown – Interrupts a characters turn and makes the character vulnerable to being put in a grapple.
Sleep – Character is disabled and cannot act, any damage taken dispels the status. Counts as being knocked down. Can be awaken by allies.
Charmed – The Character cannot attack the caster and is prone to protect them. No effect regarding other enemies.
Poison - The Character is poisoned and takes damage at the start of each turn.
Petrifiy - The Character is slowly turning into stone! At the start of each turn the character loses 3 speed. Once the character is at 0 speed, they encased in stone.

Player Knockdown.
Once a Player character reaches 10HP, they become vulnerable to be knocked down.
When an enemy uses an ability that has the Knockdown modifier, the GM rolls 1d6 for the enemy attack. At a roll of 1 or 6 the PC is knocked down.

Grapple and Submission combat loss.
Grapple can be initiated on any hero that is Knocked down. Once in a grapple they must attempt to either break or escape the grapple:

(Enemy Grapple score) vs 1d6 + (Hero Grapple break/escape)

After the first failed attempt to escape the PC gets a 1d6 bonus, making it:

(Enemy Grapple score) vs 2d6 + (Hero Grapple break/escape)

If the Hero fails to escape the grapple on their turn the enemy can:
- Strip armor
- Deal 2d6 Willpower damage.
Once a hero reaches 0 Willpower they're no longer able to resist the attacker and combat ends with Submission loss.


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Tentacle God
Jun 3, 2012
Re: UbberRPG combat system

Fighter Classes and skills:
• Way of the Blade (passive): Duelist is able to use Parry at Dex/2+bonus/2 efficiency.
Way of Water (passive): Duelist is able to Dodge.
• Overmastered (passive): Whenever the Duelist parries or dodges an attack they deal their bonus damage. Ignores armor.
• Blade dance: The Duelists strikes twice on the same target or once on two separate targets for normal -2 damage on each strike.
• Show of skill: The Duelist completely negates one damage instance from an enemy target and STUNS. Show of skill lasts for the current turn.
• Lotus Bloom: The Duelists starts a wicked 3 strike dance on a single target, gaining + 20 speed until the dance concludes. At the start of each round the duelist strikes the opponent for 1d6 + bonus, second round – 1d6 + 2x bonus, third round – 1d6 + 4x bonus. If the duelists completes all three strikes they are healed for 4x bonus.
• Expert strike: The Duelists strikes an enemy weak spot, ignoring armor and dealing normal damage. After 3 successful Expert strikes, the enemy armor breaks.
• Exploit weakness. The Duelist catches their moment and attempts to finish off an enemy, dealing 3x attack bonus damage. Can only be used from Sneak or on Stunned targets.
• Whirlwind: The slayer spins their blade around them damaging all enemies with their next strike. If used three times in succession, the Slayers gains STUNNED for one round.
• Devastating blow: The Slayer strikes down upon a single target, dealing additional 5x bonus, however they cannot make any offensive action on their next turn. Can only be used once per combat.
• Impact strike: The Slayer slams an enemy with the side of their blades KNOCKING them DOWN. Cannot be used twice on the same target.

• Fight through the pain (buff): Delay all damage received for two rounds. At the end of the second round the slayer is dealt all the accumulated damage. Does not cost an action.
• Cull the weak: Once per combat, the Slayer can execute a target below 10 HP or at 15HP if the target is STUNNED. Bypassing armor or other resistances.
• Pierce and hold: The Slayer can strike at a DOWNED opponent and keep them pinned down, while doing so the enemy suffers 3x slayers bonus damage per turn. Damage ignores armor or resistances. Acts as a Grapple.
• Building rage: The Slayer takes 4 reduced damage until their turn, then strikes all enemies that attacked them for 1d6 + 2X damage

• Second skin (passive): Knights can wear heavy armor without any penalties.
• Shield block (passive): Knights parry at 3+ rolls.
• Mocking slash: The Knight strikes an opponent at regular damage and forces them to focus them.
• Savior: The Knight rushes to a KNOCKDOWNED ally, breaking the grapple and dealing standard attack damage.
• Provoke: The Knight bashes their shield to provoke enemy targets, forcing them to attack them instead. Has no effect on the same targets twice.
• Shield Slam: The Knight slams their shield into an enemy target STUNNING them for one round. Effective only once per target.
• Retaliation (buff): The Knights enters a counter-attack stance, striking any enemies that attack them for normal damage. Lasts 2 turns.
• Intervention: Once per combat, the knight can intercept an attack aimed at their ally. This ability can be used out of turn to prevent ALLY KO damage.
• Striders swiftness (passive): Striders gain +5 speed to their overall stats.
• Wilderness agility (passive): The Strider can dodge.
• Distracting shot: The Strider can interrupt a spell or grapple with a well-timed shot.
• Aimed shot: The Strider takes a moment to deliver a crippling shot dealing x4 bonus damage and knocking down the hit target. Preparation for the shot takes 1 turn, during which the strider is vulnerable to knockdown.
• Lynx survival (passive): If an attack would reduce the Striders HP below 10, they may quickly escape danger making them immune to all damage for that turn. Can only be used once per combat.
• Arrow barrage: The Strider shoots 3 arrows focused or spread out among their enemies, each arrow deals normal damage -3. If used again the following round the penalty increases to -6.
• Heart strike: The Strider can use his dagger to strike at an opponent for normal damage and regains HP equal to their bonus damage.
• Ying & Yang (passive): The Brawlers can parry attacks based of their DEX or STR depending which is greater.
• Martial arts (passive): The Brawler uses both their fists and legs during combat, their kicks scale off their Dexterity and their punches off their strength.
• Grapple expertise (passive): The Brawler gains +5 to their Grapple break/escape stat.
• Unexpected angles (passive): The Brawler cannot use any skill twice in a row.
• Dragon punch: The Brawler winds up and unleashes and explosive punch for 6x their STR bonus.
• Hurricane kicks: The Brawler unleashes a flurry of kicks each dealing normal dex based damage. Has a -1 damage done penalty on each strike. Can strike up to 4 times.
• Combination attack: The Brawler lets loose a three strike combination, mixed between punches and kicks. Combination must contain at least one punch or kick.
• Earth-shatter slam: The Brawlers strikes the ground with such immense strength that all enemies lose their footing. Can only be used once per combat.
• Inner vitality: The Brawler focuses themselves to regain 3x Wisdom hp.
• Quick draw (passive): On the first round, the Gunslinger acts first. No matter the enemy or ally speed.
• Honed sights (passive): The Gunslinger can parry, double efficiency against normal ranged attacks.
• Reload: The Gunslinger reloads their weapon, preparing their next gun-art (GA). Cannot be interrupted.

• Revolver fan: The Gunslinger shows off their marksmanship letting loose 3 shots dealing 1d6 + X-3 damage to 2 or 3 different targets. Deals 3d6 + X damage if used on a single target. Requires reloading after 2 uses.
• Dead eye shot (1 turn): The Gunslinger attempts a lethal shot! Deals 1d6 + 3X damage, if the attack rolls 6 it deals triple damage. Requires a turn to prepare, cannot be used with an exhausted weapon.
• (GA) Gun Kata: The Gunslinger lets loose a flurry of shots at all enemies around them dealing 2d6 + 2X damage. Only affects melee enemies. Expends all ammo.
• (GA) Unload (Channel, 2 turns): The Gunslinger unloads their weapons on a single target dealing 2d6 + X damage per turn loose a flurry of shots at an enemy target, interrupts enemy actions for as long as it is channelled. Does not work on Elite or Large monsters. Expends all ammo.
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Tentacle God
Jun 3, 2012
Re: UbberRPG combat system

Magic classes:
Each magic class has 3 tiers of available spells.
Tier 1 spells are always available to the class no matter their Wis.
Tier 2 spells are UNLOCKED upon reaching 6 Wisdom.
Tier 3 spells are UNLOCKED upon reaching 8 Wisdom.

Each of the tiers have different mana costs scaling as:
• Tier 1 spells cost 4 mana.
• Tier 2 spells cost 6 mana.
• Tier 3 spells cost 8 mana.
Some magical spells require 1 turn for preparation. During the spellcast turn, the mage is exposed thus any unparried attacks against the mage will interrupt and knock them down.

However unlike the most Fighter classes mages have special scaling Parry, which succeed at rolls 2+. These special parries scale based upon the mages INT level.

(RP) Elemental control: The Elementalist can alter and manipulate their environment in a variety of ways.
Elemental shift (toggle): At the start of each round, the Elementalist can shift between different elements. Does not cost an action or mana.
Tier 1:
Elemental infusion (Passive): Depending on their current element the Elementalist gains additional effects:
• Fiery reflect: On parry, the Elementalist deals INT/2 to the attacker
• Wasters nourishment: Whenever attacked the Elementalist is healed for INT/2.
• Earthen guard: The Elementalist parries INT/3 additional damage.
• Lightning swiftness: On parry, increases the Elementalists speed by INT/2 for their next turn.
Elemental bolt (Instant): The Elementalist lets loose a simple bolt attuned to their current shift.
• (F) Flame spark: Deals 2d6 + INT/2 damage
• (W) Renewal: Heals a friendly target for 1d6 + INT.
• (E) Boulder: Interrupts an enemy unit. Knocks them down if they are below 10 HP.
• (L) Electrocute: Deals 1d6 + INT/2 damage. Stuns targets below 6 HP.

Tier 2:
Elemental control (1 turn)
: The Elementalist manipulates their magic to great effect:
• (F) Fireball: A true classic. Conjures a powerful fireball dealing 3d6 + INT/2 damage to either all melee opponents or ranged opponents.
• (W) Refreshing pulse: A healing wave that heals all allies for 2d6 + INT.
• (E) Magnetize: Redirects any ranged attacks towards the Elementalist to an enemy unit. Does not work on magic. Last for the current turn.
• (L) Chain Lightning: Deals INT/4 damage to all enemy units. Stuns targets below 6 HP.

Tier 3:
Elemental mastery (1 turn)
• (F) World on Fire: The Elementalist ignites the whole battlefield dealing INT/2 damage to all units and draining INT willpower every turn, except for the Elementalist. Enemies reduced to 0 Willpower will panic. Lasts 4 turns.
• (W) Frost Nova: The Elementalist lets loose an expanding ring around them, freezing enemy movement and dealing 1d6 + INT/2 damage. Reduces enemy speed by 8 for one turn.
• (E) Earthen armor: The Elementalist is surrounded in earthen armor absorbing 4INT damage.
• (L) Tornado: The Elementalist conjures a Tornado onto the battlefield characters reduced below 10 HP are swept away for one turn. Characters inside the tornado cannot be attacked. Lasts 3 turns.
Arcane Trickster
(RP) Mind reader: Given proper preparations the Trickster can slip into another beings mind, seeing their memories and reading their mind.
Quick thinking (passive): The Trickster is always quick on their feet, gaining +5 speed to their base stats.
Confounding tricks (passive): Enemies affected by the Tricksters spells are dealt additional INT willpower damage. If any of the Tricksters spells reduce an enemy to 0 they gain a random status affliction.
Tier 1:
Arcane blast (Instant): The Trickster lets loose a quick energy blast at a nearby enemy dealing 1d6 + INT/3 damage. Knocksdown enemies if they previously attacked the Trickster.
Hallucinate horrors (Instant): The Tricksters magic makes an enemy hallucinate their worst fears! Interrupts and makes the enemy Panic for one round.
Backtrack (Parry): The Trickster manipulates time to perfectly predict an enemy attack, disabling it entirely. On Parry rolls of 5 and 6, the enemy attack is completely negated dealing no damage to the Trickster.

Tier 2:
Arcane weaponry (1 turn): The Trickster summons forth INT/2 magical weapons of their desire before launching them into individual or several targets. Each weapon deals 1d6 + Int/3 amount of damage. Does not cause additional Willpower damage.
Mirror image (Instant): The Trickster turns invisible and summons a perfect illusion of themselves. The illusion can take INT/3 hits before it disperses and reveals the Trickster. While invisible the trickster can cast their next spell,
Playing with portals (Instant): The Trickster can opens a portal to aid their allies or escape dangerous situations. If used on allies negates any attacks they would receive this turn or saves them from a grapple. Can be used on self to escape a grapple (if used in such a way grants +20 speed on the next turn).

Tier 3:
Arcane Beam (1 turn cast): The Trickster takes a turn to prepare a devastating beam attack, which upon activation deals 2d6 + 3INT damage. This attack ignores any resistances or armor.
Turn back time (Instant): The Trickster turns back time to return their allies to their previous state. Heals allies for any damage they have taken the previous round, including damage that KO’ed. This magic ignores turn order and is always executed first. Cannot be used twice in succession.
Mystic army (Instant): The Trickster exercises their warping magic to create INT/2 illusions to fight the enemy. Enemies are compelled to attack the illusions, but each illusion can only take 1 blow.
(RP) Shapeshift: The Demonologist can shapeshift to a limited degree.
Demonic resilience (passive): Demonologists gain +10 HP to their basic stats
Lurking Darkness (passive): Demonologists always tread the line of being overwhelmed by their dark powers. Dark Arts (DA) spells cost an additional 4 Willpower to cast. If a Demonologist is reduced to 0 Willpower by their own spells they become possessed.

Tier 1:
Shadow lash (Instant): The Demonologist summons a weapon of shadow for a single strike on the enemy, dealing 1d6 + 2INT damage. Counts as a physical attack.
Hellfire (Instant): The Demonologist can conjure hellfire to burn away their enemies, deals (INT/2)d6 damage. Counts as a magic attack.
Shadow mimick (Parry): The Demonologist can escape danger just in-time dispersing into shadow the moment the attack threatens them.

Tier 2:
(DA) Succubus kiss (Instant): The Demonologist may use the Sisters of Lust technique. Shadowstep to an enemy and wrap them into a kiss. The kiss drains 2INT Willpower from the enemy and heals the caster for half of Willpower drained. If an enemy is reduced to 0 Willpower, they become Charmed for 3 rounds.
(DA) From the Depths (Instant): The Demonologist may conjure forth a Maw of Darkness, which devours an enemy unit. Deals INT damage per turn and removes enemy from combat while maintained. Maintaining the spell costs 4 willpower per turn. Does not work against Elite or Large monsters. Only one Maw can be summoned at a time.
(DA) Shadow mend (Instant): The Demonologist uses the shadows to heal a friendly unit for 5d6. Upon use the Demonologist rolls a 1d6, if the score is below WIS/2 the healing succeeds.

Tier 3:
Broken Seal (Toggle): The Demonologist can sacrifice 10 willpower to empower their next Dark Art.
Succubus embrace (Instant): Deepens the kiss and drains 4INT Willpower from the enemy. Charm duration increased to 4 turns.
Beckon the abyss (Instant): Summons 3 Maws of Darkness. Can be used against Large or Elite enemies, by using all 3 Maws. Maintaining costs 8 willpower per turn.
Shadow haven (Instant): Healing effects the whole party.
Metamorphosis (Instant/toggle): Those powerful and brave enough can embrace the darkness, but still keep their own will. The Demonologist can temporary become a greater demon gaining +10 damage, +6 armor/magic armor, +40 Grapple break and +6 Speed. This ability does not cost mana, but instead drains 8 Willpower per turn. If a Demonologist is reduced to 0 Willpower they remain in the Metamorphic state, but lose complete control for some time.
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Tentacle God
Jun 3, 2012
Re: UbberRPG combat system

Hum... looks like I can't attach Excel files (for char creation) or rar files. :(

A wee bit late in the day to tackle this. Tho :D

Anywho this is a little side-project I've been working on for a past few weeks. A RPG combat system around interesting and simple encounters. The base systems are simple, but their interactions are hella fun.

I'll attach an enemy creation guide and current vannila enemy factions later... tho not sure if anyone will even notice this here :eek:

[Bonus: subtle post reservation if ever need be]
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Panda King
Nov 10, 2008
Re: UbberRPG combat system

You can attach rar files, you just need to rename them to zip files.


Tentacle God
Jun 3, 2012
Re: UbberRPG combat system

Alright! Added Char creation, Enemy creation and the current Enemies (Gobbos, Cultists, Demons, Some Wildlife and one epic monster).

Now.... Character Creation should ALWAYS be made through the Excel file (Char creation simple easy mode). Just add your 20 stats into their slots and everything is calculated automatically. :)
But not everyone has Excel thus added a messy/basic Word file with the values that need to be calculated.

Though like the game system is very much WIP. Needs playtesting for damage tweaking, challenge adjustment etc, but so far it's been working out quite nicely :D
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Tentacle God
Jun 3, 2012
Re: UbberRPG combat system

Do you believe in magic~?

Cuz it's just been added. Looks like a few incomplete enemy types snuck into the enemy folder (Bandits! >.<)

As well as the Word version of char creation appears to be very blegh. So I'll fix those two up.

Otherwise, so far the balance of the system appears to be very good. Be it group on group or solo vs group. Quite happy indeed :D


Jungle Girl
May 13, 2011
Re: UbberRPG combat system

You've got this thing on the orgre...

Momentous Grip (grapple): The ogre grabs one of its enemies and inspects them. Enemies caught in the grapple are deal 5 damage each turn. After 2 turns, the ogre will either slam the captured target for 45 damage or attempts to rape them.
...but have no explanation for rape attacks. Like if armor has to be stripped first or what's supposed to be rolled, if anything...and so on.


Tentacle God
Jun 3, 2012
Re: UbberRPG combat system

You've got this thing on the orgre...

...but have no explanation for rape attacks. Like if armor has to be stripped first or what's supposed to be rolled, if anything...and so on.
Right you are! :D

Short answer: The Grapple-slam move for all intents and purposes is considered a "Interrupted or Insta-KO'ed' move. Thus no rolls are required. The ability will need an update to the current games state.

More detailed:
The Large Monster category REALLY needs work as I want them to be hard and creative encounters. And I really shoudn't have winrar'ed the whole bloody 'Enemies folder' with the WIP enemy groups >.<!!!

The Ogre isn't quite as well designed/explained cuz it's not quite yet designed/explained T^T Sorry about that. [also cue the scrawny grammar... mistakes and all T-T]

Though to elaborate on the move, I imagine in the middle of combat the ogre would usually use the offensive ending, though I'll make a variation that the character would suffer WILLPOWER damage if they do end up er... 'Impaled' :D

Armor removal could be part of the move during the 'Hold'/'Crushing' stage of the move. Say a character stuck in there for too many turns has their armor crumple/tear... allowing said VERY perverse ending.

Thanks for checking it out either way tho! Now I know where I should buckle down some attention :)


Tentacle God
Jun 3, 2012
Re: UbberRPG combat system

Update time~!

Added 2 new enemy tribes: Undead and Large (yup finished a fair few)

Tweaked some balance issue with Duelist and added a few more status ailments!

Right now the newest problem I'm facing is.... min-maxing. STR-based characters can pump all their stats into STR and do immense damage, have crazy parry scores and crazy high HP. Making 90% of the normal encounters trivial...

Sure they are screwed vs willpower attacks, but there's very very few enemies that use those. Not sure if thats fine and I should allow the player to make a behemoth of a hero/heroine or PERHAPS add minimum scores for INT/WIS.

Ofcourse INT serves little purpose for Fighters right now as does mana... so they can see it as gaining +5 free stats to put into STR '~'

Edit: Also I might need to add more to the main section as I'm considering:

* If a character does not escape a grapple on their first turn they gain +1d6 to their break/escape next turn. To avoid impossible to escape grapple-locks

* Brace: A general ability that all PC's can use to prepare for a willpower/damaging attack. [forfeit attack action for more defense]


Tentacle God
Jun 3, 2012
Re: UbberRPG combat system

New goodies!

General system changes:

- PCs now gain a bonus 1d6 upon a failed grapple escape.

- Parry buff across the board. Instead of parrying on 4,5,6 - parry occurs on 3,4,5,6. This is to give more survivability to the PCs.

Class changes:


- New slayer skill: Building rage - The Slayer takes 4 reduced damage until their turn, then strikes all enemies that attacked them for 1d6 + 2X damage

- Pierce and Hold - damage tick increased from 2x to 3x.


- Monk no longer has Fired up, instead they have: Inner vitality - The Brawler focuses themselves to regain 3x Wisdom hp.

New class!

- Gunslinger added to the Fighter classes.
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Tentacle God
Jun 3, 2012
Re: UbberRPG combat system

Small update:

Improved (Experimental) Stealth system:

Previously stealth attempts are determined by:

Sneak vs Perception + 1d6.

But now, everything character attempting to sneak can gain penalties and bonuses based of their enviromental conditions: Lighting and Cover.

Lighting mods are:

[-2 Broad daylight]
[-1 Clear day]
[ 0 regular]
[+1 dim lighting]
[+2 dark]
[+3 pitch black]


[-3 no cover]
[ 0 light cover]
[ +2 medium cover]
[ +3 full body cover]

Other mods can be applied according to the GMs discretion.

Meaning final Stealth checks are now:

Sneak + (total mod score) vs Perception vs 1d6
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Tentacle God
Jun 3, 2012
Re: UbberRPG combat system

News news news!

New and updated enemies are now up. Should be significantly less unbalanced BS and WIP sheets!

Also redid the crappy enemy creation guide and made it... hopefully MUCH more streamlined and easy. You can find it below or attached to the main file:

URPG Combat Enemy creation:

1) What class you want to make: Melee grunt, ranged, caster, large.

2) Assign HP:
- Grunts: 15-30 HP
- Ranger: 10-25 HP
- Caster: 5-20 HP
- Large: 30-60 HP
[Recommended HP pools, but feel free to tweak]

3) Assign MP:
- Only matters for Casters, generally MP pool should be no more than ~4 spellcasts.

4) Assign WP:
- Usually ~50% of HP, PCs rarely get to affect Willpower.

5) Armor:
- Grunts: 1-3
- Ranger: 0-2
- Caster: 0-1
- Large: 0-4
[Higher armor = Lower HP]

6) Magic resist:
- Any class can have varied magic resist: 0-5
- Can go higher if you want a magic resilient enemy
- Can resist certain elements better than others.

7) Speed:
- Grunts: 3-9
- Ranger: 5-12
- Caster: 1-5
- Large: 1-8
(Average PC speed: Dex-based – 12, Str-based – 8, Caster – 5.)

8) Sneak:
- Grunts: 1-4
- Ranger: 2-5
- Caster: 1-4
- Large: 1-4
(Ambushers, rogues may have higher Sneak. Average PC perception: ~4+1d6)
(Take into account Stealth mods)

9) Perception:
- Grunts: 2-8
- Ranger: 3-9
- Caster: 2-6
- Large: 1-8
(Average PC sneak without mods: 8; With mods: min= 3/max=13)

10) Grapple:
- Grunts: 20-40
- Ranger: 15-30
- Caster: 10-20
- Large: 20-50
(Average PC grapple escape/break ~20 +1d6 (adding extra dice for every fail)

11) Grapple break:
- Whatever feels right.
(Average PC grapple score – 18)

Due to creative freedom, ability creation is pure freedom for the GM. Take this part more for inspiration rather than step by step.

1) Decide type: Basic, Interrupt, Channel, Special, Passive.
- Basic – Bread and Butter skill
- Interrupt – Weaker attack aimed to interrupt PCs turn (knockdown, stun, interrupt).
- Channel – Powerful attack with a delay.
- Special – Unique abilities.
- Passive – Passive upgrades.

2) Assign modifications:
- Conditional: (if parried), (If unparried), (If not attacked), (If attacked), (if critical hit), (if below X HP), (If above X HP)

- When condition met: (Increase damage 3-7), (Reduce PC parry efficiency by 1-5), (Disable parry), (Knock down 1d6 roll or guaranteed), (Interrupt), (Deal 5-10 Willpower damage), (Put target in Grapple), (Reduce Speed)

Basic attack, if parried reduce PCs parry rating by 3 for 1 turn.
Channel attack delayed for 1 turn, if not parried put enemy in grapple.
- On-hit: (deal damage over time) (Increase damage taken)

3) Assign damage value:
- Basic attack: 6-14 damage (more mods, less damage. Rangers and Casters deal more damage, grunts deal less)
- Interrupt: 5-9 damage
- Channel: 1 turn delay – 15-20 / 2 turn delay – 30-40

X) Special and Passive examples:

- Specials:

Trappers lasso (channel): The trapper uses their Lasso to restraint and entrap an enemy! Disables the ability to parry/dodge and reduces the targets speed by 4. Enemies affected by this ability cannot attack the Trapper, but can strike the rope to cut it away. Removing the lasso in such a manner Knocksdown the Trapper.

Blunderbuss blast: The Rifleman uses too much powder to let loose a wild blast at a nearby opponent dealing 3d6 damage. Can only be used versus melee opponents that hurt them last turn. This ability forces a knockdown to both the Rifleman and the Target. This ability disables the use of the rifle!

Split personality (passive): Attacks dealing more than 12 damage have a chance of splitting the goo girl in half! If split, the goo girl creates a copy of herself and heals to full. The Goo girl rolls a 1d6, at 5 and 6 rolls she successfully splits.

- Passive:

Undying (passive): If knocked out X rolls a 1d6 dice, at the roll of 6 they return to combat at full HP. Can repeat.

Blindside strike (Passive): If not attacked for 2 turns, the Bandit gains +5 damage and +3 speed.

Ungrappleable: This unit cannot be Grappled.
Malleable form (passive): Physical attacks against the goo deal 8 reduced damage

That should be all! It’s all creative freedom, but always use a 1d6 (or several dice!) to make the combat seemless and easy! There’s numerous ways to toy around with the systems, most of which I may have never thought off!

Good luck, Monster Master!
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