Command List

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Commands are defined actions and terminology used in the game, both in and outside of combat. While the Viridian TTRPG still has roleplaying elements, players can issue Commands in order to let the game-master and others players aware they are taking action in a meaningful way. This article describes the function and rules regarding the most common commands used in game and can be used to check rulings in game.

Common Combat

Attack (with weapon/unarmed strike)

Command your character to attack a target with their currently equipped weapon, or as an unarmed-strike attack to deal damage. The target must be within range of the weapon/strike used in order to have a chance to be successful with the action. Weapon/Strike attacks are subject to a ToHit check to confirm whether it hits the target to deal damage. When the attack uses a weapon, the damage and properties use the weapon's stats; however, when the character uses an unarmed strike, they use damage and properties appropriate to the rules of unarmed strike rules.

General
♦ Attack is a Standard Action (50 AP). Other actions require making the weapon usable for attacks (firearms, bows...etc) must be primed or reloaded before doing so.
♦ Weapon attacks inherit the damage, damage type and other properties of the weapon itself.

Attacking with Ammunition
♦ Weapons such as Bows which require to be loaded after each shot must be Primed before they can be fired. Priming can be a Standard Action for the inexperienced.
♦ Weapons such as Firearms that can be loaded can be fired up to a certain amount of times in one round relative to the character's remaining AP and the maximum shots per round stat on Firearms.
♦ Weapons such as throwing knives and shurikens can be thrown immediately as part of the attack action, drawing more ammunition counts as a Quick Action (25 AP).

Unarmed Strike Rules
♦ Base damage for Unarmed strike is d4 (4), damage type; Physical: Blunt damage.
♦ Base reach for Unarmed strike is 1 square (5ft).

Size-Based Combat

Stomp

Stomp is an attack that can be performed against a target that is at least three times smaller than the attacker. Stomp refers to the act of forcefully crushing a smaller target underfoot, but can also be used against a specific square as crowd-control and as an area attack. Stomp is a powerful move against smaller single (or grouped) targets that can shake those nearby and heavily damage those who are directly hit. While a human-sized creature can Stomp a downed target as an extra attack, Stomp in this context refers to when the size difference between attacker and target differ greatly.

♦ Stomp is a Standard Action with a base cost of 50 AP.

♦ Stomp's direct hit zone is treated as an Unarmed-strike with x2 damage dealt for direct hits. Stomp's quake zone inflicts Down/Trip on a target if they fail to evade the tremor the attack caused.
♦ Stomp has the same range as the user's melee reach, the user may move into the space they attacked with Stomp during the same action if desired. The user can target a creature's square or any square within reach.
♦ Stomp has direct (direct hit zone) and indirect (quake zone) attack areas of effect increases with size:
 ♦ At size 1 to 3: Stomp directly hits one square with no quake zone area of effect.
 ♦ At size 4 and every 4 sizes larger: Stomp's direct area of effect increases by 1 square in both directions (+5ft diameter) and Stomp's quake-zone indirect area of effect increases by 2 squares in both directions. At size 16: Stomp has a direct hit zone of 5x5 and a quake-zone measuring 10x10.

♦ Targets must spend Action points to move outside the attacker's direct hit zone, or they will be hit by Stomp. If they fail to evade the quake-zone's trip effect, they must spend Action points to get back up or be left Downed.
 ♦ Targets affected by the Stomp' quake-zone effect takes damage equal to unarmed-strike damage relative to their own size. Meaning a Size-1 target will take 4 damage even if they are affected by a Size-16's Stomp attack.

Stomp: Pin

When Stomp is successful in directly hitting a target, the user can choose to Pin the target, either to deal crushing damage over time or harmlessly hold a target from being able to move or take most actions. In either situation, the target will be held, unable to move or take most actions until the attacker chooses to do any other action than Pin, including follow-up Stomp attacks.

♦ A Pin is a Channelled Standard Action, with a base cost of 50 AP per round.

♦ A Pin can be performed immediately after a Stomp attack, or by itself in place of a Stomp attack. The choice depends on whether the user wishes to harm or merely contain their target.
 ♦ While pinned, the attacker can inflict crushing damage on a pinned target or hold them in place harmlessly. In either case, the target cannot move or act until the Pin action is interrupted.
♦ A Pin may deal crush damage equal to the attacker's unarmed-strike attack, except when executing a harmless pin.
♦ Releasing a Pin, even to perform another Stomp, Trample or movement action, will give the target an opportunity to escape.

Trample

Trample is an attack that can be used in conjunction with movement, so long as the user is three times larger than their targets, they can move in and through enemy target spaces, displacing, damaging or even following into a Stomp attack or Pin in the same action. A tactic often employed by larger giants to traverse the battlefield while controlling crowds. It is rarely executable by human-sized characters, except for when their targets are small sized or smaller.

♦ Trample is a Quick Action that can be engaged during movement for a base cost of 25 AP. The user can opt not to use Trample and use normal rules for navigating the battlefield instead.

♦ Trample is an attack that can automatically apply whenever the user is three or more times larger than the targets when they attempt to move through their space.
♦ Trample damage is equal to the user's Unarmed Strike. Targets can spend Action points to move out of the user's way, if they do not, they will be moved by force and take damage.
 ♦ The user can follow up a Trample into a Stomp attack immediately, if the target was hit by Trample then they will not be able to avoid the Stomp attack.
♦ Trample has a range centred in the user's space and a radius equal to their space, this means while Trample has no reach, it is active wherever the user is positioned and moving towards.

Other