Combat Rules (Elemental Powers)

How Combat Works
Combat is a dynamic fluid moment between sides where the better fighter often ends up on top. In general, combat follows the following steps:


 * 1) Each side rolls initiative.
 * 2) Whichever side wins initative goes.
 * 3) Whichever side lost initative goes.
 * 4) Repeat steps 1-3 until done.

In the case of an ambush or a surprise, whichever side initiated goes first on the first round.

The Combat Round
A combat round represents a unit of time in combat, and is made up of turns. A turn is the time during the round where one side goes.

A round begins when initiative is rolled, and ends when the last turn is finished.

- When an ability refers to 'The end of your turn', it means the current turn. 'The end of your next turn' means your turn after your current one.

Initiative
Initiative is a representation of how the momentum of a combat shifts and flows between parties. Rolling initiative differs depending on the number of people on each side.

Characters with unspent AP at the end of a round add it to their initative roll if they roll it.

In the case of a tie, the involved parties roll again.

One vs. One Combat
To roll initiative in one vs. one combat, each combatant rolls [ 1d20 + ALA ]. Whichever character has the highest roll goes first.

Group Combat
To roll initiative in group combat, the character in each group with the highest total initiative bonus rolls [ 1d20 + ALA ]. Whichever group has the highest roll goes first, and then sequentially from highest to lowest roll. Usually there are only 2 groups.

The Grid
Combat occurs on a square grid, where every square is treated as 5 ft. square.

By default, all characters have a 30 ft. movement speed, and movement to an adjacent square (including diagonals) counts as 5 feet. Verticality is resolved similarly, in increments of 5 ft. If someone ends their turn in the air, they fall at the start of their next turn, and take [ 1d4 ] damage for every 10 ft. they fall unless stated otherwise.

Melee attacks have a default range of 5 ft., or any adjacent square. Ranged attacks have a default range of 30 ft.

Actions in Combat
On one’s turn, they begin with 3 action points (AP), which is an abstraction of stamina, endurance, focus and other things required to perform complicated tasks on a whim. They are used to perform actions during one’s turn.

You refill up to your maximum number of AP whenever you roll initiative.

Action Types
There are 5 types of actions:
 * Standard (1):	normal attacks, most abilities, standard movement
 * Combo (2): 		the entirety of a combo (all successes and failures)
 * Special (X): 	powerful attacks or abilities; a catch-all for other things
 * Free (0): 		actions that cost nothing
 * Reaction (1): 	limited to 1 per round; can be activated on other’s turns

Each type of action (except reactions) can be used in any order, and any number of times per turn, or not at all. One can use any number of actions per turn that their AP allows.

Unspent AP is reserved until the end of the round, and can be spent on reactions. Reactions are able to interact with other turns and affect people's actions.

Standard Actions
This category encompasses the majority of actions one normally takes. They can only be used on one’s own turn, and there are no restrictions to the number of standard actions one can take a turn.


 * Attack: make an attack roll dealing your normal atk. die in damage against an enemy.
 * Flurry: modify your C:BR by +1:+0.
 * Move: move up to your movement speed.
 * Stand Up: get up from being prone. You can then do a movement action in addition to this, but your speed is halved. (i.e., you can get up, and then move half your speed in one action.)
 * Trip: make an attack roll against a target within range; if you succeed, that enemy becomes prone. You can then do a movement action in addition to this, but your speed is halved. (i.e., you can trip, and then move half your speed in one action.)

Includes: activating power abilities, making normal attacks, movement

Combo Actions
This category encompasses a type of attacks and abilities which may be linked off of each other. To use it, one simply declares they will be doing a combo. There are 2 categories of combo actions: combo attacks and combo abilities.

Combo attacks can start a combo, and can only be used again in the current combo if the preceding combo action was a successful combo attack.

Combo abilities can be used inside a combo, but can often end the combo prematurely if the combo is improperly sequenced. By default, one can do up to three combo actions in a combo.

''Ex: John, a Fire user, is adjacent to an enemy. He spends 2 AP to make a combo attack. First, he rolls to make an attack against the enemy, and succeeds without critting or breaking. He deals damage, then he may make another combo attack (his second) or activate a combo ability. He chooses to attack, and succeeds without chaining or breaking, thus he may make another combo attack or activate a combo ability. He chooses to activate Flame Fluidity, a combo ability, thus ending the combo.''

Special Actions
This category encompasses almost anything requiring specific focus or minute movement or actions. The amount AP cost differs depending on the action being taken. These are some special actions that all characters have access to.


 * Focus (2 AP): regain supply equal to your VIT (minimum 2).
 * Size Up (2 AP): make a PER saving throw, target enemy; on a success, predict one of the target enemy’s next actions. This locks in that action, regardless of what else may follow between turns.

Includes: detecting or disabling traps, doing a triple somersault, frying an egg while on a bike

Reactions
This category encompasses the actions one can take in response to others, even during their turn. When someone declares an action, and after they have paid costs if there are any, if you have unspent AP during that turn, you can activate a reaction ability in response. By default, one can only perform 1 reaction per round, and each reaction may only be used once per round. These are some reactions that all characters have access to.


 * Brace (2 AP): until the start of your next round, reduce all damage you would take by 2.
 * Steady (2 AP): until the start of your next round, modify your AC by +1.

Free Actions
This category encompasses all basic and trivial actions. You can typically only take them once per turn but use common sense.

Includes: talking, pressing a button, dropping items

Combat Statistics
Many aspects of a character are necessary to keep track of during combat, and reflect their current physical and mental state.

Hit Points (HP)
Hit points (or HP) are an abstraction of your endurance after taking damage from attacks. Every time you take damage, harm, or otherwise, your HP will typically be reduced by some amount. When you reach 0 or fewer HP, you fall unconnscious.

You can take further damage while unconscious (i.e., negative hit points). You can go to a negative HP equal to your VIT score. If you fall beyond this threshold, you die.

Supply
Supply is an abstraction of how much charge you have to activate your power's abilities. It can represent your endurance, mental perseverance, a patron's blessing, and any other number of things you might choose.

You will often be burning some amount of supply to activate your abilities. When you do so, you may choose to burn that much of any of your attribute scores instead (in any combination). This also changes your attribute modifiers.

Defense
Defense is an abstraction of your ability to dodge, block, or mitigate blows from harming you. Your defense is the minimum value of an attack roll your opponent needs to roll to attack you successfully.