<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Combat :: Sigil of Uchma</title><link>https://sigil.tyghsh.cc/combat/index.html</link><description>Phases of Combat Setting up the battle map Determining turn order in case of ties Determining ambush for the first round Round start Start phase Applying effects from the environment, if any Action phase Players and NPCs take their turns in order, choosing and executing one of the following ordered groups: Move -&gt; Action and Minor Action Action and Minor Action -&gt; Move Move -&gt; Move (Running) Full-turn action End phase Determining of death, leaving combat and fleeing During this phase the speak common action is free to use. End of round Return to round start if the combat is continuing. Basic Rules of Combat Combat has rules for resolving various situations that players and the GM might come across.</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://sigil.tyghsh.cc/combat/index.xml" rel="self" type="application/rss+xml"/><item><title>Common Actions</title><link>https://sigil.tyghsh.cc/combat/common-actions/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://sigil.tyghsh.cc/combat/common-actions/index.html</guid><description>Speak Execution Time: Action or minor action
Explanation:
During your turn, you can shout a few sentences. Your voice is heard within a reasonable radius. Alternatively, you can whisper to an adjacent creature or object. In this case, your voice is only heard by that creature or object.
This ability can be used freely in the end phase of a combat round. If you choose to use this ability as a prepared action, you can set an event as the trigger. You can shout or whisper if you see this event happen.</description></item><item><title>Status Effects</title><link>https://sigil.tyghsh.cc/combat/status-effects/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://sigil.tyghsh.cc/combat/status-effects/index.html</guid><description>Debilitating Effects Blinded Reduces line of sight to 1 meter. Grants a -5 penalty to precision rolls. Does not stack. If target is already blinded, only the longer one applies. Cracked Armor This creature’s armor is ineffective. Does not affect temporary armor. Does not stack. If target already has cracked armor, only the one with longer duration applies. Disoriented (1 + $\frac{\text{Potency}}{3}$) penalty to precision rolls. Does not stack. If target is already disoriented, only the one with higher potency applies. Exposed Whenever this creature takes damage from a weapon attack, it receives (3 + $\frac{\text{Potency}}{2}$) bonus damage. Does not stack. If target is already exposed, only the one with higher potency applies. Fatigued Reduces movement speed by 2 per stack. Applies a -2 penalty to precision rolls and all resistances per stack. Stacks up to 5. When fatigued is reapplied, the stack count increases and all stacks share the longest remaining duration. Immobilized An immobilized creature is unable to move willingly. -1 penalty to Evasion. Does not stack. If target is already immobilized, only the longer one applies. Sickened (1 + $\frac{\text{Potency}}{4}$) penalty to Constitution. Whenever a creature with sickened receives a harmful status effect, one round of duration is spent immediately after dealing its damage. Does not stack. If target is already sickened, only the one with higher potency applies. Slowed Halves movement speed. (1 + $\frac{\text{Potency}}{4}$) penalty to Evasion. If a slowed creature is also quickened, this status effect is considered after quickened. Does not stack. If target is already slowed, only the one with higher potency applies. Soaked If a creature is soaked and frostbitten or electrified at the start of its turn, it is no longer soaked and that damaging effect deals double damage this turn. If this creature is both frostbitten and electrified, soaked affects the status effect with the lowest damage. If target is burning, it is cured and soaked doesn’t get applied. Does not stack. If target is already soaked, only the longer one applies. Stunned A stunned creature is unable to take any action or run. -2 penalty to Parry and Evasion. Does not stack. If target is already stunned, only the longer one applies. Weakened Defenses (1 + $\frac{\text{Potency}}{4}$) penalty to Parry. Does not stack. If target’s defenses are already weakened, only the one with higher potency applies. Harmful Effects Bleeding Applies 5 armor-ignoring damage at the start of the target’s turns. Does not stack. If target is already bleeding, only the one with higher damage applies. Burning Applies 10 physical damage at the start of the target’s turns. If target is frostbitten or soaked, it is cured and burning doesn’t get applied. Does not stack. If target is already burning, only the one with higher damage applies. Diseased Applies 5 armor-ignoring damage at the start of the target’s turns. This status effect does not gain potency bonus to its damage. At the start of a diseased creature’s turn, all adjacent creatures receive the disease for the remaining duration, with a minimum of 1 round. Does not stack. If target is already diseased, only the one with higher damage applies. Electrified Applies 10 magical damage at the start of the target’s turns. Does not stack. If target is already electrified, only the one with higher damage applies. Frostbitten Applies 5 armor-ignoring damage at the start of the target’s turns. If target is burning, it is cured and frostbitten doesn’t get applied. Does not stack. If target is already frostbitten, only the one with higher damage applies. Supportive Effects Inspired Once, the creature can choose to spend this status effect to gain one of the following bonuses: A +1 bonus to one precision roll A 1d4 bonus to one skill roll A 2d4 bonus to the damage of one basic weapon attack Does not stack. If the target is already inspired, only the effect with the longer duration applies. Protected Once, halves incoming damage after armor. Does not affect status effects and damage over time effects. Does not stack unless all stacks of protected come from the same ability. Predictive Foresight Once, +1 bonus to the next precision roll. Does not stack. If target is already affected by a predictive foresight, only the one with longer duration applies. Protective Foresight Once, +1 bonus to all resistances for the next precision roll against this creature. Does not stack. If target is already affected by a protective foresight, only the one with longer duration applies. Quickened Movement speed is increased by (2 + $\frac{\text{Potency}}{4}$) meters. If a quickened creature is also slowed, this status effect is considered before slowed. Does not stack. If target is already quickened, only the one with higher potency applies. Regeneration Heals for (2 + $\frac{\text{Potency}}{2}$) at the start of the target’s turns. Does not stack. If target is already regenerating, only the one with higher potency applies. Surefooted This creature can’t fall prone or be moved unwillingly. Does not stack. If target is already surefooted, only the one with longer duration applies. Temporary Health Increases health until the duration ends. Affected by damage after armor. An unconscious creature cannot regain consciousness from temporary health. Does not stack. If target already has temporary health, only the larger one applies. Temporary Magical Armor Protects target against magical damage until it breaks or the duration ends. One point of temporary magical armor breaks for every point of magical damage prevented by it. Affected by damage before armor. Does not stack. If target already has temporary armor, only the larger one applies. Temporary Physical Armor Protects target against physical damage until it breaks or the duration ends. One point of temporary physical armor breaks for every point of physical damage prevented by it. Affected by damage before armor. Does not stack. If target already has temporary armor, only the larger one applies.</description></item></channel></rss>