As with any RPG, combat can play an integral role in resolving encounters. This section serves as a tutorial for the Spherus battle system, and will take you through the steps of a standard combat round. For maximum results in reading this page, you should have some understanding of standard RPG terminology and of the Spherus system, as described on the character creation and other pages.
A combat round is defined as a period of time during which each character participating in a confrontation has an opportunity to take one pro-active action. This single action can include more than one attack, if the technique being used so specifies, but it is still all resolved during one part of the round. However, defensive and reactive techniques can often be used multiple times.
The sequence of phases in a combat round are described below.
This is the first phase in a combat round. During this phase, all combatants must decide upon their action for the coming round. This is important for determining their speed in the upcoming sequence of attacks. All of the conventional Spherus combat techniques have speeds associated with them. The characters must also take into account any speed modifiers they have for their agility or their skill.
Initiative rolls are used to determine the order in which combatants will act during the remainder of the round. Each participant must roll 1d10 and add the speed of the action they're taking to the result. The characters will be acting in ascending order of total initiative.
Each character then has an opportunity to act, assuming they are still capable of doing so when the sequence reaches their turn. Although there are some exceptions, a standard attack action follows the pattern outlined below.
This is the conclusion of the current combat round. If the battle is still set to continue, a new round commences at phase 1.
This section includes a combat tutorial that will lead you through the phases described above in great detail. In order to make this example more interesting, we present two combatants below.
Rain pounds down on the concrete in sheets, an ever-strengthening downpour that makes it seem as if the heavens themselves are intent on washing away the Deksiilan industrial center of Cormus. Fortunately for the citizens of this city, it is not up to the weather to keep the streets clean of sin; that's the job of the big, bald black man who braves the rain, grumbling under his breath about the foibles of his erstwhile police colleagues. Kojak's angry growls are only interrupted by the sudden loud beeping of a nearby car alarm, which penetrates the cold night air like a shrill, infuriating mechanical call for aid. Glancing down the row of parked vehicles lining the street, Kojak finally spots the car in distress: a metallic blue Focus, which is currently being desecrated by a masked robber. Said robber barely has time to glance up in terror as over two hundred pounds of angry, bad cop comes barrelling down on him.
Kojak - level 4 Loracian
Ability Stats:
Strength: | 34 | +3 to hit, +6 to damage |
Dexterity: | 16 | +1 to hit, +3 with Guns |
Agility: | 15 | +3 AC, no speed mod |
Health: | 18 | +1 Hitpoint/level |
Willpower: | 16 | +1 Psipoint/level |
Intelligence: | 17 | +1 to hit with Psi |
Combat Skills:
Street Brawl: | 50 | Conventional Skill |
Forehead Bash: | 8 | Special Skill |
Bad Dude: | 10 | Special Skill |
Hitpoints: | 44 |
Psipoints: | 32 |
Armor Class: 3
Jimmy the Hands - level 4 Deksiilan
Ability Stats:
Strength: | 13 | +1 to hit, +2 to damage |
Dexterity: | 14 | +1 to hit, +2 with Guns |
Agility: | 25 | +5 AC, -1 speed |
Health: | 14 | +1 Hitpoint/level |
Willpower: | 9 | +0 Psipoint/level |
Intelligence: | 16 | +1 to hit with Psi |
Combat Skills:
Art: | 30 | Conventional Skill |
Focus: | 10 | Special Skill |
Expect More: | 11 | Special Skill |
Hitpoints: | 36 |
Psipoints: | 37 |
Armor Class: 5
Kojak decides to start off strong, aiming at Jimmy with a powerful chest smash (Street Brawl, speed 3).
Shocked into action, Jimmy will desperately attempt to attack his opponent with an uppercut (Art, speed 3).
Kojak rolls 1d10 for initiative and gets a 4. Adding the speed of his attack (3), he has a total initiative of 7.
Jimmy the Hands rolls a 6 for initiative. Adding the speed of his attack (3) and including his bonus for agility (-1 speed), he has a total initative of 8.
Kojak has a lower total initiative and acts first in the round.
Jimmy the Hands is still standing, and is next to act.
This is the end of the combat round. Both combatants are still standing and willing to continue, and as such the battle moves into the next round.
Kojak's Hitpoints: | 44 |
Jimmy's Hitpoints: | 14 |