When attacking, make an Accuracy Roll, to hit this must meet or exceed the Accuracy Check.
- Accuracy Roll is 1d20 + Accuracy. Modifiers to this roll do not affect effects from Moves that occur on specific dice results, or that increase Critical Hit range.
- A 1 is always a miss and a 20 is always a hit.
- An Accuracy Check is determined by taking the attack’s base AC and adding the target’s Evasion.
- A target can willingly choose to be hit by an attack that would hit when they are Vulnerable – the user of the attack must still meet the attack’s base AC.
When hitting, you apply the attack’s effect and damage.
- The Damage of an attack is determined by its Damage Base, which many effects may alter, plus the Attacking Stat corresponding to the attack’s Class.
- If you have STAB on a attack, you deal +3 per Tier extra Damage.
- After adding the DB and STAB bonus to your Attacking Stat, add any additional modifiers that may apply.
- The target then subtracts the appropriate Defense: Defense = Physical, Special Defense = Special. If the target has DR, that is subtracted as well. Attacks can deal 0 damage.
- After defenses are applied, apply Type Weakness or Resistances. SE attacks deal x1.5 damage, doubly SE attacks deal x2 damage, resisted hits deal ½ damage, and doubly resisted hits deal ¼ damage.
Direct Damage does not have any Defensive Stats, DR, or Type Weakness/Resistances applied – it simply deals the listed damage, no questions asked.
It does not cause Injuries from Massive Damage.
Critical Hits happen on a Roll of 20, or by spending 1 PP. Critical Hits double the damage of an attack, before considering Type Effectiveness.
- Some attacks or effects may cause increased critical ranges, resulting in a Critical Hit on Accuracy Rolls lower than 20. Increased critical ranges are not counted as an effect and do not trigger Serene Grace or Sheer Force.
Being Attacked
Injuries happen when an attack deals Massive Damage, or when a target is reduced to 50% of its Max HP, 0%, -50%, -100%, and so on.
HP Ticks are equal to 1/10th of someone’s Maximum HP.
A Tick Value is what that amount is.
Some creatures Absorb Type damage entirely. This means that, regardless of their Types, they are treated as taking neutral damage… and are healed for that much instead.
For example, a Magmar with an Ability that absorbs Fire-type attacks has 15 SPDEF and is targeted by a Flamethrower dealing 25 damage.
Without the Ability, Magmar would take 10 damage and Resist it, ending up taking 5 damage total. With the Ability, Magmar simply absorbs the attack and heals for 10 HP.
Total Damage Formula:
Attacking Stat + DB + STAB(+3/Tier) = Damage (Damage – Defending Stat – DR) * (Resistance (x0.5/x.25) or Weakness (x1.5/x2.0)) = Damage Taken
Ranged Attacks
Ranged Attacks are Short, Medium, or Long distanced. Some have Unlimited distance.
- Short Ranged Attacks reach up to 4 per Tier meters away. Cannot target anyone within 1 meter without penalty.
- Medium Ranged Attacks reach up to 20 per Tier meters away. Cannot target anyone within 5 meters without penalty.
- Long Ranged Attacks reach up to 100 per Tier meters away. Cannot target anyone within 20 meters without penalty.
- Unlimited Ranged Attacks reach anywhere within your dimension.
Trying to shoot something that’s too close to you results in a -8 Accuracy penalty.
Ranged Attacks have Range Increments, which are equal to 1/4th of its maximum range.
For example, a Tier 1 Short Ranged Attack’s Range Increment is 1 meter, while a Tier 4 Long Ranged Attack’s Range Increment is 100 meters.
For every Range Increment beyond your attack’s maximum distance you try to hit something, you take a -1 Accuracy Penalty.
Knocked Away
When a creature hits a creature that is at least 2 Size AND Weight Categories smaller than itself with a Melee attack, the target creature is knocked away.
They are knocked away to the halfway point through the attacker’s Throwing Range.
See the Controlled Fall Acrobatics Power for details on resisting being knocked around and the Kinematics section for being thrown into things.