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Combat works through a reactionary system, similar to a more realistic and instinctual response. All characters on the field of combat say what action they are going to perform, and in retaliation, the target of the action can choose to act.

All characters need to watch their Time Point count and to perform actions and retaliate. Players and NPCs alike are at constant odds with using their time points effectively for the best of situations, movement and positioning is key in Metanoia Engine combat, as a simple position change could change the tide of a battle, even when against unfair odds.

Rounds

There are many effects and abilities that last for more then a moment, this is what rounds are there for. There is an infinite amount of rounds in a combat, and rounds usually last around 6 seconds per round. There are a certain amount of actions in a round, the number varying based on the amount of creatures in combat, the round is immediately over and moves onto the next once these actions have been performed. Table: Actions per Round shows how much actions are needed to be performed before the round changes.

What qualifies as an action in this method is a character performing an ability that is not triggered automatically by another or something considered as a small or dual-wield action. Things that do not qualify as actions and do not count to the actions per round limit are things such as making saves against an ability, blocking or dodging an attack, etc.

Table: Actions per Round  
Creatures in Combat Actions per Round
1-14 10
15-19 15
20-24 20
25-29 25
30-34 30
+5 per 5 creatures

Exposure

Exposure is a thing that will happen regularly in combat, exposure is caused by a variety of things, such as:

  • When a character runs out of Time Points (only the next attack to the exposed character as soon as their points run out qualifies as an exposed attack.)
  • When a character is distracted through a variety of methods.
  • When a character is not positioned facing the attack and cannot hear it, unless they have an ability of some kind that prevents this action.

Exposure is a very important mechanic, during exposures, the target cannot react to any actions, such as blocking or dodging, and cannot take an action against any ability used. The target’s attack immediately hits if there is nothing that would change it (such as distance).

Exposure in combat can be prevented in circumstances that the target is being protected by another, the attack would typically then affect the target that is protecting the exposed character.

Partial Exposure

In certain circumstances, Partial Exposure occurs. These instances are typically very limited, but can occur quite frequently. Partial Exposure is caused when:

  • A character enters a hostile characters threatened area.

Partial Exposure causes the target to receive a -50% to all actions against the hostile character’s attack.

Attacking

Attacking in Metanoia Engine is important to eliminate the enemy targets on the field. The attacker is typically the one that performs the first action against the target. Attacking is a vital part of Metanoia Engine, the way you attack can determine if someone is alive or dead by the end of the attack. Attacking can be done at any time, even while someone is attacking you.

When making an attack, you roll your weapon’s damage dice. The GM then adds your modifier based on the weapon, and finally, adds all modifiers from various perks, powers and abilities.

Defending

When someone attacks you, your reaction is what is known as Defending, when a target attacks, typically, there’s about 4 choices you can perform, dodge the attack, block the attack, let the attack hit you, or attack in your own method. Methods such as dodging or blocking the attack either gives a chance to avoid the attack directly, or reduce the amount of damage dealt by the attack. Attacking when someone makes an attack causes both targets to automatically hit eachother, trading blows, and dealing damage. Actions such as Interrupt may stop an attack from even occurring as well.

Natural Abilities

Natural Abilities are inherent attacks that come with the creature or race. They are naturally occurring, and the creature is always proficient in these abilities should they have them. At level 8, these abilities gain a +20% to hit, and at level 16, these abilities gain a +40% chance to hit.

Immunity and Vulnerability

When fighting in combat, different damage types, abilities and conditions are bound to occur, some creatures however, do not receive these effects or conditions, or infact, they are worse off when they’re affected by these conditions. Immunities typically come with Vulnerabilities and vice versa, but in rare circumstances, they can

There are four levels of Immunity and Vulnerability, Immunity being the highest, and Vulnerability being the lowest.

Immunity

Creatures with immunity to this damage type, condition or ability cannot be affected by them in any way, shape or form unless specified otherwise

Resistance

Creatures with resistance to this damage type, condition or ability reduces the damage taken by half and gives a +50% bonus to resisting the condition or ability, if they are still affected, the conditions or ability’s effects are halved.

Weakness

Creatures with weakness to this damage type, condition, or ability doubles the damage taken, and gives a -50% penalty to resisting the condition or ability, if they’re affected, the conditions or ability’s effects are doubled.

Vulnerability

Creatures with vulnerability to this damage type, condition or ability quadruples the damage taken, the condition or ability automatically succeeds against the creature and the effects of the condition or ability are quadrupled

Damage

When making an attack, the attacker rolls for damage. This is known as the Damage Dice of a weapon and indicates the initial percentage of damage that the weapon deals.

Time Points

Time Points dictate all actions in Metanoia Engine, each character has 5 Time Points to start with, gaining an extra Time Point every 10 levels to use in combat each round, they can have more or less with the use of certain perks, powers and combination abilities and in some cases, items.

Most actions cost 1 Time Point unless dictated otherwise. It is generally assumed that small actions (such as dropping an item, taking a hand off of your weapon, etc.) costs no time points.

Dual Wielding

Dual Wielding is a form of combat which requires the user to use two weapons, either their fists, a set of weapons, or a shield. It is typically seen as an offensive style, but there is a plethora of defensive use for it.

When dual wielding, you attack with one weapon, and may use the other while attacking for an added 0.5 TP cost to your action. The other weapon does not use any TP. You may also use this to defend at the same time while attacking, or dodge while attacking, or both block and dodge at the same time. You may use another item while dual wielding as well, but with each time you dual wield, you take a -50% penalty to the other action performed. This only affects the initial action, and does not change the effects (e.g. a weapons damage, the amount an item heals you.)

Imbuement

When it comes to powers and their interactions with items, an effect called “Imbuement” occurs, the target is imbued with that power, usually shown in the power’s description under the effect related to the kind of imbuement. Imbuement typically lasts 1 round unless specified otherwise, you may imbue a weapon with multiple powers, imbuing it with the same power that it is already affected by increases the effect by another round. Imbuement effects do not stack in power.