Combat Activity

The flow of Combat Activity is processed through a set of checks, and the immediate lethality of a combat action is assessed through the scaled outcomes. Combat measures can be employed in both passive and active manners. The active armoring system offsets some of the lethality and increases some of the realism at the price of pace.


i20™ Combat Activity Details

The default Stabilizing Process is 3 Death Checks (DC 10 Death Saves, Unfettered characters gain a +1 on their checks) unless noted elsewhere; Damage Threshold is set to 10 + Character Level + Vigor (CON) adjustment.

iCore iCore™ Combat Activity Details

The default Stabilizing Process is {placeholder} unless noted elsewhere; Damage Threshold is set to {placeholder}

Shoulder Tap

Assess order of activity. Tactical positions, Initiative and intent. Resolve Combat Activity according to Initiative Order.

Elbow Jab

Resolve Offensive and Defensive checks and outcomes.

Assess outcome; subtract Damage from the Health of the target. All damage, regardless of class (normal, Fatigue, Hard, or Malaise) is subtracted from the same current Health total. Assuming no Wounds result, the target continues within Combat Activity. Damage dropping a target below 1 is tracked as Negative Health.

In addition to tracking adjustments to the Health of the target, it’s Defensive measures ( Armor, Resilience, etc.) are tracked as well – these may have an impact on the measure of success of an attack!

Head Bash

Assess results of damage to the target; Apply any Conditions AFTER ‘Wound’ assessment:

  1. Was the adjusted Damage from an Extraordinary Attack Result or Disastrous Resistance Result (“Critical”)?
    Target takes a Minor Wound
  2. Did the adjusted Damage drop the target below 1 Health?
    Target takes a Minor Wound
  3. If the amount of Fatigue Damage the target has is the target’s Negative Health, they immediately fall Unconscious and out of Combat Activity
  4. Was the target already wounded or Damage taken > Health?
    The wound is a Major Wound
  5. If Health below 1, the target is Unconscious and proceeds to the ‘Death Process’…
Gut shot

Death Process – Assess

@ End of the Round (after all other actions on the target), evaluate the dying target…

  1. If the target received Healing to take their Negative Health to a Health total > 0
    The target is Conscious and exists the Death Process
  2. If the target does NOT have a Stabilizing Process, it is DEAD
  3. If the Damage > Damage Threshold (if the target has one) the target is immediately DEAD
  4. If the Damage < Damage Threshold (if the target has one) AND the target has a Stabilizing Process
Keggenator

The target makes a Death Check, evaluating success or failure against their Stabilizing Process. Wounds may affect Death Checks.

  1. If the target has a # of successful Death Checks = their Stabilizing Process
    The target is Unconscious and exits the Death Process and Combat Activity
  2. If the Death Check fails, and the # of failed checks exceeds their Stabilizing Process, the target is DEAD
  3. If neither the number of successful or failed Death Checks exceeds the Stabilizing Process, they Hemorrhage
HSGWSOG

Assess ongoing stabilization process… the target remains Unconscious and/or unresponsive.

  1. If the target received Healing but not enough to revive them from Negative Health
    The target proceeds to the next round
  2. Otherwise, the target takes another 1 Damage and further damage from any Aggravated wounds and proceeds to the next round