You can't pull the wool over my eyes. I know what you really came here for. The combat, using that gunslinging, fist fighting, pattern casting, shield ba… All right all right ill shut my trap. Let's get straight into this.
The CTG combat system uses both cards and dice to help keep the combat both varied yet interesting. The cards are used to determine turn order. While the dice are used during your turn to perform actions.
That's right, the cards aren't just for show. I know you've just been using them for magic tricks at the table or leaving a few up your sleeve. Card draws are a vital part of combat.
When you are either forced into combat or initiate a combat. You draw a number of cards equal to 5 + Your Proficiency Bonus + Half of your agility modifier. The draw is called a combat draw with the cards being referred to as combat cards. These combat cards are vital to the CTG combat system (See Turn Order)
Sometimes you don't see the snake in the grass or even the snake hiding in your boot. But you sure will feel the venom in your veins.
There may be situations where you are able to get the jump on an opponent giving you the upper hand in combat. If you are able to sneak up on your enemies. Then you may perform an action (See more in Actions) to initiate a combat draw.
Ever been out standing at a crossroad shoot out. Eyes narrowed, four ways, hand hovering over your holster, well in CTG you don't have to Walk, we have an order for who shoots first.
The turn order for CTG is determined by your card draw. The more combat cards you have. The more actions you can perform.
The first turn goes to the player with the highest card, (See card values in Chapter One,) with the turns . If two players draw the same card. Then the player with the higher agility score goes first. If two players have the same agility score the players roll to settle the debate. Once the turn order gets to you. It will become your turn and you will be able to start performing actions (See On Your Turn)
Each Card Tier (Queens, Jacks, Tens, Ect) is called a round. And each card played is called a combat card. These two terms are commonly used when describing the duration of combat based abilities
If the combat is still going after everyone has run out of cards. Then a new combat draw begins and the process repeats.
What can you do on your turn? The options are endless.
During your turn you have a few options that are provided to you.
You must play and discard your highest combat card.
You may move around (See movement)
You may play another combat card to perform a bonus action or ability.
An action is anything that your heart desires.
Your action is the main thing that you can do during your turn. On your turn. You can perform an action by discarding your highest combat card. This can only be done once per turn.
If you have the Red Joker card in your hand then you may use two actions during your turn before discarding your card.
Below is a list of actions that you can use:
During your turn you may decide to do more than just your action. To play a bonus action you may discard any card during your turn.
Below is a list of Bonus Actions that you can use:
Every Character has an Armour Class or AC for short. Your AC determines how hard you are to hit. The higher your armour class is the less likely it is for attacks to land. The default AC for most creatures is 10 + Your Agility Modifier. This can be increased using armour, shields or potions. (See Chapter 8)
As an action you may choose to attack a creature (See Actions) To attack a creature you roll a 1d20 and add your strength modifier. If the roll is higher than the target creature's Armour Class (See Amour Class) the attack is successful and you may roll for damage (See Dealing Damage) If the roll is lower than the target creature's Armour Class the attack fails and your turn ends.
When rolling to attack your modifiers may change depending on the weapon you are using or the abilities you may have
Some examples are:
If you are proficient with a weapon you may add your proficiency bonus to your attack roll (See Expansions in Chapter 2)
If your weapon has the precision property you may use your agility modifier instead of your strength modifier.
Once an attack successfully lands you may now calculate the amount of damage that is dealt. Each weapon has a damage die. To calculate damage you roll the damage die and then add your modifiers to the total.
In situations where there is more than one damage die. You only add on the modifiers once. This is done after all the damage dice have been rolled.
The modifiers used for damage vary depending on the method that damage is dealt. The specific rulings are listed below
Melee and Ranged Attacks
The modifier is equal to your strength score unless an ability or weapon property (E.g Precision) states otherwise.
Firearms and Pattern Casting
Draw a card. Your damage modifier for that attack is equal to the value of that card. Discard the card after use.
If a target creature successfully lands an attack on you. You take damage equal to the value of their damage roll. The amount of damage may vary depending on your resistances and weaknesses (See Resistances & Weaknesses in Chapter 5) You subtract the amount of damage taken from your maximum health total. Once your health reaches zero your character becomes unconscious (See Unconscious in Chapter 5) Your character health total can enter the negatives. If they reach a negative health total equal to half of their maximum health total then the character dies. (Eg if their health total is 100 they die at -50 Health) A player may use a bonus action to perform the First Aid skill check (DC10) to stabilize an unconscious character to zero hit points.