Listed below is the full combat system for Faded. Please read carefully so that you will know the full proceedure for fighting in the game when the time comes seeing as fighting is one of the biggest part of Faded
Combat: Combat Time
When the characters get into a fight, Combat Time starts. Combat Time means keeping tracks of things so that each character gets a fair chance to hit and be hit. Combat Time is measured in increments called Phases. Each Phase is 3 seconds long. Each character can do one thing during a Phase. When every character has done something, the Phase ends and a new Phase begins. Every 4 Phases is called a Round. At the end of each Round all characters get back hits, up to 20 hits are recovered. If the character have lost more hits then they recover, they are still hurt. They must wait until the end of the next Round to get back more hits.
Combat: Taking Turns
Much as in any other game, the next step is taking Turns. Each Phase, the character with the highest Hohou skill gets their turn first. If two characters have the same score, the character with the highest Mind Skill goes first. If they are still tied, both act at the same time.
Combat: Abort Maneuvers
The rules for determining turn order in Faded are dramatically simple: Whoever has the higher Hohou goes first. Unfortunately, the anime is filled with examples of people acting out of turn and doing things when it was least expected.To simulate this, we introduce what's called the Abort Maneuver. Abort Maneuvers allow a character to act out of normal turn order in order to perform a defensive or dramatically appropriate action.
Characters who are being attacked, and who have yet to take their turn, may 'abort' to a defensive maneuver (Block, Dodge, Dive For Cover, or even certain abilities used defensively) using their upcoming action. Characters continue to do this defensive action until they can act again in the next Phase.
Abort Maneuvers can only be called before the attacking player has rolled any dice for his action. Abort Maneuvers can also be used to intercept an attack intended for another target.
Combat: Actions
Each character can do one thing (called an Action) when their turn comes in a Phase. The Actions a character may take are:
Fighting: Attacks
There are sereval ways in which you can attack someone. The first is a physical attack made with fists, feet, tails, or other parts of the body, or a weapon that uses the force of your body for power [this is also called a melee attack). The other type of attack is used whenever you shoot or throw something; guns, bows and arrows, spears, even energy attacks. These are all called ranged attacks.
Fighting: Making the Attack
Making an attack is just like tackling any other opposed actions, combining a Skill and a die roll [your Action Total] to beat the other guy's AT [Action Total]. The Skill you use depends on what the character attacks with. If punching or kicking, use your Hakuda Skill; if using a weapon, use your Zanjutsu Skill; if using a Kidou or energy attack, use your Kidou Skill. *Attacker's Skill + 1d100 = AT vs Defender's Skill + 1d100 = AT, If attacker's AT equals or exceeds defender's AT, or the attacker rolls a 100 (on 1d100), it succeeds. If Attacker's AT is lower then Defender's AT or Attacker rolls a 1 (on 1d100), it fails.
Fighting: Grabs, Holds, and Pins
A basic grab is reaching out with your hand(s) and cluthcing your opponent, either around the chest or around an appendage like a leg, ankle, wrist, or arm. A Grab can also be used against an opponent's weapon, loose clothes, or any device they might be holding. To resolve a grab, the attack must pass a skill test using Combat + Fighting + 1d100 - 10 for the AT vs. a DV equal to the defender's Combat + Evasion + 1d100 (or weapon if grabbing an object in they hands). If the attacker wins, the defender 's appendage or item is grabbed. The defender may immediately try to break free. To break free, the defender must pass an opposed skill test using Physical + Body + 1d100 vs the attacker's Physical + Body + 1d100. If the opponent wins, he breaks free of the Grab. If the attacker wins, he has hold of the opponent at the beginning of the the next action or phase, or, if he was grabbing an item, has wrested the item away from the opponent. If the opponent is successfully Grabbed and held (see above), the attacker may choose to follow up the grab with a hold, pin, choke, or throw maneuver.
A held character takes damage equal to the attacker's physical + fighting in dice. While held, both the attacker and defender suffer -15 to all evasions when attacked by others. The held character must use an action to break free. To break free, the defender must pass an opposed skill test using Physical + Body + 1d100 vs the attacker's Physical + Body + 1d100. If the opponent wins, he breaks free of the Grab. If the attackers wins, he has hold of the opponent at the beginning of the next action or phase and the defender takes the attacker's Phsyical + Fighting in dice of damage. If the character has multiple actions in a Phase, he may attempt to break free once per action. The charactger is held until either he breaks free or the attacker lets him go. While held, the attacker may forego damage in order to force the defender to move in a certain direction. The attacker can force both characters to move a distance equal to his Speed minus the defender's Speed.
Whereas a hold allows the attacker to maneuver his opponent, a Pin stops all movement, holding the opponent immobile on the ground. To pin an opponent, the opponent must be successfully grabbed, then the attacker must pass a skill test using Combat + Fighting + 1d100 - 15 vs the opponent's Combat + Fighting + 1d100. If the attacker wins, the target is pinned and suffers -15 to escape. Both attacker and defender are immobile, suffering -15 to all evasion attempts, and the defender takes the attacker's Physical + Fighting in dice of damage. The defender will remain pinned until either he escapes or the attacker decides to let him go. If the defender wins, the pin has failed and the defender breaks free.
Damage
Physical Damage is what you get when a character successfully makes a physical attack. The damage is subtracted from the target's pool of hits (even objects have Hit values). When a character is hit by an attack, they take their Defense total away from the number of Hits done by the Attack. Any hits left over can be absorbed by a character's reiatsu or taken away from the character's hits. When a character has no more Hits, that character is knocked out or killed.
Damage: Doing Damage
How much damage an attack does is always determinded by rolling and adding the total of a group of 6-sided dice for non-energy attacks or by the amount of reiatsu used in an energy attack. If your character is using stength (Physical) to attack, then roll a number of dice equal to their Physical + Fighting Skill. The total of the dice is the amount of hits done to the target (using a weapon in a Physical attack does Physical + Weapon Skill + the dice for the weapon as well). When using a ranged weapon (Quincy Bow) roll the number of dice specified by the Weapon + Mental + Weapon skill.
Damage: Knockback
Finally, when you get hit by an attack with a knocked back effect or special circumstances. To see if you get knocked back, subtract the number of Attack Dice from the Target Physical Characeristic + 1d100. The result is the MOVE distance of knockback done (you're knocked down if the MOVE exceeds your Physical Characteristic). Knockback takes effect whether or not you actually take any damage.
Damage: Collisions (Ramming, smashing, falling)
Knockback often results in a collision. In any collision, both you and the thing you hit will take 1d6 damage for every 2 MOVE travelled. If the value is less than an even 2, use the next highest value.
Damage: Recovering
Generally, each Round (4 Phases) in which you are resting or being healed, you will get back 8 x Physical Characteristic in Hits (or Reiatsu if no hits have been taken). This is during combat, because of the effect of your adreneline pumping. When outside of combat its every hour you spend resting (doing nothing), you'll recover Reiatsu at a rate equal to your Kidou power
Reiatsu
All Faded Characters have access to their own personal "pool" of reiatsu. All energy attacks have a Difficulty Value when you use them, the more energy you put into it the more difficult the power will be to control. This difficulty value is always based on the amount of "reiatsu points" put into the power, divided by 10. Using a Power is exactly like using any other kind of Skill, only in this case, you'll use your Skill combined with your Mental Characteristic and 1d100 to beat the Difficulty Value. If you fail you do not activate the power. We assume that if the target isn't incredibly tiny or isn't moving, you automatically hit it, but if the target is another fighter the rule is to treat it just like any other opposed attack *Attacker's Characteristic + Skill + 1d100 = AT vs Defender's Characteristic + Skill + 1d100 = AT, If attacker's AT equals or exceeds defender's AT, or the attacker rolls a 20 (on 1d100), it succeeds. If Attacker's AT is lower then Defender's AT or Attacker rolls a 1 (on 1d100), it fails.
Kidou
Kidou is the amount of reiatsu a character can expand for demon arts and abilities at any one time. A character can spend time gathering Kidou for bigger and stronger attacks, a character can gather their Kidou in reiatsu for energy use each phase. Kidou stays with the character until they are knocked out or they release it whether into an attack or not, used kidou is subtracted from a character's reiatsu.