Combat

Roll Types
To hit roll : When rolloing to hit you roll 1D20+Dex to hit against the enemys PDA(Phisical Damage Avoidance).

To damage roll : Str+WeaponDice vs Opponents PDR and PDN.

Combat Actions
each person gets 3 actions per turn, each person can spend any one of their action on one of the following.during thier Initative order in the current cycle.

Attack - Make an attack roll against an opponent and deal weapon damage + STR if the attack hits.

Duel weilding - When Duel wealding you make both attack rolls with Half your Dex mod rounded down applied to each attack or may forgo an attack with your offhand weapon to gain advantage on your primary weapon.

Dodge - gain 1/2 (Dodge) PDA against the next attack made against you.

Parry - Make an attack roll against an opponent, reduce attack rolls from that opponent this turn by 1/4 of that rolled value, moving over 10ft from your starting position this turn removes this.

Block - Gain +100% of DR & +50% PDN gained by Shields against all attacks this Turn. (This is applied after any PDR reduction caused by Peirce)

Help - gives target within 1 space of distance and on a cycle or order lower then yours advantage on their next roll.

Use Combat skill - As listed on combat skill.

use Atherion art - As listed on art.

use skill - As listed on skill

Prepair- preform one of the above as a reaction after any event you anounce as a trigger is preformed this action cycle.

Dash - Take another move action and may roll your Sprint dice to gain that value of movement in feet rounded to the nearest 5ft

Other - Things such as drawing marks, using items and anything beyond talking that may not be listed above will likely require a Bonus action.

Bonus Actions
you gain a bonus action at the start of your initative order in your cycle, you can spend this bonus action only to do actions that list themselves as such, such as reloading a bow or using certan abilities. You lose your bonus action if not used before the start of the next cycle.

Move Actions
You move up to 30ft you gain a move action at the start of your initative order in your cycle. This action can only be used for movement or by any skill or ability that explisitly lists themselves as consuming a move action. You lose your Move action if not used before the next person in the initiative takes their action.

Free Actions
at the start of your initative order in your cycle you gain an infinate number of Free actions, you can spend this Free action only to do actions that list themselves as such, you loose all free actions not used before the next person in the initiative takes their action.

Turns and Cycles
The person with the Lowest initiative roll chooses thier first action for the first cycle,then going Up in the initiative everyone else choses their action for the first cycle.

the person with the highest initiative then Exicutes their actions for that cycle first moving down the list, any targets that are no longer valid may be rechosen or alternitive actions may be picked.

Then going Up from lowest to highest again everyone else choses thier actions for the second cycle and then the person of the higest order exicutes first going down in initative.

The same occours on the 3rd cycle, after which initiative is rerolled by all parties.

Then resolving from the first action made in the first cycle to the last action made in the last cycle each action occours.

As actions are done with the highest initative resolving first, this means any defensive actions are ignored if you made an attack in a cycle or initative prior to such defences being raised by the target.

if a target is no longer valid in that cycle because they died or are no longer reachable, you may choose a new target or a new action, if the target is still valid regardless of how their curcomstances may have changed you must make the action original intended agains the valid target.