• Applications for What We Become: Survivor Stories are currently on hold while we work on creating our second wave of combat tests.

    What We Become: Survivor Stories is a series of bite-sized scenarios meant to test our new and improved combat system in action! Our first wave contained 5 different scenarios, all taking place within the What We Become universe. Our second wave will contain 5 more scenarios. If you've been waiting to play on the server, now's your chance!

    Additionally, each scenario has a limited number of slots for each role in the party, as well as an overall participation limit. If you apply for a role/scenario that is already full, you will be asked to apply for a different role/scenario. You can view the number of slots remaining for the current scenario on its respective forum post, linked above.

    Make sure to check out our latest newsletter if you haven't yet! It has lots of information about our upcoming lore, among other things.

a. Combat Basics

Combat Basics

Combat Basics

Combat Engagement

  • At the start of combat, all participating parties are split into three categories: ENGAGING, ENGAGED, and NPCs/FRIENDLIES.
    • The ENGAGING party always goes before the ENGAGED party.
    • NPCs/FRIENDLIES are always last in the turn order.

  • The status of each party is determined by the associating conditions of the scene.
    • Typically, the party that first opens fire is considered the ENGAGING party.
    • If both parties are on an equal footing, an admin or player will flip a coin to determine which party is considered the ENGAGING party.

Attacking in Combat

  • When attacking, players will roll a D20 die.
    • A 10 or ABOVE is considered successful.
    • Anything BELOW 10 is considered a failure.

  • If a player rolls a CRITICAL SUCCESS (20), they will deal the maximum possible damage plus an additional damage die.
    • Example: A weapon with a damage roll of 5D20 will now roll 6D20 and deal 120HP worth of damage.

  • If a player rolls a CRITICAL FAILURE (1), their character will suffer a large amount of damage and a potentially embarrassing failure.
    • Such failures include a weapon jamming or being put in mortal jeopardy due to an obvious oversight.

  • Combat continues until one party is left standing (through death, surrender, etc.) or has successfully managed to flee from the encounter.

Actions in Combat

  • Action Points (AP) are universally used towards character actions in combat, such as moving, firing a gun, or bandaging a wound.
  • Characters begin combat with a base of 6AP.
    • Characters are able to store an additional 2AP at the end of each turn, for a maximum of 8AP.

  • Characters may move 2 tiles for every AP spent, for a maximum of 16 tiles per turn.
    • The SPRINT ability allows a character to move 3 tiles for every AP spent, for a maximum of 24 tiles.
    • Once the SPRINT ability has been used, it enters a cooldown period of 2 turns.

  • Characters may only perform as many actions in a single turn as their AP allows.

Mechanical Combat

  • Mechanical Combat is combat that utilizes the existing combat mechanics in the game.
  • Some events will feature mechanical combat against infected.
    • If issues occur with infected popping in and out of existence, teleporting around, etc., stationary infected sprites will be used instead with the turn-based combat system.

  • Players may use mechanical combat during PvP if all parties mutually agree.
    • While engaging in PvP with mechanical combat, turn-based combat rules do not apply, nor do character and weapon abilities.
    • Revives will not be given for deaths resulting from PvP with mechanical combat unless a rule infraction occured.

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Last Updated: August 6, 2023