Combat Proficiency Ranks(CPR) are used to for interactions involving combat and physical exertion. A Combat Roll is a 1d20 plus the gem’s CPR, additionally each CPR costs 2pp.
Most often Combat Rolls determine the accuracy of a gem’s attacks. When an encounter breaks out a grid is created of the local environment with changes in elevation indicated and the positions of each nearby gem marked. Every marked gem does a Combat Roll to determine the order of her turn with a gem’s turn consisting of 2 Action Slots. Action Slots can be used for picking up or summoning an object or Hardlight Weapon, using an Active or Active Continuous Gemstone Ability, moving, and doing a Ready Action. The same action can be repeated in 1 turn.
The Encounter Grid
On an encounter grid gems can move vertically, horizontally, and diagonally. A Gem can go up 1 times her own Size in elevation or down 2 times her own Size in elevation consuming 1 Action Slot, and can go down 1 times their own Size without consuming an Action Slot. A Gem can fall down more than 2 times her own Size, but doing so consumes 2 Action Slots and impacts damage of the height she fell minus 2 times her own Size times 3.To pick up an object the gem must be standing on the same or an adjacent tile to the object, and up to 2 objects, including both formed and unformed gems, can occupy the same tile at a time. If a gem is standing on a tile with a poofed gemstone she may use an Action Slot to shatter the gemstone.
Being completely by surrounded water tiles can subtract a fixed amount from a gem’s Movement Speed. If her Movement Speed drops below 0 then she can do a Combat Roll. The strength of the current as well as the threshold of success for the roll are up to the discretion of the GM paying mind towards the location and circumstances of the encounter. If the roll fails the gem is pulled along with the current for the amount of her negative Movement Speed.
Attacking and Ready Actions
During a single Ready Action, a gem may do an Arm Action, including attacking, once up to the value of her Arm Counter. For each individual arm’s attack the attacker must do a Combat Roll, and if the roll is higher than 15 than the attack makes contact. Range is counted in tiles the Size of the attacker, and the target tile of an attack is also the Size of the attacker. Thrown and Projectile attacks travel in lines the width of the attacker’s Size and stop if they collide with a target. If multiple targets are inside the same target tile then it is treated as though they are each being attacked individually in the same action.
If a target gem has Blocking unlocked she may do counter Combat Rolls up to the amount of her own Held Objects. Counter rolls that are higher than her attacker’s rolls indicate a successful block, and the defending gem can decide which of her Held Objects blocks which of her opponent’s attacks. However, if a gem is larger than her attacker then she can not block any attacks.
If an attacking gem has Disarming unlocked and the combined sum of her Combat Rolls are higher than the combined sum of her target’s counter rolls, even if none were made, then the target subtracts 1 from her Number of Arms. The target gets to choose which arm was disarmed. If an Arm Enhancer was attached to and or a Held Object was in the lost arm then the attacker chooses if it is thrown its Melee Range to the right or left of the target. A disarmed gem’s arm appears at half opacity, can still be controlled by the gem, but phases through everything it touches. Only a target the same Size as her attacker can be disarmed.
Area of Effect
Area of Effect(AoE1) refers to the tiles directly surrounding a target tile. AoE2 refers to the tiles surrounding AoE1 and so on.
Knockback is the distance a target is pushed in the opposite direction from where the effect is being applied. If an object, including gems, is knocked into another solid object it is up to the discretion of the GM whether the knocked object is pushed through the collided object, the collided object moves back with the knocked object, or if the collided object stops the knocked object. If the collided object does stop the knocked object, the knocked object takes 3 Melee Damage for each tile it was not knocked back. When Knockback is part of an attack it applies to every target involved.
Flight allows a gem to change her elevation by less than or equal to her Flight Movement Speed without consuming an Action Slot, by 1.5 times her Flight Movement Speed with 1 Action Slot, or by greater than 1.5 times her Flight Movement Speed with 2 Action Slots. Flight Movement also lets the gem fly over water tiles and tiles with already 2 objects. Flight Movement is a separate type of movement from regular movement.
During combat a gem can single out another gem and attempt to negotiate with her. Both gem’s do a Social Roll and if the negotiating gem’s roll is higher than her target’s then the two gems can not attack each for a minimum of one turn and a maximum of the whole encounter. The length of the cease is up to the discretion of the GM paying mind towards the success of the negotiators roll. Attempting to negotiate consumes one Action Slot and the same gem can only successfully negotiate once with every other gem per encounter.
Large Object Carrying
If a feasibly carriable object or formed gem is more than half the size of the carrying gem then the carrier does a Combat Roll to determine if she can move with the object or formed gem. The threshold for success, any effect to her movement speed, and the amount of arms or Arm Enhancers occupied by the object are up to the discretion of the GM paying mind towards the success of the roll. As with picking up other objects, attempting to pick up a formed gem or large objects consumes one Action Slot.