Note that with its CD lower than its SPD, Billy can use Punch all the time. These are the combat maneuvers that are almost always available to Billy. Reduces the damage you take from mental attacks Improves your chance to dodge mental attacks Increases chance to hit with mental attacks Reduces the damage you take from social attacks Improves your chance to dodge social attacks Increases chance to hit with social attacks Reduces the damage you take from physical attacks Improves your chance to dodge physical attacks Increases chance to hit with physical attacks If the defender has Shield and the attack is not Piercing, damage is first subtracted from the shield points the remainder reduces the defender's Health.Ĭombat is where the physical talents really shine since most attacks are physical. Subtract Resistance from the damage dealt. The defender's Resistance is (Stoicism + modifiers)/3 + Armor. If the attack hits, the potential damage is determined by the combat maneuver chosen. Subtract Dodge from Offense, and multiply by 5% to get the chance to hit. The defender's Dodge is their Reflex rating, possibly modified by active maneuvers like Defend and Sixth Sense. Currently implemented enemies do not use energy.įor a standard physical attack, the attacker's Offense is (10 + Fitness), possibly modified by the maneuver chosen and any super powers. Low energy has no effect on combatants other than not having it for maneuvers that use it. Low willpower makes enemies vulnerable to special attacks. At the same time your opponent will be doing the same thing.Ĭombat continues until one combatant escapes or is reduced to 0 health. Your maneuver's SPD determines how long it takes for you to act again.Ī combat turn: You select a maneuver, execute it, then wait its SPD in ticks before selecting your next maneuver. Instead of the characters having a speed trait, each maneuver has one. Superpowered uses an active initiative style. In turn based combat characters would alternate making maneuvers. How long in combat ticks an effect lasts.Ĭombat is active and not turn based. Lists how many combat ticks until this maneuver can be used again. How quickly the maneuver can be used again. Literally how many combat ticks until your next action. How much Willpower the maneuver depletes.Īny non-damaging effects the maneuver has. Below you will find a list of abbreviations and what they mean. The combat UI has very little space to show you information so if has to be super efficient in doing so. Maneuvers from your currently selected group are shown here. Locks indicate groups unavailable to you. Mouse over for details.īuttons to select various maneuver groups. Your health, willpower, and energy are shown here. Shows how many ticks the combat has gone on. Your maneuver or the result of your opponent's maneuver is shown here. Your opponent's maneuver or the result of your maneuver is shown here. Things like Armor, Shields, Lust, and Fear Your opponent's health, willpower, and energy are shown here. You can see it here, description of the section follows below. On Saturday the 28th of each month, you will get a report card with the following effects.Combat has its own interface. (Exception: getting help from Ms Larson takes effect immediately.) Your grade stat updates every Friday morning so you can see how you're doing. +1 extra if less than 6 points gained so far this week.New_grade = clamp( old_grade - 6 + book_smarts + study_activity, 0, 100) Raising Grades In Version 20.00 the new grade is calculated during switching from Thursday to Friday every week using this formula: They are effectively another resource to manage in this resource management game.Įach week, your grades drop by 6 points less the amount of Book Smarts Billy has.īook Smarts is obtainable from Mind Control and Enhanced Senses. Since grades are not the focus of the game, they are greatly abstracted. You gain demerits with low grades, and with too many demerits you will lose. Grades represent the first way you can lose the game in Super Powered.
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