Combat Encounters - Hit Mechanics
A Tile refers to the squares, hexagons, circles, megagons, or other strange shapes we find on the grid of a playing mat.
In Vaia a Tile is 1 Meter.
In many table tops a Square is 5ft.
To keep things easy in translation, we will refer to distances as Tiles, as in the Tiles on our Grid.
The mechanics don’t care as long as we don’t mention the differences between 1 meter and 5 feet.
There are several types of Area of Effects, all different shapes and sizes.
While each may only be slightly different the distinctions are likely life or death.
AoE Types:Impact, Engulf, Emanation, Aura, Falling, Rising.
AoE Shapes and Sizes: Specified, Line, Rail, Cone, Cube, Sphere, Disk, and Trail.
Most ranged weapons have a default Range of Ten Tiles.
Range: # is the number of Tiles away that you may Target with an Attack.
Effects that apply to Range do not apply to Reach.
Most melee weapons have a default Reach of Adjacent.
Reach: # is the number of Tiles away that you may Target with an Attack.
Effects that apply to Reach do not apply to Range.
Any Tile connected to the Tile your character occupies is an Adjacent Tile.
If an Effect may only Target an Adjacent Tile, even if equipped with a Reach or Ranged weapon, you may still only Target the Adjacent Tile.
With Portals and Gates, Adjacent is the Tile directly on the other side of the Portal or Gate, only if the Portal or Gate is at least as wide as a Tile.
A Touch Effect may only be used if sharing a Tile with the Target.
Accuracy is not rolled for Touch Effects. Static Accuracy is used.
Static Accuracy is Accuracy + Agility + Awareness.
There is no (v:20 Accuracy) check with effects that have Subject instead of Target.
The effect automatically affects the Target.
Effects that would negate a Hit do not apply.
There is no (v:20 Accuracy) check with effects that have Victims instead of Targets.
The effect automatically Hits.
Effects that would negate a Hit still apply.
When we declare a Target we use an (v:20 Accuracy) check to see if we Hit.
The (v:20 Accuracy) must exceed the Target’s Evasion to Hit.
If the (v:20 Accuracy) check equals the Evasion of the Target, it is considered a Half-Hit.
A Half-Hit does half damage and half of all effects that would have been applied at determination.
We use static Evasion to determine whether or not Target attacks miss.
MIV has a myriad of bonuses and penalties that may apply to Evasion.
First, Evasion is equal to Agility + Awareness, with a minimum of (-3)
The Agility Attribute has a score range of -3 to +7
The Awareness Attribute has a score range of 0 to 20
We use variable Accuracy checks to determine whether or not Target attacks hit.
MIV has a myriad of bonuses and penalties that may apply to Accuracy checks.
First would be the Accuracy Attribute.
The Accuracy Attribute has a score range of -3 to +7
The Variable used for Accuracy Checks is (v:20)
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