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1 line{"color": 13632027, "title": "✦ COMBAT 2.1 ✦", "fields": [{"name": "", "value": "``` ```\n🌱 **2.1 CLASS PASSIVES (ACTIONS)** \n\n🛡️ `GUARDIANS`\nGuardians are allowed to take **TWO ACTIVE ACTIONS** in a turn as long as **ONE** of them is a Defend Action. Doing so will have you forego a **PASSIVE ACTION** that turn.\n\n⛑️`MENDERS`\nMenders are allowed to take **TWO ACTIVE ACTIONS** in a turn as long as **ONE** of them is a Heal OR Shield Action. Doing so will have you forego a **PASSIVE ACTION** that turn.\n- **BUFFING** is nerfed to only be done as a single Active Action in a turn unless your character has an **Attribute** that allows them to buff multiple times or alongside another action.\n", "inline": false}, {"name": " ", "value": "⚔️ `WARRIORS`\nWarriors have advantage on rolls meant to find *and* attack **PINPOINTS**. This means Advantage on **Passive Observation** and **Pinpointing** and **Attacking a Revealed Pinpoint.** \n- To roll Advantage, please roll {{2d20kh1}} if using tupper.\n- As of 2.1, Warriors have Advantage and are able to hit **Deactivated Weakpoints** for a dmg bonus. Mills houserules it as a 20% added DMG bonus. <-- this may change.\n- Warriors will also gain a healing buff in the future, just not now. Numbers yet to be crunched.\n\n🪄 `CASTERS`\nCasters have a passive **CRIT buff**.\n- All rolls NAT15 and above count as a CRIT.\n- However, the TOTAL SUM of your roll MUST hit the enemies AC. If you Roll NAT15+1 and the AC is 18, this crit will not hit.\n\n``` ```", "inline": false}], "footer": {"text": "⁉️ Confused? Ping a Mod."}, "description": "Raid Combat works similar to how Combat has been run in MD events, but in a smaller capacity. We will be using the 2.1 system. All rules will be listed below but it will be Brief. \n\n1. **CLASS TURN ORDER**\n> Guardians > Menders > Warriors > Casters\n\n2. **TWO ACTIONS**\n> **One Active** and **One Passive**\n> Depending on your Class's passives, you may be afforded an extra Active Action at the cost of your Passive. \n\n🤺 `ACTIVE ACTIONS:`\n> - Attacking\n> - Defending\n> - Shielding\n> - Buffing \n> - Debuffing\n> - Healing\n> - Item Use (with exceptions)\n> - Pinpointing\n\n💭 `PASSIVE ACTIONS:`\n> - Passive Observation\n> - Withstanding \n> - Overcoming\n> - Rewinds\n\n3. **ROLL DICE**\n> Your Modifiers can be found on your COMBAT SHEET. \n> - Ranks [F] through [D] will roll a base d20. \n> - Ranks [C] though [B] will roll a base d50.\n> - Ranks [A] and above roll a base d100.\n\n4. **ITEM USE**\n> - Assume Item usage is an Active Action unless stated otherwise.\n> - You are allowed to bring 5 items per combat. Please list which.\n> - You can only bring 1 ANTI-KO with you at a time. \n\n5. **ATTRIBUTE USE**\n> Attribute use is either an Active or Passive depending on what type of Attribute your OC has. Mod ruling comes into play here if you haven't already discussed this in tickets. \n\n6. **SUIT ADV**\n> Swords --> Cups --> Wands --> Pentacles -- Swords\n> If your OC has advantage via the **SUIT ADVANTAGE**, you may only roll {{2d20kh1}} for **ONE ACTIVE ACTION** per turn. Choose wisely. \n\n**EXTENDED NOTES . . .**\n- Casters are selfish and cannot buff, shield, or heal others.\n- One Shield at a time. No stacking. Shields can't be taken off or topped up. Must break before reapply.\n- Buffing lets you roll ADV on your next attack roll. Buffing gives damage bonuses too.\n"}Raw JSON
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"embed": "{\"color\": 13632027, \"title\": \"✦ COMBAT 2.1 ✦\", \"fields\": [{\"name\": \"\", \"value\": \"``` ```\\n🌱 **2.1 CLASS PASSIVES (ACTIONS)** \\n\\n🛡️ `GUARDIANS`\\nGuardians are allowed to take **TWO ACTIVE ACTIONS** in a turn as long as **ONE** of them is a Defend Action. Doing so will have you forego a **PASSIVE ACTION** that turn.\\n\\n⛑️`MENDERS`\\nMenders are allowed to take **TWO ACTIVE ACTIONS** in a turn as long as **ONE** of them is a Heal OR Shield Action. Doing so will have you forego a **PASSIVE ACTION** that turn.\\n- **BUFFING** is nerfed to only be done as a single Active Action in a turn unless your character has an **Attribute** that allows them to buff multiple times or alongside another action.\\n\", \"inline\": false}, {\"name\": \" \", \"value\": \"⚔️ `WARRIORS`\\nWarriors have advantage on rolls meant to find *and* attack **PINPOINTS**. This means Advantage on **Passive Observation** and **Pinpointing** and **Attacking a Revealed Pinpoint.** \\n- To roll Advantage, please roll {{2d20kh1}} if using tupper.\\n- As of 2.1, Warriors have Advantage and are able to hit **Deactivated Weakpoints** for a dmg bonus. Mills houserules it as a 20% added DMG bonus. <-- this may change.\\n- Warriors will also gain a healing buff in the future, just not now. Numbers yet to be crunched.\\n\\n🪄 `CASTERS`\\nCasters have a passive **CRIT buff**.\\n- All rolls NAT15 and above count as a CRIT.\\n- However, the TOTAL SUM of your roll MUST hit the enemies AC. If you Roll NAT15+1 and the AC is 18, this crit will not hit.\\n\\n``` ```\", \"inline\": false}], \"footer\": {\"text\": \"⁉️ Confused? Ping a Mod.\"}, \"description\": \"Raid Combat works similar to how Combat has been run in MD events, but in a smaller capacity. We will be using the 2.1 system. All rules will be listed below but it will be Brief. \\n\\n1. **CLASS TURN ORDER**\\n> Guardians > Menders > Warriors > Casters\\n\\n2. **TWO ACTIONS**\\n> **One Active** and **One Passive**\\n> Depending on your Class's passives, you may be afforded an extra Active Action at the cost of your Passive. \\n\\n🤺 `ACTIVE ACTIONS:`\\n> - Attacking\\n> - Defending\\n> - Shielding\\n> - Buffing \\n> - Debuffing\\n> - Healing\\n> - Item Use (with exceptions)\\n> - Pinpointing\\n\\n💭 `PASSIVE ACTIONS:`\\n> - Passive Observation\\n> - Withstanding \\n> - Overcoming\\n> - Rewinds\\n\\n3. **ROLL DICE**\\n> Your Modifiers can be found on your COMBAT SHEET. \\n> - Ranks [F] through [D] will roll a base d20. \\n> - Ranks [C] though [B] will roll a base d50.\\n> - Ranks [A] and above roll a base d100.\\n\\n4. **ITEM USE**\\n> - Assume Item usage is an Active Action unless stated otherwise.\\n> - You are allowed to bring 5 items per combat. Please list which.\\n> - You can only bring 1 ANTI-KO with you at a time. \\n\\n5. **ATTRIBUTE USE**\\n> Attribute use is either an Active or Passive depending on what type of Attribute your OC has. Mod ruling comes into play here if you haven't already discussed this in tickets. \\n\\n6. **SUIT ADV**\\n> Swords --> Cups --> Wands --> Pentacles -- Swords\\n> If your OC has advantage via the **SUIT ADVANTAGE**, you may only roll {{2d20kh1}} for **ONE ACTIVE ACTION** per turn. Choose wisely. \\n\\n**EXTENDED NOTES . . .**\\n- Casters are selfish and cannot buff, shield, or heal others.\\n- One Shield at a time. No stacking. Shields can't be taken off or topped up. Must break before reapply.\\n- Buffing lets you roll ADV on your next attack roll. Buffing gives damage bonuses too.\\n\"}",
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