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Combat Quick How-To
There may have bugs, report bugs via discord.

Generic Dice Set may be used for full freeform combat if agreed on by all parties involved, but will not receive moderation if arguments ensue. It is suggested to used the system designed to ensure fair play and moderation insurance.

 

Combat in Resurgence is a turn-based D20 system automated by GP HUD a rebuild of the Tactics: Sword and Sorcery System. 

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  • Keep a post order. Everyone involved in the combat gets to post before you post again. 

  • Your turn begins when you click "Start Turn" in the combat menu (top left button).

  • Next type your post, then perform any hud actions that apply. Only one action Standard Action, and one Quick Action may be made per post/turn.  (See Below)

  • All attacks are attempts the outcome determined by the roll of the dice.

  • IF A Ability triggers another players surge  that player simply must make a selection no post needed as it apart of another players turn.

  • Lastly, the hud will tell you who wins a interaction and will apply damage as well as handle most abilities save for some class passives which you must choose ot evoke, for narrative sake, if you wish to take a hit anyway, using "Take Hit" option. 

  • Your turn ends Click "End Turn" when you  finish your allotted actions. If you forget to evoke your passive in the moment you cannot evoke it on another turn.

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 We highly recommend in the effort to expedite combat that participants keep their long posts to the start and end of a Tactics combat situation. When it is your turn, your effort should be to conclude your turn within 5-10 minutes. This includes making a short post, rolling your dice, and using any abilities.

We know the roleplay scene is full of talented writers who enjoy flexing their creative muscles when writing elaborate posts. This system is not designed to diminish this.

 

We make this suggestion so that large combats involving a half dozen or more participants can conclude in a reasonable amount of time. 

- Before Starting -

Ensure you have a good IC reason for starting combat. Conflict drives story, but all conflict must be motivated by IC reasoning to do so. Also ensure that all participants have enough OOC time to resolve the combat, if someone needs to leave for RL reasons shortly either reschedule or have them flee the scene without giving pursuit.

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- Actions during Combat - ​

On each of your turns, you may take one Standard Action and one Quick Action. A character can always use a Standard Action to use a general action, as explained below. To take a Quick Action, you must use an Ability Template or a Surge Option that calls for such. 

 

During your turn, if you have a Class template, you may use one of your Surge Options. All Heroic characters (Standard/Common Rank and up) have 3 Surge Points. To use a Surge Option, you will expend one of your Surge Points. Unless an effect specifically says otherwise, you may not use more than one Surge Option during your turn.

 

Additionally, all Class templates have a Special. A player may only use their Special ONE time per combat. Specials do not cost Surge Points to use. All class abilities are categorized as a Standard or Quick action.

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- General Actions -

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- Reinforcements -

Unless agreed upon in advance, anyone arriving on scene after a fight starts, or who are on the sidelines due to an uneven ratio, can not join into an ongoing battle. Time in an active RP/Combat moves much slower than for those traveling across sim. Exceptions to this rule are up to Sim Staff, and might include provisions for faction bases and personal rentals.

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- Conditions

Many Class and Ability templates place Conditions on characters. All Conditions and their functions are listed in the table below this section. Each Condition has a mirrored pair, with one of the Conditions being positive and one being negative. If a character ever has both the positive and negative paired Conditions, both Conditions are removed. For instance, you can never be Bolstered and Stunned. If a character who was Stunned is targeted by the Bolstered Condition, they become neither. 

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Conflict Notes:

  1. Characters that are both Stunned and Taunted do not attack.

  2. Characters that are Bolstered and Taunted may use their second action freely, so long as their first action is an attack that targets the character who Taunted them.

  3. Characters that are Taunted by someone they can not attack (Backline, themselves, an ally, a defeated character, etc.) may use their actions freely.

  4. Characters can not gain more HP than their maximum from Recovering or any other effect.

  5. Actions that apply Bleeding count as actions that could deal damage.

Bleeding is not an attack and does not trigger Exposed​​​​​​​​​​​​


- Fleeing -

Characters who flee combat using the Flee general action must leave the scene entirely. If they were in a fight with injury as a consequence, they must recover their HP/SP as normal. Fleeing characters may try to bring one defeated character with them. If they do, that character also rolls to Flee with no modifiers. If they fail their Flee roll, neither the defeated character nor the character trying to bring them along successfully Flee. The Flee action should only be taken when it is plausible for a character to Flee.

 

If you are in a locked, windowless cell escaping combat is nigh impossible. While generally speaking it should be fairly obvious when fleeing is not an option, if two parties can not agree, ask Sim Staff to make a ruling. If no Staff can be found within a reasonable amount of time, allow the rolls to Flee and bring it up with Staff later on.

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-Recovery After Combat-

First Aid  can only be used outside of combat, and can only be used once on either a self or target every 24 hours (real time) results of healing varies based on a Medicine Check, which uses the medicine skill score as a modifier.

Things to note. There is a -5 penalty on self targeting. And a +5 Bonus when  this action is performed in a s documented healing space like the Infirmary of the Guild Hall.

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If no healer is available  in the healers hall you can find a NPC to aid you, just click her.

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Combat Guidelines

 Disclaimer:  Influences come from all over but predominantly multiple Anime (predominantly "Black Summoner" and other Isekai styled shows), D&D, Court of Thorns and Roses, Anime 5E, and more. This is a fictional amalgamation of many works and is for entertainment purposes only.

All characters, settings, and other elements of the original work(s) belong to their respective creators and copyright holders. 

Dice System is a Adaptation for GP HUD of Tactics: Sword and Sorcery by Alkaia Exonar many descriptions are directly from the instruction manual.

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