Also an question, can you overcharge different stats same turn?
No.
Will the pony to allow me to ride it, more specifically if needed, into battle.
You'll have to try it and see.
Problem is, I've no idea how the battle mechanics work as it seems Toaster has ran an attacker headfirst without me spotting it (opposing speed rolls only), or..do I have any idea what the wand does. Or most of the words. Or my bias against magic and its imbuing properties and rant rant rant blargh.
The catch here is I can't really get in your head. If you give me a straight action, I'm going to run it as written, regardless of changing circumstances*. If you specify "unless someone attacks me, in which case do this," I can run with that. Otherwise, I'd have to try to guess how you would respond to an attack.
*Unless the attack blows an arm off or removes your target or something. For example, Corsair's character was going to cast a spell until he jumped off the ledge to avoid vacuumy death.
((Well, Derek was trying to stop the bleeding on Myra's arm, but Myra ran out of the room, so I don't know how that will go. Toaster may make my action first, but they might also make Myra's first, and then Derek can't help.
((...I'm still in the room :/))
That would likely be resolved via speed rolls, unless an action was changed.
Battle Mechanic Works:
First speed roll (Of both) to see who attacks first.
Then dexterity roll (Of both) to see if you avoid/he punches himself accidentally
Then strenght/potency/will roll (Of attacker).
Then endurance/will roll (Of attacked).
If you survive, depending on your rolls, you may or may not have a chance to counterattack.
You can hide that you re going to attack by pming Toaster the exact action you want to do, and im not sure, but i think that if your character doesnt know hes gonna be attacked, attacker wins initiative.
This is fairly accurate, except the last phrase. In case of conflict, I roll speed regardless. If someone has a "if I am attacked..." style action, I run that if the other person has the intent of attacking. When I nixed the awareness stat, any function it had is essentially wrapped into speed- if you go first, it is assumed you noticed and reacted accordingly.
If someone managed to launch an attack from completely out of line of sight, then it would be different.
Basically, I'm trying to run it like Piecewise did without many of his written rules.
What I have been doing:
Opposed speed rolls to see who goes first. In case of ties, do both actions at once.
Opposed aiming rolls, when applicable. In some cases (if whatever the attacker does is not aimed), the defender may get a straight dodge roll (IE not opposed.) Not in some cases- for example, an element said with no targeting appears about five feet in front of the caster, and neither party rolls for dex. In opposed cases, ties go to the attacker, defender beating by one is a partial dodge. Defender beating by 3+ allows a counterattack if in melee range.
Assuming the attack was successful, then damage is handled. If a spell, original potency is considered versus an endurance roll. If it's a melee attack, strength considered versus endurance. If it's a grapple, it's an opposed strength check.
When considering damage, the source is taken into account along with rolls. If someone throws a rock at another player, a Str 5 throw and a End 2 hit might knock them down. If it's a quality steel sword, the same rolls would probably result in the target bleeding out. If someone launches a boulder the size of a house at you and it hits, you're dead without a endurance roll.
Will-based effects are handled similarly.
Clear as mud? I handle a lot of this by feel instead of rule because I'm bad at writing this stuff down.
PPE: Yeah, he was too busy trying not to die to cast.