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Kirby VTT — a comic panel in the Kirby style: a caped, armoured figure lettered KV bursting forward through exploding stars and crackling energy.

kirby-combat

Pure-Python combat engine for the HERO System 6th Edition, designed as the authoritative back-end for Kirby — the HERO System VTT in the Kirby product line.

One runtime dependency, kirby-cost, and that is deliberate: anything deriving a cost, a number of dice or a roll belongs there, and this package acts on the numbers it is given rather than deriving its own. It was optional once, imported behind try/except, and that optionality is exactly what let the same dice arithmetic grow a second home here — three copies of "5 STR to the die" across two repositories, agreeing only by luck.

Strict TDD. RAW-aligned against the official 6E2 / 6E1 books, with per-rule citations on every behavioral commit.

Status

Working, and tested at 1179 tests. It is a library: no server, no I/O, no API layer. The virtual tabletop consumes it as a dependency, never the other way round — nothing here reaches back up.

What it resolves

  • Attacks — strike, killing, ranged, haymaker, autofire, rapid fire, multiple attack, sweep, area of effect, pulling a punch
  • Grappling — grab, throw, entangle
  • Tactics — brace, set, dive for cover, held actions, triggers
  • Reactions — abort, block, dodge
  • Movement — running, leaping, flight, swimming, teleportation, tunnelling, and knockback as its own resolver
  • Mental combat — the OMCV/DMCV pipeline: Mental Blast, Mind Control, Telepathy, Mental Illusion, Mental Entangle
  • The scene — surfaces with their own PD/ED, walls, hazards, cover, line of sight, elevation, falling
  • Vehicles — passengers, ramming, driving rolls
  • Mass combat — a mob as one Unit with a shared BODY pool and morale
  • Breakables — scenery with BODY, and structural collapse that cascades
  • Presence attacks — intimidation as a mechanic, on an effects ladder
  • GM tooling — three override tiers, attacks on behalf of, spawn/despawn
  • Perception — sense groups, Invisibility, Stealth against PER, Mind Scan, Combat Sense and Danger Sense; an attacker it cannot perceive is one a combatant cannot target
  • Initiative — DEX order with Lightning Reflexes, Fast Draw, and Block's "acts first regardless of relative DEX"
  • Conditions — a canonical status vocabulary derived from live state and the event log, emitted as gained/lost deltas

The session layer adds a SPD-chart timeline, an event log, per-action rewind, and to_dict / from_dict round-trip for a whole encounter.

The setting layer puts a place around the fight: CampaignWorldSceneEncounter, where a Scene is somewhere that exists whether or not anyone is fighting in it — a base, a house, five occupants doing their chores. Time is a mechanic here, not a loop counter. An Encounter drives the clock across every session in a Scene: advance_segment walks Segments 1-12, wraps the Turn, fires the Post-Segment 12 Recovery for everyone (6E2 p.131, "even Stunned ones"), and writes a SegmentAdvanced event to each session's log. Because elapsed time is recorded rather than merely tracked, the log can answer "has a Phase passed for this character?" — which is what makes a condition like Stunned clear on its own. Combat in one room and a countdown in another advance on the same Segments.

Outcomes are recorded, not just computed. Attack and Block resolution and the passage of time all leave events in the log, so a fight replays from that log alone and conditions like Stunned and Dead derive from history rather than being recalculated. The pure resolvers stay pure: recording entry points sit beside them and are opt-in.

Usage

Combatants are plain objects — nothing here needs a character file. This snippet runs as-is:

from kirby_combat.models import (
    AttackInput, AttackPower, DiceValues, StatBlockCombatant,
)
from kirby_combat.resolution.to_hit import resolve_to_hit
from kirby_combat.template import RAW_SUPERHEROIC

def fighter(id_, name, **over):
    """A combatant with workable defaults; override what matters."""
    base = dict(ocv=8, dcv=8, omcv=3, dmcv=3, spd=4, dex=18, ego=10, str_=15,
                con=20, pre=15, rec=8, pd=8, ed=8, rpd=0, red=0, md=0,
                power_defense=0, flash_defense=0, max_stun=40, max_body=12,
                max_end=40, current_stun=40, current_body=12, current_end=40)
    return StatBlockCombatant(id=id_, name=name, **{**base, **over})

blast = AttackPower(
    xmlid="ENERGYBLAST", name="Energy Blast",
    damage_dice=10, half_die=False, plus_one=False,
    damage_type="normal", defense_type="ed",
    range_m=200, uses_str=False, str_min=0,
    armor_piercing=0, penetrating=0, increased_stun_mult=0,
)

result = resolve_to_hit(AttackInput(
    attacker=fighter("hero", "Hero", ocv=9),
    target=fighter("villain", "Villain", dcv=7),
    power=blast,
    distance_m=20.0,
    aim=None,
    dice=DiceValues(to_hit=[2, 3, 3], damage=[3] * 10,
                    hit_location=[], stun_multiplier=[], knockback=[]),
), RAW_SUPERHEROIC)
print(result.hit, result.margin)   # True 1  — a hit, by 1

CombatSession sits on top when you want a timeline, an event log and rewind rather than one-shot resolution — see examples/rooftop_brawl.py.

Examples

Eight runnable demos, none of which need anything installed beyond the package:

examples/rooftop_brawl.py a narrated fight — SPD phases, abort to Dodge, knockback off a roof, falling damage, Post-Segment 12 recovery, and a rewind
examples/mental_duel.py the OMCV/DMCV pipeline — mental to-hit, Mental Blast against Mental Defense, Mind Control measured against EGO
examples/bring_the_house_down.py scenery as combatants — destroy a support column and watch the collapse cascade and drop everyone standing above it
examples/hold_the_line.py Presence attacks on the effects ladder, and twenty thugs resolved as one Unit with morale
examples/the_house.py a Scene with no combat in it — a house, five occupants, chores on a clock; the setting layer standing on its own
examples/one_turn.py the time mechanic alone — one full Turn, Segment by Segment, with the SPD chart deciding who acts when
examples/status_stream.py conditions as a live feed — gained/lost deltas a client can render on a token
examples/replay_a_fight.py a fight reconstructed from its event log alone, and shown to agree with the state the engine held
.venv/bin/python examples/rooftop_brawl.py

RAW alignment

Every game-mechanical commit cites a specific page or section in 6E1 / 6E2 (or in Dorman's MIT-licensed dmdorman/hero6e-foundryvtt reference port, where Dorman's behavior is the source of truth). The Codex retrieval system backs this — values are verified against the corpus rather than memory.

That is a claim, so docs/raw-alignment.md makes it checkable: the rulebooks' own named worked examples, run against the engine. Each is a script in examples/ that asserts the book's numbers, and tests/test_examples.py requires every one to exit 0 — so the page cannot drift from what the engine actually does. It also records where the engine is approximate, and one case (Move By, 6E2 p.72) where the book's worked example contradicts the rule it illustrates and Kirby follows the rule.

Tests

.venv/bin/pytest tests/ -q
.venv/bin/pytest tests/ --cov=kirby_combat --cov-report=term-missing

Where this is going

This is one of three engines behind Kirby, a virtual tabletop for the HERO System in active development:

  • kirby-cost — reads a HERO 6E build and costs it, validated against Hero Designer
  • kirby-sheet — renders a character to JSON, text, HTML, PDF, or back to .hdc
  • kirby-combat — the combat engine: attacks, movement, mental combat, vehicles, mass combat, destructible terrain

The table itself has since landed: terrain with its own PD and ED, elevation and concealment that move OCV and DCV, and line of sight worked out from where a character is actually standing — see kirby_combat/scene/. Perception now governs targeting, so a combatant cannot attack what it cannot perceive.

What's still to come: sense-affecting powers (Flash, Darkness, Images) as a first-class layer over the sense groups; Stunned enforced rather than only recorded, which touches acting order; and mental Stunned, which has no recording path yet. Kirby plays characters; it does not create them. Character creation stays in Hero Designer.

Progress and notes at kirbyvtt.org.

License

PolyForm Noncommercial License 1.0.0 — the same terms as kirby-cost and kirby-sheet. Source-available and free for personal, non-commercial use; not OSI-approved open source.

Relicensed from MIT at 0.4.0. Versions 0.3.x were published under MIT and those grants stand — MIT cannot be withdrawn from a release already made. This applies from 0.4.0 onward.

The combat-mechanics derivation is independent work: no proprietary HERO Designer source enters this repository. Not affiliated with or endorsed by DOJ, Inc. d/b/a Hero Games; HERO System™ is their trademark.

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