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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.

Zero runtime dependencies (stdlib only). Strict TDD. RAW-aligned against the official 6E2 / 6E1 books, with per-rule citations on every behavioral commit.

Status

Working, and tested at 905 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

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.

Usage

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

from kirby_combat.models import AttackInput, AttackPower, Combatant, DiceValues
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 Combatant(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

Four 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
.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.

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

What's still to come is the table itself — 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. 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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