d10 CHECKS
d10 Checks are the heart of the game, they are used to determine if things succeed or fail.
You throw a d10, add the Modifier, and add any Bonuses.
For the Finalized Value, the d10 Check's Natural Value is Multiplied, so it remains relevant at higher levels.
d10 Multiplier:
Example: Throwing a Natural 4, with a Modifier of +12, will result in a Finalized Value of 20 (4 × 2 + 12)
Criticals
There is a Stat called CRIT Range, by default this is equal to 1.
When Rolling a d10 Check, if the Natural Value is atleast
A CRIT Results in: 2× Damage, 2× Healing, 2× Shielding, 2× BUFFER
You may roll a d10 to determine CRIT for things which by default don't require a d10 Check, like Healing Spells.
Some features might add or subtract from the CRIT Range, potentionally making it impossible to CRIT.
Example: Throwing a Natural 10 with the base CRIT Range of 1 will result in a CRIT.
Example: Throwing a Natural 7 with 4 CRIT Range is a CRIT.
Example: With 0 or less CRIT Range, even a Natural 10 won't be a CRIT.
Advantage and Disadvantage
Advantage: Double the Value of the d10 Check, including Bonuses.
Disadvantage: Half the Value of the d10 Check, including Bonuses.
Advantage and Disadvantage do not stack, and cancel each other out.
This means even 1 Advantage cancels out 3 Disadvantages, to where there is no Multiplier.
Stable Checks
For Stable Checks, the d10 Natural Value Multiplication is Overridden to
Advantage and Disadvantage Double and Half only the Dice's Value, leaving Modifier and Bonuses unchanged.
Saves and Initiatives are Stable Checks.
Multi-Checks
Multi-Checks are Single Checks with multiple different Modifiers.
You Roll only one d10, and seperately calculate the values with the different Modifiers.
Note that Success with one of the Modifiers usually has the same effect as with the other.
Example: You make a Check which uses both Perception and Intuition, with Modifiers of +5 and +10.
You Rolled a 6 on the d10, this means the Perception part of the Multi-Check is 11, and the Intuition part is 22.
Passive Checks
Passive Checks are a Type of Check where the d10 is not thrown, and only the Modifier and Bonuses are counted.
These Checks are always a Free-Action, and are assumed to be automatically made, unless someone specifies they don't make said Passive Check.
BASE STATS
There are 6 Base Stats Entities can have.
Maximum of any Base Stat of an Entity:
Base Stat d10 Check Modifier:
| Name | Index | Description |
| Strength | STR | Practical force and power output of the Physical Body. |
| Agility | AGI | Reaction, and fine control of movements. |
| Vitality | VIT | Resiliance against bodily change, inluding biological. |
| Intelligence | INT | Processing power, memeory, and pattern recognition. |
| Willpower | WILL | Subconscious mind, and concentration. |
| Ego | EGO | Character, desires, and emotions. |
0 STR will stop all bodily movement, even internal, the Entity is Paralyzed.
If an Entity needs air or blood flow it will begin Suffocating.
0 AGI means the Entity is Paralyzed.
0 VIT means the Entity is Dead.
0 INT means the Entity is Unconscious.
0 WILL normally means the Entity is Paralyzed.
Some Entities may not require WILL, like some constructs.
0 EGO normally means the Entity is Unconscious.
If the Entity is controlled by another, or doesn't require EGO, then it isn't Unconscious.
EXTRA STATS
Each Entity has a few additional stats.
Note that there are Features which can override some of these calculations.
Stat Types:
- Static: This is a (mostly) static value.
- Resource: This has a Max Value, and a Current Value; regenerating and depleting.
- Output: This indicates a Max Output, like an electrical current, only being used when something's active.
| Name | Index | Type | Calculation |
| Health | HP | Resource | VIT + STR |
| Hit-Difficulty | HD | Resource | AGI + Acrobatics + (Melee Weapon | Ballistic | Martial Arts) |
| Soul Points | SP | Resource | INT + WILL + EGO |
| Grit | GRIT | Resource | STR + Athletics |
| Restorable Health | REST-HP | Resource | 4 × VIT |
| Proxy | PROXY | Output | INT + WILL + EGO |
| Move Speed | MS | Static | 2 × (STR | AGI)^(1/3) |
| Initiative | INIT | Static | (AGI + (Perception | Intuition)) / 2 |
If an Entity reaches 0 HP, the Entity gains the Dying Condition.
When HP goes below
If SP reaches 0, then the Entity's Soul Saves are Halved, and it's PROXY is treated as being 0.
When SP goes below
MASTERIES
Each Entity has Masteries, these are specific skills they do better.
The Maximum of any Mastery is the same as it's associated Base Stat.
Mastery d10 Check Modifier:
| Name | Base Stat | Examples |
| Athletics | STR | Climbing, Swimming, Jumping, Lifting |
| Acrobatics | AGI | Balancing, Dodging, Gymnastics, Stunts |
| Slight | AGI | Hiding, Moving Sliently, Slight of Hand, Lockpicking |
| Arcana | INT | Recognizing Magical Influence, Knowledge of Magic Scrolls, Potions, Magical Entities |
| Science | INT | Mathematics, Physics, Chemistery, Biology, Technology |
| Lore | INT | History, Religion, Geography, Literature |
| Perception | WILL | Noticing Details, Sensing |
| Intuition | WILL | Gut Feeling, Reading People, Sensing Danger and Magic |
| Performance | EGO | Persuasion, Deception, Acting, Inspiring, Leading |
Martial-Masteries
Martial-Masteries are for increasing Martial related Stats, and Unlocking Skill Type Abilities.
Each Magic-Mastery is Capped by its Base Stat.
Martial-Mastery d10 Check Modifier:
| Name | Base Stat |
| Melee Weapon Mastery | STR | AGI |
| Ballistic Mastery | AGI |
| Martial Arts | STR | AGI |
Magic-Masteries
Magic-Masteries are for Unlocking Spell Type Abilities.
These Magic-Masteries are Divided into 7 Groups, each governing a collection of Meta-Concepts.
Each Magic-Mastery is Capped by its Base Stat.
Magic Mastery d10 Check Modifier:
| Name | Base Stat | Main Meta-Concepts |
| Evocation | INT | WILL | EGO | Energy, Action, Power |
| Transmutation | INT | WILL | EGO | Transformation, Change, Shape |
| Conjuration | INT | WILL | EGO | Creation, Recreation |
| Enchantment | INT | WILL | EGO | Manipulate, Influence, Enhance, Degrade |
| Abjuration | INT | WILL | EGO | Negate, Cancel, Inaction |
| Divination | INT | WILL | EGO | Information |
| Anima | INT | WILL | EGO | Souls, Autonomy, Rules |
PLAYER CHARACTERS
Character Creation
When creating a character, you have 100 XP Points.
No Base Stat can go over 10, or below 2 on character creation.
Characters will also have 100C worth of items to their name.
Note that this is just a "Level 1" template.
The GM can choose to start the players off with more or less XP and Currency.
Resources:
Experience
Each Player Character has a Total XP, and Unspent XP.
To gain XP, Players must perform actions, like encounters, quests, roleplay, ect...
XP is usually given in a batch at the end of a game session, split amongst the players.
To increase a Base Stat by 1 you must spend 2 XP
To increase a Mastery by 1 you must spend 0.5 XP
Your Base Stats are Capped at;
Note that Masteries are also Capped by Base Stats.
Fate
Player Characters are guided by A, Fated for greatness.
When a Player does something cool, smart, completes an objective, or plays their character well, the GM may reward them a Fate Point.
All Fate Effects are Non-Actions, and can be applied after Rolls!
After Character Creation a Player starts with 1 Fate, and the most they can have is 3 at a time.
Spending Fate:
- Lucky: 1 Fate to Reroll any 1 of your Dice, or Remove Disadvantage from a d10 Check.
- Resolve: 1 Fate to Double your Save's Finalized Value.
- Miracle: 2 Fate to Minimize Damage and/or To-Hit of an Attack.
- Unyielding: 2 Fate to bring back your HP or SP to 1, and instantly End the Prone Condition.
- Determination: 3 Fate to make your d10 Check a 10 and a CRIT.
The GM might allow other custom effects for some Fate, haggle with them.
Example: 1 Fate -> By guessing, the blind Player Character perfectly describes a nearby painting.
Note for the GM; be generous, grant 1-2 Fate per Player per session. It's the lifeline of your Players.
COMBAT BASICS
Action Economy
Combat is split into Rounds, each Round is 3 seconds in real time.
Entities participating in Combat will have a Turn each Round.
Each Entity has the following actions, restoring at the Start of their Turns:
- 1 Main-Action
- 1 Bonus-Action
- Unlimited Free-Actions
You can use a Main-Action in place of a Bonus-Action!
By default, interacting with an object is a Bonus-Action.
Some Actions can be made as Reactions, Reactions are NOT a seperate Resource!
Free-Actions are Actions that have no Action Cost, but are still Actions; only limited by their description.
There are Non-Actions, these can always be Reactions, and you can do them even if you cannot take any Actions.
Non-Action Examples: Spending Resources, Making Saves (Not always!), Using Fate.
Note: At the Start of an Encounter, Entites will have their Actions from the previous Turn from before the Encounter!
This means Reactions are possible before the first Turn in Combat.
Initiative
At the Start of an Encounter each Entity Rolls a Stable d10 Check to determine Turn Orders.
At the Start of a Round, each Entity's Turn comes in Descending Order.
Each Round, Entities can delay their Turn to be after any Entity which Rolled less on Initiative.
Health
HP is a Resource. It has a Max Value, and a Current Value.
When taking Damage you subtract from your HP.
Resistances, Weaknesses, and Absorptions change how your HP interacts with Damage.
When HP reaches 0 you gain the Dying Condition.
When HP goes below
Hit-Difficulty
HD is a Resource, like Health.
When an Attack is thrown, the Target can Spend HD to not get Hit by the Attack.
The Target needs to Spend HD equal to the Attack's To-Hit, only if they have enough HD.
After a Minute (20 Rounds) of not Spending HD, it's gained back.
An increase in Maximum HD does NOT affect Current HD!
Soul-Points
SP is the Resource of the mind and Soul, like the mental version of HP.
Psychic Damage goes into SP.
Radiant, and Necrotic Damage go both into HP and SP.
When SP reaches 0, all of your Soul Saves are Halved, this is NOT Disadvantage!
When SP goes below
Attacks
Attacks are d10 Checks, the Result of the Check is called the To-Hit.
Target(s) must Spend HD equal to
Attack-Actions are the basic Attacks of the game, but not all Attacks are Attack-Actions!
Attacks can be Ranged or Melee, and on top of that some Attacks can be AOE.
When a Ranged Attack is used, it can have 2 different ranges, Normal Range, and Long Range.
When using the Long Range, gain Disadvantage on the Attack Roll.
Ranged Attacks against Targets who have you in their Melee Reach gain Disadvantage.
Saves
Saves are a different type of Attack, where the Target must Succeed the Save, or be Hit by the Attack.
When a Save is presented, the Target must make a Stable d10 Check.
Saves have a Difficulty. (Example:
To Succeed a Save the Finalized Value of the Save must be at least the Save's Difficulty.
Some Saves can have multiple types, in such case the Target decides what Save they use.
Save Types:
- STR Save Modifier:
STR Modifier - AGI Save Modifier:
AGI Modifier - VIT Save Modifier:
VIT Modifier - Soul Save Modifier:
(INT | WILL | EGO) Modifier
By default making a Save is a Non-Action! (Unless stated otherwise)
Conditions
Prone
- Incoming Melee Attacks have Advantage.
- Your Melee Attacks have Disadvantage.
- AGI Saves are made with Disadvantage.
- Cannot Jump, and have Half MS.
- Bonus-Action -> End the Prone Condition.
- Free-Action -> Start the Prone Condition on Self.
Stunned
- Lose 1 Main-Action.
- Incoming Attacks have Advantage.
- AGI Saves are made with Disadvantage.
- Have Half MS.
Dazed
- Lose 1 Bonus-Action.
- Have Half MS.
Rooted
- Incoming Attacks have Advantage.
- AGI Saves are made with Disadvantage.
- Have 0 MS.
Paralyzed
- Cannot take Actions, only innate internal mental ones, like Recall Knowledge and Scan.
- Have 0 MS, and cannot use HD and GRIT.
- Incoming Attacks always Hit, and Damage CRITs.
- All STR and AGI Based Checks have a Finalized Value of 0.
- you are fucked
Unconscious
- Cannot take Actions, other than Passive Scan.
- Have 0 MS, and cannot use HD and GRIT.
- Incoming Attacks always Hit, and Damage CRITs.
- All STR and AGI Based Checks have a Finalized Value of 0.
- Unconsciousness from regular Sleep can be awoken easily, up to GM.
- you are mimir
Airborne
- Cannot Jump, and have 0 MS, unless you have some sort of flight feature.
- Airborne is automatically applied to Entities not on Ground.
- Some Abilities may override the Rule above.
Staggered
- Breaks Stances, and Disables Reactions.
- Incoming Attacks have Advantage.
- You Attack with Disadvantage.
- STR and AGI Saves are made with Disadvantage.
- Damaging a Staggered Entity makes it fall Prone.
- Staggered is Removed at the End of the Entity's Next Turn, or when it gets Damaged.
- Lose 1 Main-Action.
- Falls Prone, and cannot End the Prone Condition.
- Fall Unconscious after
VIT / 5 Rounds. - The Unconscious Condition Lasts until the end of a Short-Rest.
ACTIONS
Move-Action
By using a Bonus-Action an Entity can move
(on square fields you can move diagonally)
The Move-Action can be modified with Sprint, Climb, Swim and Pass-Through
Jump
You can Jump using a Bonus-Action.
Jump Distance is
Jump Height is
At 50+ STR or AGI Jump Height becomes
Sprint
As a Free-Action an Entity can Start Sprinting.
When doing so it will be count as Sprinting till the Start of its Next Turn.
Using the Move-Action while Sprinting covers Double the distance.
Attacks are made with Advantage against Sprinting Targets.
Speak
As a Free-Action you can Speak.
In combat, this is used to convey information about spotted enemies, what stance someone's using, ect...
When you Speak you can Lie, this is a Performance Check.
A Successful Scan Action (Intuition) with Difficulty equal to your Performance Check reveals it's a lie.
Interact-Action
Interacting with Objects is a Bonus-Action, unless specifically stated otherwise.
Examples: Opening or closing a door, picking up an object from the floor, drinking a Potion, ect...
Ready
You can Ready any Action (Including Abilities), by Spending the Action Cost in advance.
The Readied Action can be Cast as a Free-Action Reaction.
You can only have one Readied Action at a time.
If you have not used the Readied Action by the Start of Your Next Turn, it gets wasted.
If an Entity can Pinpoint you, then they also know what you're Readying.
With a Feint you can hide that you're Readying.
Attack-Action
When you use the Attack-Action, you make an Attack with a Weapon, against one Target.
By default the Attack-Action costs a Main-Action.
It costs a Bonus-Action if the Weapon is Light, or if you're Dual Wielding.
The Modifier of this Attack is equal to the used Martial Mastery's Modifier.
For Melee Weapons use Melee Weapon Mastery, and for Ranged Weapons use Ballistic Mastery.
Weapons with the Throw Property still use Melee Weapon Mastery when thrown.
Natural Weapons can use Martial Arts Mastery in place of the relevant Mastery.
On top of the Weapon's Base Damage there is an added Bonus of:
The Base Stat being STR for Melee and Thrown, and AGI for Ranged.
Arms and legs count as One-Handed, Light, Natural Melee Weapons, with 1d4 Base Damage.
The Tier of your Natural Weapons are
When Dual Wielding you can choose to Attack with the same Weapon multiple times, rather than alternating.
For Dual Wielding your Natural Weapons can be considered as Weapons!
The Attack-Action counts as a Skill Type Ability, with the Offense and Weapon Damage Tags.
Attack-Action is Casted at ESS equal to the Weapon's Tier for the purpose of Abilities.
Defense-Action
Using the Defense-Action is a Main-Action.
You can only take the Defense-Action once per Turn.
The Defense-Action lasts until the End of your Next Turn.
While in Defense-Action, you gain the following:
- Incoming Attacks are made with Disadvantage.
- Make AGI Saves with Advantage.
The Defense-Action counts as a Skill Type Ability, with the Defense and Negation Tags.
Take Cover
As a Bonus-Action you can Take Cover.
This can only be done when there is something to give you Cover, and it only gives Cover from appropriate angles.
When you are in Cover from an Attack, it applies Disadvantage to the Attack.
Flow AOE Saves which you have Cover Against, you Roll Save with Advantage.
You can Take Cover behind objects which cover half your body at least, precise interpretation is up to GM.
When the thing you Take Cover behind is moved, destroyed, or somehow not there, then you are no longer in Cover. duh!?
Note: At high levels so called "solids" aren't really that solid, and may not be able to give you Cover.
Example: You take cover on the edge of a wall, attacks, including melee, which have a hard angle to hit you, come with Disadvantage.
One of the enemies moves next to you, and gets a better angle to attack, you are no longer in Cover against them.
Switch-Action
Once on your Turns, as a Free-Action you can switch what Weapons and other Items you are Wielding.
Additionally to the once Free-Action you get, you can also Switch Weapon as a Bonus-Action.
Climb
As part of the Move-Action, an Entity can make an Athletics Check to Start Climbing.
Failing the Check to Start Climbing Ends the Move-Action which initiated it.
While Climbing your Move-Actions cover Half the distance.
You make a new Check as a Free-Action at the Start of each of Your Turns while Climbing.
Failing the Check while already Climbing lets go of the Surface, potentionally making you Airborne.
On a Fail you can reattempt the Climb Check, and anchor yourself again, as a Bonus-Action Reaction.
When taking Damage you make a STR Save VS Damage Taken, on a Fail you Fail Climbing as usual.
The Surface must be in Natural Melee Reach.
Movement not from the Move-Action Stops the Climb.
If you have Staggered, Dazed, or Stunned, then make the Climb Check with Disadvantage.
The Olympic Athlete Ability enhances your Climbing abilities.
| Example Surface | Difficulty |
| Knotted Rope | 2 |
| Rope | 5 |
| Rocks, Trees | 10 |
| Cliffs | 10-20 |
| Brick Walls | 20-40 |
| Concrete Walls | 40-80 |
| Smooth Flat Surface | 100 |
Swim
As part of the Move-Action, an Entity can make an Athletics Check to Start Swimming.
Failing the Check to Start Swimming Ends the Move-Action which initiated it.
While in Water you have Half MS.
You make a new Check as a Free-Action at the Start of each of Your Turns while Swimming.
Failing the Check while already Swimming makes you sink 2 meter, and stops Swimming.
If you are Staggered, Dazed, or Stunned, then make the Swim Check with Disadvantage.
The Olympic Athlete Ability enhances your Swimming abilities.
| Example Water | Difficulty |
| Still Water | 2 |
| Calm Water (~15 cm Waves) | 5 |
| Mild Waves (~40 cm Waves) | 10 |
| Harsh Waves (~1 m Waves) | 10-20 |
| Large Waves (~2 m Waves) | 20-40 |
| Huge Waves (~4 m Waves) | 40-80 |
| Collosal Waves (5+ m Waves) | 100+ |
Grapple
As a Bonus-Action, you can Attempt a Grapple againts a Target in Natural Melee Weapon Reach.
A Grappled a Target takes up 1 Wielding Slot of the Grappler.
The Target must pass a (STR | AGI) Save of
A Grappled Target is Rooted.
You can move your Target in a way that it stays in your Reach.
The Target may Attempt the Save again as a Bonus-Action.
Grapple counts as a Skill Type Ability, with the Offense and Crowd Control Tag.
Grapple is Casted at ESS equal to
Shove
As a Bonus-Action, you can Attempt a Shove againts a Target in Melee Weapon Reach.
The Target must pass a (STR | AGI) Save of
After a Successful Shove the Target is Prone, and knocked back.
Max Knock Back Distance:
Shove counts as a Skill Type Ability, with the Offense and Crowd Control Tag.
Shove is Casted at ESS equal to
Pass Through
During Movement, as a Free-Action you can Attempt to Pass Through another Entity's space.
Targets are eligable to make a (STR | AGI) Save of
On a Successful Save your Movement is stopped right infront of your Target as you Fail to pass them.
As a Bonus-Action you can increase the Save Difficulty to the Result of an Acrobatics Check.
When you do so, the effect lasts until the End of Your Turn.
You can replace Acrobatics, and instead use
Stealth (WIP)
As a Bonus-Action you can do the Stealth Action.
This is a Slight Check.
You can make a Passive Stealth Action as a Free-Action.
With the Stealth Action you attempt to hide, this is hiding against all type of Senses, even Smell and Essence.
Being hidden is relative, so some Entites might Sense you, some might not.
Sometimes you cannot hide against a Sense, like standing in broad sight, or having an item on you emit sound.
Scan Area with Difficulty equal to your Slight Check reveals you.
When you move, or get moved, you must make another Stealth Action to maintain Stealth.
If you already used a Stealth Action that Turn you don't need to repeat till the Start of Your Next Turn.
Recall Knowledge
As a Bonus-Action you can do the Recall Knowledge Action.
This is an Arcana, Science, and Lore Multi-Check.
You can make a Passive Recall Knowledge Action as a Free-Action.
If you Fail a Non-Passive Recall Knowledge Check, you cannot repeat it until a Long-Rest.
Example: You know you will be fighting a Cosmic Monolith soon, so you try to remember what it does, its weaknesses, and strengths.
It has Difficulties of Arcana 15, Science 50, Lore 10. You roll a 4, after calculations that's a 18 in Arcana, 12 in Science, and 9 in Lore.
You get to know everything the Arcana part of the check gives, like how they work, that it has a forcefield, but weak to water.
You cannot repeat the Recall Knowledge to know about Cosmic Monolith's again, until you Long-Rest, but could to Prismatic Monoliths.
Note that Different aspects usually overlap in what information they reveal, so a Success in Science or Lore would probably reveal the same.
Medicate
You can Treat Wounds, Poisons, diseases and other ailments, and even perform Surgeries.
This is a Science Check, which can only be done on a willing or somehow restrained Target.
Medicate Actions are thrown with Disadvantage if you don't have the necessary tools; Medkit or alike.
Treating Wounds takes
The Target can Spend REST-HP equal to the Result of the Check to Heal itself.
On a CRIT the Target Heals 2 HP per REST-HP Spent.
As a Bonus-Action you can Treat other ailments, like poisons and disease.
Poisons and diseases will often have a Difficulty written.
If there is no specific written Difficulty, then the Difficulty is
You can perform Surgeries, the speed and type of surgery determine the Difficulty.
On a Fail, the Target takes True HP Damage equal to the Difficulty of the surgery.
On a CRIT Success, you somehow finish faster by 1 Jump in the Surgery Time Table.
| Surgery Type | Difficulty |
| Circumcise(???) | 2 |
| Stitch up | 5 |
| Remove limb | 10 |
| Remove organ | 15 |
| Attach limb | 20 |
| Implant organ | 30 |
| Attach head | 60 |
| Surgery Time | Difficulty Multiplier |
| 1 Day (28800 Rounds) | 0.25× |
| 8 Hours (9600 Rounds) | 0.5× |
| 2 Hours (2400 Rounds) | 0.75× |
| 1 Hour (1200 Rounds) | 1× |
| 10 Minutes (200 Rounds) | 2× |
| 1 Minute (20 Rounds) | 3× |
| 1 Main-Action (Battle Medic Required) | 4× |
Hack Device (WIP)
You can Hack into electronic and magical Devices, and networks.
This is usually a Science and/or Arcana Check. (Depends if electronic or magical, when both it's a Multi-Check)
To attempt and maintain Hack Device, you must somehow access the Device.
Examples of access: Physical access, network connection, magic, ect...
Inside a Device Scan and Stealth become Science and/or Arcana Checks.
Probe (Main-Action):
- Difficulty:
Network or Device Security Rating - On a Success you infiltrate the Network or Device, but without any privileges.
- In this mode you can do Scan, Stealth, and basic communication.
Admin Mode (Main-Action + Bonus-Action):
- Difficulty:
2 × Device's Security Rating - On a Success you infiltrate the Device and gain full Admin privileges.
- On a Fail anyone who is monitoring the Device will know someone tried to Hack it.
Backdoor (Bonus-Action):
- This requires you to be in Admin Mode.
- You create a Backdoor which can be used to always Succeed future Admin Mode Hacks with just a Bonus-Action.
- This is Hidden, but a Scan can find it, with a Difficulty of this Action's Check.
- Someone in Admin Mode can remove all known Backdoors using a Bonus-Action.
Note: Devices have Proto-Souls, and can be effected by mind altering Spells, such as Command Entity.
Click here for more information about Devices. (UNFINISHED)
Scan
You can do the Scan Action to reveal information otherwise hidden.
This is a Bonus-Action, and is usually a Perception and/or Intuition Check. (Science and/or Arcana for Devices)
You can make Passive Scan Actions as a Free-Action.
Scan Area:
- Perception and Intuition Multi-Check against an Area.
- Difficulty:
Targets' Stealth Checks - On the Perception part's Success hidden Targets' position are revealed to you.
- On the Intuition part's Success hidden Targets' presence, but not position, and potentional dangers are revealed to you.
Scan Motive:
- Intuition Check against a Target.
- Difficulty:
Target's Performance Check - On a Success you reveal the Target's motives, like friendliness, hostility, if they lie, ect...
Scan Entity:
- (Perception | Intuition) Check against a Pinpointed Target.
- Difficulty:
Target's Total XP / 10 - On a Success you know the Target's Stats, Masteries, Resources, Resistances, ect... But NOT Abilities.
- As part of Scan-Entity you can also make a Recall Knowledge on the same Target.
Sense Nature
As a Main-Action you can sense the surrounding nature, and make conclusions.
This is an Intuition Check, but can become a Multi-Check.
If you can clearly observe or deduce the thing, Perception and/or Science can be added to make it a Multi-Check.
Example: You wish to know the weather 1 Hour from now, you can look up at the sky and make a Science, Perception, Intuition Multi-Check.
But if you are underground, and have no way of seeing the sky, you can only make an Intuition Check.
| Sense Example | Difficulty |
| Orientation (Perception, Science) | 5 |
| Orientation (Intuition) | 15 |
| Time (Perception, Science) | 1 × (Hours spent without any measuring device) |
| Time (Intuition) | 15 |
| Weather | 10 × (Time in Hours + Distance in Km) |
| Natural formation | 20 × (Years in the future + Distance in Km) |
| Magnetic fields (Intuition) | 30 |
Feint
As a Bonus-Action you can do the Feint Action.
This is a Performance Check.
You can make a Passive Feint Action as a Free-Action.
With a Feint you Hide or Fake doing something, like hiding that you're in a Stance, or faking using the Defense Action.
You can Hide or Fake: Defense Action, Ready, Sprint, Stances, Styles, Charge, Anticipation
You can also Hide or Fake yourself from Scan Entity, hiding your Stats or making up fake Stats.
You can Feint (Hide or Fake) other things if it's written down, or if the GM allows.
The Target must Succeed a Scan Action (Perception | Intuition) against the Feint's result to know what you're hiding.
This Scan Action can be a Passive Check, and is taken together with any other Scan against you.
Example: You enter the Parry Stance, you use a Passive Feint as a Free-Action to hide that you're in a Stance.
The bandit, with its Passive Scan cannot determine that you're in a Stance, but so happens to use Scan Entity on you.
The Checks result is equal to your Passive Feint, he determines that you're in Parry Stance.
Intimidate
As a Bonus-Action you can attempt to Intimidate a Target.
If the Target can Sense you, on a Failed Soul Save of
Terror Effect:
- Applies Disadvantage on Attacks against the User, and cannot willfully move closer.
- This Effect Ends if the User gets the Dying Condition or Dies.
- The Terror Effect Last till End of Target's Next Turn.
Intimidate also has social interactions, to extract information, make opponents surrender or run away, ect...
Exact effects up to GM.
Taunt
As a Bonus-Action you can attempt to Taunt a Target.
If the Target can Sense you, on a Failed Soul Save of
Charm Effect:
- Applies Disadvantage on Attacks made against any other Entity than the User.
- This Effect Ends if the User gets the Dying Condition or Dies.
- The Charm Effect Last till End of Target's Next Turn.
Taunt also has social interactions, to divert attention, ect...
Exact effects up to GM.
MECHANICS
Resting
Resting is the act of recovery, this can be many things, and not necessarily just actively doing nothing.
For example sitting and reading a book, memorizing spells, or other light things would still be Resting.
Combat, travel or similar difficult activities break Resting, meaning you need to restart it.
Short-Rest:
- Takes 1 Hour (1200 Rounds)
- Recover GRIT to full.
- Spend REST-HP to recover HP.
Long-Rest:
- Takes 8 Hour (9600 Rounds)
- Recover all Resources to full.
Reactions
Reactions are Actions which you can do out of your Turn Order.
Reactions have an Action Cost just like regular Actions.
Reactions may have a Trigger, this is when you can use said Reaction.
Reactions without any specific Trigger can just be done anytime you feel like it.
When more Entities want to use Reactions at the same time, they do in Descending INIT Order.
Reacting before an Attack, with a Reaction without a specific Trigger can only be if your 4 × INIT is higher than Attack's To-Hit.
Unaware Targets cannot make Reactions, unless their 2 × INIT is at least Attack's To-Hit or 2 × Save's Difficulty
Wielding
Each Entity has 2 Wielding Slots, even if they have more limbs.
One-Handed Weapons and Shields take 1 Wielding Slot.
Two-Handed and Solo-Wielded Weapons take 2 Wielding Slots.
To use a Natural Weapon (like your fists), it must be Wielded first, like any other Weapon.
Free limbs can still Hold things which can be used without Active Wielding, like Potions and Scrolls.
When taking the Switch-Action you can change what you are Wielding and Holding.
Dual Wielding is when you're Wielding 2 Weapons.
The Attack-Action becomes a Bonus-Action when Dual Wielding.
When Dual Wielding you can choose to Attack with the same Weapon multiple times, rather than alternating.
For Dual Wielding your Natural Weapons can be considered as Weapons!
Effects
Effects are a things which can afflict Entites and Objects.
Effects might be the same Type, but still do different things.
Example: The Soaked Effect might just be from water, but could also be a Damaging Effect from Acid.
Effects can interact with eachother and even other features.
When Opposing Effects interact, they either Cancel eachother, or the stroger Effect wins.
When the weak Effect's ESS is at least Half of the stronger's, then they both Cancel.
Otherwise the stronger Effect overrides the weaker.
Opposing Effects:
- Heat <-> Cold, Soaked
- Light <-> Darkness
Lighting
There are 3 leves of lighting, Bright-Light, Low-Light, Darkness.
When something emits Bright-Light, it also emits Low-Light to Double the Distance.
Bright-Light:
- Sight based Perception Checks work normally.
Low-Light:
- Sight based Perception Checks are with Disadvantage.
- Attacks are made with Disadvantage against Targets in Low-Light.
Darkness:
- Sight based Perception Checks have a Finalized Value of 0.
- You cannot Pinpoint Targets in Darkness using Sight.
Light and Darkness ESS:
- Light and Darkness has an ESS value, this is its power.
- Light wins over Darkness of equal or lower ESS.
- Natural light and darkness counts as being 0 ESS.
Cover
Cover is something you get from using the Take Cover Action.
An Entity in Cover from an Attack, applies Disadvantage to the Attack.
Entities in Cover from Flow AOE Saves, Roll Save with Advantage.
Cover only applies to Attacks coming in from appropriate angles.
Entities behind Cover can still be regularly attacked from other vantage points.
Note: At high levels so called "solids" aren't really that solid, and may not be able to give you Cover.
Falling
If you are not touching the ground at the End of Your Turn, you fall (10 × Rounds spent midair) meters.
Fall Damage: (2 × Fall Distance) - (VIT | Acrobatics)
Fall Damage has Armor-Pen equal to the Damage of the Fall.
Taking Fall Damage gives the Prone Condition.
Underwater Rules
While you are submerged in water (or another liquid):
- Melee Attacks are made with Disadvantage, this can be negated with Olympic Athlete or Aquatic.
- Physical, Heat, Cold, and Demat based Attacks are made with Disadvantage.
- Physical, Heat, Cold, and Demat based Ranges are Havled.
- For Heat, Cold, and Demat based Flow and Crawl AOEs, every meter counts as double for their flow. (Will be Half as big)
Entites which need to breath but cannot will begin to deplete their air.
An Entity has 5 × VIT Rounds of Air (15 × VIT Seconds of Air) , at 0 they begin to Suffocate.
When an Entity gets Damaged it loses 5 Rounds (15 Seconds) of Air.
While Suffocating, at the End of Each of Your Turns you take 5 × (Rounds Spent Suffocating) Bio Damage
Suffocation Damage has 1000 Bio-Pen.
Senses
Sensing is when you know something is there, but not necessarily Pinpointing it.
Pinpointing is when a Sense can accurately define the position of a Target.
By default, a regular human (or alike) can only Pinpoint with Sight.
If another Sense can Pinpoint, then it is usually written out, and made obvious.
An Entity which cannot Pinpoint another has Disadvantage againts them, and the hidden one has Advantage against said Entity.
Example: You hear a person speak, but not see them. You Sense them, but not Pinpoint them.
Example: A Blinded Bandit has Disadvantage toward all other Entities, and all others (who can
Pinpoint said Bandit) have Advantage againts the Bandit.
Surprise
An Entity is Unaware towards a Target it doesn't expect is there.
An Entity is Surprised towards a Target which suddenly reveals itself, until the Start of their Next
Turn.
Note: An Entity can be Unaware/Surprised towards some Targets, while not to others.
Against Unaware Targets:
- Attacks are made with Advantage.
- Cannot Spend HD, unless their
2 × INIT is at least the Attack's To-Hit.
- Fail AGI Saves and have Disadvantage on STR Saves, unless their
2 × INIT is at
least than Save's Difficulty
- Cannot take Reactions, unless their
2 × INIT is at least Attack's To-Hit or Save's Difficulty
Against Surprised Targets:
- Attacks are made with Advantage.
- Cannot take Reactions, unless their
2 × INIT is at least Attack's To-Hit or Save's Difficulty
Economy (WIP)
Economy is based around Currency, often denoted as C, COCKONOMY !!!!
???
Devices (WIP)
Devices are things which are capable of some special Actions, and may have Data on them.
Many things are considered Devices, from Electronics to Magical Items, Computers to Curios.
There are 3 Modes of interaction with a Device;
Spy Mode:
- Spy Mode cannot be used to interact with any of the Device's own Actions.
- In Spy Mode you can only aquire information, and communicate with others in the Device.
- Example: You connect to a computer, but cannot write or execute any files, only read and somehow communicate through the Device.
User Mode:
- The default Mode of interaction with a Device.
- There can be many kinds of User Modes, specified by the Device's Protocols.
- Example: You log into a computer, but there are password protected files and actions.
Admin Mode:
- This Mode can do anything the Device is capable of.
- Security measures like an Anit-Virus are always in Admin Mode.
- WIP
Usually a Device has some kind of basic User Mode, like the Ability Type Curio; While Attuned you can use the Ability.
But this doesn't allow access to inner workings, and information about the Device, for this the User must somehow get into Spy or Admin Mode.
use Hack Device, idk (WIP)
Souls (WIP)
A Soul doesn't have HP, and thus cannot be harmed by HP damage.
A Soul without a Body takes 2× SP Damage.
A Soul without a Body has 1/10 Effective ESS on all Abilities.
A Soul without a Body can only use Spell Type Abilities.
Soul Max HD: Max SP
Soul MS: 2 × CS^(1/3)
Death
When an Entity's HP gets to 0, they gain the Dying Condition.
An Entity with the Dying Condition falls Unconscious after VIT / 5 Rounds.
If the Entity remains peacefully in Dying Condition for an hour (1200 Rounds), and has enough REST-HP to spend, it recovers to 1 HP.
Otherwise it dies fr fr.
When an Entity's HP gets below -Max HP, their body can no longer support their Soul.
This means the Soul is ejected from the Body, and the Body gains the Prone Condition.
By default, a Soul without a Body in Unconscious.
The Soul stays close for 1 Minute (20 Rounds) , after which it floats away.
Even if the Body is repaired, the Soul won't come back, and it will remain dead.
Some Abilities can Revive the Entity by putting the Soul back in, but only if the Soul is still close.
ARMAMENTS
Resting is the act of recovery, this can be many things, and not necessarily just actively doing nothing.
For example sitting and reading a book, memorizing spells, or other light things would still be Resting.
Combat, travel or similar difficult activities break Resting, meaning you need to restart it.
Short-Rest:
- Takes 1 Hour (1200 Rounds)
- Recover GRIT to full.
- Spend REST-HP to recover HP.
Long-Rest:
- Takes 8 Hour (9600 Rounds)
- Recover all Resources to full.
Reactions are Actions which you can do out of your Turn Order.
Reactions have an Action Cost just like regular Actions.
Reactions may have a Trigger, this is when you can use said Reaction.
Reactions without any specific Trigger can just be done anytime you feel like it.
When more Entities want to use Reactions at the same time, they do in Descending INIT Order.
Reacting before an Attack, with a Reaction without a specific Trigger can only be if your
Unaware Targets cannot make Reactions, unless their
Wielding
Each Entity has 2 Wielding Slots, even if they have more limbs.
One-Handed Weapons and Shields take 1 Wielding Slot.
Two-Handed and Solo-Wielded Weapons take 2 Wielding Slots.
To use a Natural Weapon (like your fists), it must be Wielded first, like any other Weapon.
Free limbs can still Hold things which can be used without Active Wielding, like Potions and Scrolls.
When taking the Switch-Action you can change what you are Wielding and Holding.
Dual Wielding is when you're Wielding 2 Weapons.
The Attack-Action becomes a Bonus-Action when Dual Wielding.
When Dual Wielding you can choose to Attack with the same Weapon multiple times, rather than alternating.
For Dual Wielding your Natural Weapons can be considered as Weapons!
Effects
Effects are a things which can afflict Entites and Objects.
Effects might be the same Type, but still do different things.
Example: The Soaked Effect might just be from water, but could also be a Damaging Effect from Acid.
Effects can interact with eachother and even other features.
When Opposing Effects interact, they either Cancel eachother, or the stroger Effect wins.
When the weak Effect's ESS is at least Half of the stronger's, then they both Cancel.
Otherwise the stronger Effect overrides the weaker.
Opposing Effects:
- Heat <-> Cold, Soaked
- Light <-> Darkness
Lighting
There are 3 leves of lighting, Bright-Light, Low-Light, Darkness.
When something emits Bright-Light, it also emits Low-Light to Double the Distance.
Bright-Light:
- Sight based Perception Checks work normally.
Low-Light:
- Sight based Perception Checks are with Disadvantage.
- Attacks are made with Disadvantage against Targets in Low-Light.
Darkness:
- Sight based Perception Checks have a Finalized Value of 0.
- You cannot Pinpoint Targets in Darkness using Sight.
Light and Darkness ESS:
- Light and Darkness has an ESS value, this is its power.
- Light wins over Darkness of equal or lower ESS.
- Natural light and darkness counts as being 0 ESS.
Cover
Cover is something you get from using the Take Cover Action.
An Entity in Cover from an Attack, applies Disadvantage to the Attack.
Entities in Cover from Flow AOE Saves, Roll Save with Advantage.
Cover only applies to Attacks coming in from appropriate angles.
Entities behind Cover can still be regularly attacked from other vantage points.
Note: At high levels so called "solids" aren't really that solid, and may not be able to give you Cover.
Falling
If you are not touching the ground at the End of Your Turn, you fall (10 × Rounds spent midair) meters.
Fall Damage:
Fall Damage has Armor-Pen equal to the Damage of the Fall.
Taking Fall Damage gives the Prone Condition.
Underwater Rules
While you are submerged in water (or another liquid):
- Melee Attacks are made with Disadvantage, this can be negated with Olympic Athlete or Aquatic.
- Physical, Heat, Cold, and Demat based Attacks are made with Disadvantage.
- Physical, Heat, Cold, and Demat based Ranges are Havled.
- For Heat, Cold, and Demat based Flow and Crawl AOEs, every meter counts as double for their flow. (Will be Half as big)
Entites which need to breath but cannot will begin to deplete their air.
An Entity has
When an Entity gets Damaged it loses 5 Rounds (15 Seconds) of Air.
While Suffocating, at the End of Each of Your Turns you take
Suffocation Damage has 1000 Bio-Pen.
Senses
Sensing is when you know something is there, but not necessarily Pinpointing it.
Pinpointing is when a Sense can accurately define the position of a Target.
By default, a regular human (or alike) can only Pinpoint with Sight.
If another Sense can Pinpoint, then it is usually written out, and made obvious.
An Entity which cannot Pinpoint another has Disadvantage againts them, and the hidden one has Advantage against said Entity.
Example: You hear a person speak, but not see them. You Sense them, but not Pinpoint them.
Example: A Blinded Bandit has Disadvantage toward all other Entities, and all others (who can
Pinpoint said Bandit) have Advantage againts the Bandit.
Surprise
An Entity is Unaware towards a Target it doesn't expect is there.
An Entity is Surprised towards a Target which suddenly reveals itself, until the Start of their Next
Turn.
Note: An Entity can be Unaware/Surprised towards some Targets, while not to others.
Against Unaware Targets:
- Attacks are made with Advantage.
- Cannot Spend HD, unless their
2 × INIT is at least the Attack's To-Hit. - Fail AGI Saves and have Disadvantage on STR Saves, unless their
2 × INIT is at least thanSave's Difficulty - Cannot take Reactions, unless their
2 × INIT is at least Attack's To-Hit or Save's Difficulty
Against Surprised Targets:
- Attacks are made with Advantage.
- Cannot take Reactions, unless their
2 × INIT is at least Attack's To-Hit or Save's Difficulty
Economy (WIP)
Economy is based around Currency, often denoted as C, COCKONOMY !!!!
???
Devices (WIP)
Devices are things which are capable of some special Actions, and may have Data on them.
Many things are considered Devices, from Electronics to Magical Items, Computers to Curios.
There are 3 Modes of interaction with a Device;
Spy Mode:
- Spy Mode cannot be used to interact with any of the Device's own Actions.
- In Spy Mode you can only aquire information, and communicate with others in the Device.
- Example: You connect to a computer, but cannot write or execute any files, only read and somehow communicate through the Device.
User Mode:
- The default Mode of interaction with a Device.
- There can be many kinds of User Modes, specified by the Device's Protocols.
- Example: You log into a computer, but there are password protected files and actions.
Admin Mode:
- This Mode can do anything the Device is capable of.
- Security measures like an Anit-Virus are always in Admin Mode.
- WIP
Usually a Device has some kind of basic User Mode, like the Ability Type Curio; While Attuned you can use the Ability.
But this doesn't allow access to inner workings, and information about the Device, for this the User must somehow get into Spy or Admin Mode.
use Hack Device, idk (WIP)
Souls (WIP)
A Soul doesn't have HP, and thus cannot be harmed by HP damage.
A Soul without a Body takes 2× SP Damage.
A Soul without a Body has 1/10 Effective ESS on all Abilities.
A Soul without a Body can only use Spell Type Abilities.
Soul Max HD: Max SP
Soul MS:
Death
When an Entity's HP gets to 0, they gain the Dying Condition.
An Entity with the Dying Condition falls Unconscious after
If the Entity remains peacefully in Dying Condition for an hour (1200 Rounds), and has enough REST-HP to spend, it recovers to 1 HP.
Otherwise it dies fr fr.
When an Entity's HP gets below -Max HP, their body can no longer support their Soul.
This means the Soul is ejected from the Body, and the Body gains the Prone Condition.
By default, a Soul without a Body in Unconscious.
The Soul stays close for
Even if the Body is repaired, the Soul won't come back, and it will remain dead.
Some Abilities can Revive the Entity by putting the Soul back in, but only if the Soul is still close.
ARMAMENTS
Armaments are your Weapons, Shields, and Armors.
Every Armament has an amount of Property Points, these are allocated for its Stats and Properties.
Tier Level
Items have a Tier Level, Tier Levels effects a lot of Stats of the Item.
Tier Level 1 being Normal, and Tier Level 2 being better (By magic or other means).
Tier Levels increase the Stats of Armaments:
- Base Damage, Armor, Armor-Pen, and HD are Multiplied by:
Tier Level - Range of Ranged Weapons are Multiplied by:
(Tier Level)^(1/3)
Item Pricing:
- Melee Weapons: 5C × Property Points
- Ranged Weapons: 5C × Property Points
- Shields: 5C × Property Points
- Armors: 20C × Property Points
- Tiered Up Armaments:
150C × Tier for Channeling, and300C × Tier for Full.
For more about Tiered Up Armaments, visit the Curios Page.
Melee Weapons
Melee Weapons have Max 8 Property Points, and uses STR for its Main Stat.
When choosing Properties, one must be the Weight Class;
Price of Melee Weapons:
| Property | Property Points | Description |
| Base Damage | See Table | The Damage Dice of the Weapon. |
| Damage Type | 0 | 1 |
Choose 2 from: Bludgeoning, Slashing, Piercing With all 3 options at once, comes higher cost. |
| Light | 0 | Uses 1 Wielding Slot, and makes the Attack-Action with a Bonus-Action. |
| Medium | 0 |
Can use 1 or 2 Wielding Slots. When using 2 Wielding Slots, gain +10 Max HD, and increases Base Damage to a higher Dice. |
| Heavy | -1 | Uses 2 Wielding Slots. |
| Armor-Pen | Variable |
For each Point add 1 Armor-Pen. Note: This normally doesn't apply to Abilities! |
| Reach | 1 | 2 | Adds |
| Throw | 1 |
Weapon gains 5 × STR^(1/3) Throw Distance, Double for the Long-Range. Can use Ballistic or Martial Arts Mastery when Throwing Finesse Weapons. Heavy Weapons Excluded! |
| Finesse | 1 |
Attacks and Abilities can use AGI in place of STR. Attacks and Abilities can use Martial Arts in place of Melee Weapon Mastery. Heavy Weapons Excluded! |
Ranged Weapons
Ranged Weapons have Max 8 Property Points, and uses AGI for its Main Stat.
When choosing Properties, one must be the Weight Class;
Price of Ranged Weapons:
| Property | Property Points | Description |
| Base Damage | See Table | The Damage Dice of the Weapon. |
| Range | See Table | Range of the Weapon, depends on Base Damage. |
| Damage Type | 0 | Either Bludgeoning, Slashing, or Piercing. |
| Light | 1 | Uses 1 Wielding Slot, and makes the Attack-Action with a Bonus-Action. |
| Medium | 0 | Uses 2 Wielding Slot. |
| Heavy | 0 | Uses 2 Wielding Slot. |
| Spread | 3 |
The Weapon's Range is Reduced to 1/10, and Long Range isn't used. Attack-Actions are a 30° (~3 Forward = +2 Width) Flow Cone AOE, and ignore Melee Disadvantage. |
| Armor-Pen | Variable |
For each Point add 1 Armor-Pen. Note: This normally doesn't apply to Abilities! |
| Aim | 2 |
Can use 2 Wielding Slots to gain Advantage on Attack-Actions. Light Ranged Weapons Only! |
| Slow-Reload | -3 |
The Weapon uses a Main-Action to Reload. Only the Attack-Action needs the Weapon Reloaded, Abilities can be used freely. |
| Reload | -2 |
The Weapon uses a Bonus-Action to Reload. Only the Attack-Action needs the Weapon Reloaded, Abilities can be used freely. |
Shields
Shields have Max 6 Property Points, and have only 2 Weight Classes;
You can only benefit from one Shield at a time.
When using the Defense-Action with a Shield, and the Shield gets Un-Wielded, you lose the Defense-Action.
Price of Shields:
| Property | Property Points | Description |
| Heavy | 4 |
While Wielded, gives +4 Armor VS HP. The Defense-Action gives another +4 Armor VS HP. |
| Light | 2 | While Wielded, gives +10 Max HD. |
| Fast | 2 |
You can take the Defense-Action with a Bonus-Action. Light Shields Only! |
| Efficient | 2 |
Taking the Defense-Action with a Main-Action gives back a Bonus-Action. Light Shields Only! |
| Tower | 2 |
Can provide Cover to others and to yourself in 180° degrees. To get the Cover one must use the Take Cover Action, as normal. When you use the Defense-Action, you can Take Cover as a Free-Action in that Turn. The Cover you provide is gone when you: move, get moved, get Prone or Staggered. Heavy Shields Only! |
Armors
Armors have Max 6 Property Points.
Price of Armors:
| Property | Property Points | Description |
| Weight Class | See Description |
The Weight of the Armor is based on the Total Property Points used. Light (1-2): Doesn't have any Negative Effects on HD. Medium (3-4): HD doesn't benefit from Acrobatics. Heavy (5-6): HD doesn't benefit from Acrobatics and AGI. |
| Resistance | Variable |
For each Property Point gain 2 Resistance Points to allocate. Resistance Types: Armor, Heat, Cold, Bio, Demat, Thunder, Electric Max Resistance for any Type is equal to the Total Property Points of the Armor. |
Damage and Range Table
| Damage Die | Property Points / Requirements |
|
1d4 20 / 40 |
-1 / Requires Light! |
|
1d6 30 / 60 |
1 / Requires Light or Medium! |
|
1d8 40 / 80 |
3 / Requires Medium or Heavy! |
|
1d10 60 / 120 |
4 / Requires Heavy! Note: Also reachable by using 2 Wielding Slots on Medium Melee Weapons. |
|
1d12 80 / 160 |
5 / Requires Heavy! |
|
1d20 120 / 240 |
9 / Requires Heavy! |
DAMAGE TYPES
Physical
A Physical Attack inflicts either Bludgeoning, Slashing, Piercing Damage.
If a Damage says Physical, freely chooses specific type.
Things with loose physical presence (air, shadow and light Entities, ect...) have 100 Armor.
Incorporeal things have 1000 Armor.
Heat
Heat based Attacks use energy in the form of Heat to deal Damage.
An Attack made with Heat will remove Soaked from the Target.
Cold
Cold based Attacks sap away energy (usually in the form of heat) to deal Damage.
Attacks made with Cold often have special interaction to Soaked Targets.
Bio
Bio Damage manifests itself as disturbance of inner workings, at higher levels this disturbance can be more than just biological.
Things which are connected to living but aren't (wood, paper, nails, Undead Creatures, ect...) have 100 Bio-RES.
Non-Biological things (Plastic, Rock, Steel, ect...) have 1000 Bio-RES.
Demat
Demat Damage is Dematerialization and breaking of connections, by Acid, Exotic Matter, or other means.
Thunder
Thunder based Attacks will invoke sounds, vibrations, pressure waves to deal its Damage.
Brittle things will usually have some kind of weakness to Thunder, like taking Max-Damage, or Double
Damage.
Electric
Electric Damage is induced by Electric currents, duh!?
Attacks made with Electricity deal Max-Damage to Soaked, and Airborne Targets.
Psychic
Psychic Damage is about disrupting the Soul.
This type of Damage is SP, meaning HP in unaffected, as it goes into SP.
Radiant
Radiant Damage is about overwhelming Body and Soul.
This type of Damage is Hybrid, meaning it's both HP and SP Damage.
Necrotic
Necrotic Damage is about rotting Body and Soul.
This type of Damage is Hybrid, meaning it's both HP and SP Damage.
True
True Damage just is.
With 3 Types; regular (HP), SP, and Hybrid (both HP and SP).
This type of Damage cannot be reduced by any means less than HyperEntity Powers, or Reset Essence Artifacts.
RESISTANCES
Resistance means taking less Damage equal to the Resistance Value, each Damage instance, written as [Type]-RES.
Resistance can reduce the Damage Taken to 0, but not below 0.
Example: Heat-RES, Bio-RES, ect...
Armor is Resistance against Physical. (Bludgeoning, Slashing, and Piercing)
Armor VS All is Resistance against all Damage Types, but True Damage.
Armor VS HP is Resistance against all Damage which goes into HP, but True Damage.
Armor VS SP is Resistance against all Damage which goes into SP, but True SP Damage.
Armor VS HP and Armor VS SP reduce their respective parts from Radiant and Necrotic.
Weaknesses are treated as Negative Resistance, shortened as [Type]-WEAK.
When taking Damage, for each point of Damage add +1 Extra Damage, capped by the Weakness's value.
Resistance and Weakness cancel out at a rate of 1 to 1.
Damage Formula for Weakness:
Absorption is when the Target gets Healed from the Damage, shortened as [Damage Type]-ABS.
When taking Damage, for each point of Damage, turn it into Healing, capped by the Absorption's value.
This means, even with Absorption, the Target might take actual Damage with a strong enough Hit.
Absorption applies before Resistance and Weakness, in case it isn't enought to Absorb all the Damage.
Penetration is Resistance Negation, written as [Type]-Pen.
Penetration can't reduce Resistance to negative values.
If an Ability, Meta-Ability, or something else changes the Damage Type of something, its Penetration Type is also changed.
Things with loose physical presence (air, shadow and light Entities, ect...) have 100 Armor.
Incorporeal things have 1000 Armor.
Things which are connected to living but aren't (wood, paper, nails, Undead Creatures, ect...) have 100 Bio-RES.
Non-Biological things (Plastic, Rock, Steel, ect...) have 1000 Bio-RES.
COMBAT ANNOTATIONS
REST-HP
REST-HP is spent in Short-Rests to recover HP.
REST-HP is restored after a Long-Rest.
If an Ability Costs REST-HP, it can also be paid in HP.
BUFFER
BUFFER, as the name implies, is a buffer for recieving Damage.
When taking any kind of Damage, the Post-Mitigation will go into the BUFFER rather than HP or SP.
Any excess Damage not stopped by the BUFFER goes past it, into the HP or SP.
For Hybrid Damage the BUFFER recieves both HP and SP, effectively Doubling Damage recieved by the BUFFER.
The Target chooses the order of Damage which goes into their BUFFER, if the Damage is Hybrid or Multiple Type.
Example: Recieving Radiant (Hybrid), the Target chooses that first the SP part goes into the BUFFER.
A BUFFER cannot be Healed. (Exceptions may exist)
BUFFERs cannot Stack, the Target chooses between sources of BUFFER.
If Duration isn't written, a BUFFER lasts till the End of the next Long-Rest.
Maximize and Minimize
If an amount that should be thrown with Dice is Maximized, then treat it as if it rolled the highest value it could have.
Some things might me Minimized, this is the opposite, treat as if you rolled the lowest.
Maximizing and Minimizing To-Hit does NOT change its CRIT state, only the To-Hit!
Executing
Executing Damage is Damage which is Maximized, but only if
If the Damage is SP, then
If the Damage is Hybrid (HP and SP), then if one of the conditions are met the other part is also Maximized.
Potency
For each point of Potency, an Ability will increase in a Single one of its Linearly Scaling Ability Stats.
Potency will fade away on any still ongoing Ability after a Minute! (20 Rounds)
Examples: Damage, Healing, Shielding, SP, HD, BUFFER, REST-HP, ect...
Exceptions: Range, Size, Item Tier
Spending Potency on Saves will require 2 Potency for each +1 Save Difficulty!
AOE
AOEs are Attacks which effect an area.
Everything within the Area is counted as Target.
Examples: Sphere, *Cone, Line, Cylinder, Cube, ect...
*Cone is not a real cone, it's a Sphere Sector, with its Spread, or Width being the side to side Angle of it.
Note: Lines, Cylinders, and Disks are technically the same shape.
There are 3 Types of AOEs; Static, Flowing, and Crawling.
Static AOEs just Appear, and Ignore any type of Cover.
Flowing AOEs have a flow.
A Flowing Sphere AOE will usually have a single point which it expands from, for Example: Fireball.
A Flowing Line or Cylinder AOE will usually have a single point or plane which it flows from, for Example: Steel Tempest.
Crawling AOEs abide by all the Rules of Flowing AOEs, but it can Change Flow Direction to fill its designated AOE.
An AOE's center can be the Center of a Hexa or Square, or optionally even the Corner.
It's up to the GM's choice.
Note: AOEs which start from an Entity, always Start from their middle.
When a Flowing AOE Attack is Fully Negated by an Entity, or Tanked by something considered Full Cover, the Flow of the AOE Stops there.
Example: A Line or Cylinder Hits a Target, which fully Negates the Attack, Entities behind the Target, in a Line are unaffected.
Example: A Cone or Sphere Hits a Target, which fully Negates the Attack, Entities behind the Target, in a (*small) Cone are unaffected.
Note: A Crawling AOE will just Crawl around a Target, even if Fully Negated, or even around a Wall if it has enough Range.