Note: Dice rolls are made with a 100-side dice. Beating a roll challenge means rolling below the threshold, and as such all merits are minuses, and demerits notified by pluses. Advantage and disadvantage (rolling multiple dice, but taking the lower or higher value respectively) stack.
Combat:
Combatants are separated into blocks, with each representing an element (Bosses can comprise of multiple elements or an entire block by itself)
Turn order is determined by lowest dice roll, with bonuses given to rank/speed rank (whichever is specified; an element can either have an overall ranking, or a split ranking based on speed, defense, power, and mana). This rule only applies to elements or element blocks that are mutually aware of each other; in surprise and ambush situations, the engager obtains a free round before turn order is determined.
Upon the first turn of an engagement, the engager can choose where to insert themselves in the block order, either at their current position or below it. Given a situation where there are no outside or inside factors affecting a typical engagement, once an attack is called, the defender can either roll to dodge or consume a reaction (one per element per round) to affect the situation in their own way (normally a spell or ability that shields, counterattacks, or otherwise interrupts). Should an attack be successful, then the difference between the dodge and attack roll, up to a usually specified ceiling, will calculate the damage taken. Should an attack bring an enemy down, unless otherwise specified, the engager can choose either a lethal or nonlethal takedown of the defender. In the case of an active or passive defense, some type of threshold must be met or passed, following which the defense collapses at the end of the round.
Three defense option types are as follows: barriers, shields, and fields. Barriers usually forgoes any dodge action, but instead acts as temporary HP, shields have a set 'dodge value' that the engager must pass (but normally only in one direction, most likely the front), while fields impose some penalty on the engager (generally by deflecting or redirecting the attack), and/or otherwise nullify certain effects entirely. Barrier Jackets/Armor act similarly to their name counterpart, only that they trade in effectiveness for persistency (i.e. they typically absorb a smaller amount of damage, but do not automatically break at the end of the round, though they do deduct from the jacket/armor temporary HP pool). Speed and dodging effects are the ones that typically affect the defender's dodge value.
Depending on rank, a character may have multiple actions and reactions, such that after gaining A, S, and SSS ranks, that character gains one more action/reaction. This can be seen in an element block, where their names may appear more than once. This does not mean that this is the limit for every individual or creature.
Attacks, depending on their specified range, will either use the melee (for close-in) or magic (for short, medium, long, and far) bonus in calculating their engagement roll. Below are the range values for each category for reference (during play, blocks can be separated into range categories for more 'theatre of the mind' games):
Close-In : 0-5 ft.
Short : 5-500 ft.
Medium : 500-1000 ft.
Long : 1000 ft.-1mi.
Far : 1+ mi.
A stealth or snipe attack will, without other factors, impose disadvantage on the defender's dodge value, not allow for reactions, as well as automatically deal damage at full ceiling value. Certain attacks will have to have these labeled as an option.
A counterattack option, which must be labeled as such, can only respond up to their written range, with the possibility to undercut said attack, which will impose disadvantage, stacked based on the total range difference (i.e. close-in using a long range spell would be 3, from long to medium to short to close-in/melee).
Area-of-Effect (AoE) will affect an entire area, and therefore cannot be subject to a counterattack, leaving only dodging and shielding as response actions. Note:An attack that affects an area WILL affect the area, not just any enemies inside (unless, of course, otherwise noted).
Homing attacks and abilities will automatically grant advantage to the engager's role, with the number of stacks calculated by spell rank and defender rank (minimum of zero). The defender rank is not used if there is a field spell or similar deflective effect active, in which case that rank will be used instead.
Disengagement from a block, unless expending a round or specific spell to do so, will invite a reaction from all elements in a block. A notable exception to this would be if one is flying, not within melee range, and no element has any anti-air reaction capabilities.
Other actions, such as shoving, grappling, etc. works as an attack, but instead of damage, the called action is taken instead. Barriers or other effects that mitigate or respond to damage do not affect these actions (ex. binding spells).
One may also take a round action to aim, and if they are still engaged with a block or block element, then they may make the attack at advantage. This does stack, but beware of giving enemies time to deal with the situation at hand.
Mana is usually depleted after every spell or ability is cast, unless they are two ranks below the caster's current overall/mana one (up to B spells and A ones after obtaining S rank), in which case, they are cast for free (aka a rank exemption). A spell in between a caster rank and two below it is cast at a half discount. Under Anti-Magic Field conditions, exemptions and discounts are unavailable, due to spells only able to rely on the caster's own mana, while under magically poor conditions only discounts are available. An attack or ability taken as a counterattack/reaction will not be exempt from consumption. Furthermore, exemptions and discounts only apply if the caster has the appropriate device.
Use of mass-based weapons, while normally not subject to mana consumption rules, will most likely have other cost to them, such as ammunition and wear. Use of them can also be a taboo depending on location, which might invite other consequences. Unintended consequences of unknown and unresearched artifacts should be assumed as a given.
Flying (as explained under Spells and Abilities) carry the risk of falling; namely should the caster lose concentration or the flying spell itself with no appropriate and/or available reaction, they may take fall damage. The caster, upon losing flight, must make a roll to beat the threshold of [100 – (altitude / 10)], with damage taken calculated by [Roll Value – Threshold], with a floor of 0. For the sake of simplicity, the caster would be estimated to fall 500 feet every round.
Detection and Skills (not to be confused with Rare Skills):
Similar to conducting an engagement, detection and skill checks involve rolling dice to meet or go below a threshold. For base skill and detection bonuses, one must have a skill listed to use their skill bonus, or have the appropriate skill category to use half of their skill bonus, rounded down. Success is defined by the following threshold:
Barely Successful : Meets Threshold
Close Success/Partial Failure : -/+ 1 to 15
Clear Success/Failure : -/+ 15 to 30
Great Success/Catastrophic Failure : -/+ 30 and up
For whatever the reason may be, anyone can choose to fail a challenge, which will be treated as a regular failure.
Skills and their Skill Categories:
Knowledge
Anatomy and Physiology History Magic Nature Science
Mechanics and Electronics
Circuitry and Devices Computer Interfacing Design Materials and Chemistry Reverse Engineering
Detection
Analysis Awareness Prediction
Physical
Agility Concentration Endurance/Resistance Stealth Strength
Social
Arts and Performance Deception Diplomacy Insight Intimidation
The common class may choose a skill category or a skill to specialize in. All other classes start with a category and skill. Specialists gain a skill specialization at C, AA, AAA, and SS ranks, plus categories at B, A, S, and SSS ranks.
Spells and Abilities:
Spells are defined by a minimum rank to cast, range, effect and/or ceiling, tags, casting time, duration, and scale-up. For example:
Standard Shooter (Attack, Counterattack, Homing)
Rank: C
Casting Time: 1 Round Action
Range: Medium
Ceiling: 15
Scale-Up: Every rank above C gains +10 to Ceiling (+5 for every plus)
Wall (Defense, Barrier)
Rank: B
Casting Time: 1 Round Action
Range: Close-In
Duration: 5 rounds
Effect: Negate up to 50 HP damage.
Scale-Up: Every rank above B gains +15 to negated HP.
The concentration tag means that the caster must focus on the spell in order to continue its duration. Every caster can concentrate on one spell starting at B (power) rank, and gain one more concentration slot once gaining the A, S, and SSS ranks. Upon damage, the caster must roll a concentration challenge at the end of the round, with a demerit based on the amount of actual damage taken during said round; there is no base merit for concentration. The caster must pass at or below the threshold of 50 or 100 – [Total Damage Taken By End of Round], or they must lose concentration on one spell (normally of their choosing), ending its effects immediately at the start of the next round.
Starting at B rank, the caster may prepare spells in value up to their current (power) rank's mana bonus, which provides the benefit of reducing the casting time to 1 Round Action. The spell(s) remain prepared until the caster changes their prepared list, at the beginning of a day. This rank also allows for the learning and casting of flying magic, which usually has a time cycle attached that determines when the caster must consume mana again to maintain the spell/ability.
Devices take on many forms, functions, and even degrees of intelligence, though they all share the common task of compiling the mathematics needed to shape mana into functional spells. Most of their functions and forms are related to specific spells/abilities/attacks, though some might have outside functions, depending on form. Intelligent Devices can have a rudimentary personality, and might act as their own character, or even an element in a fight.
Unison Devices, the highest form of device in both intelligence and (almost certainly) power, have the ability to sync with their user/lord, provided that both are in-tune with each other. This involves the pooling of mana, as a Unison Device can have its own pool and ranking. The combined or unison rank is equivalent to one rank higher than the maximum between the user and the device. Prolonged use (as specified by the unison device description) will result in having to meet an Accident Challenge, which starts off at 75, decreasing in 10 after every subsequent roll. Use time is cumulative per day. Partially failing the challenge will place a permanent penalty of 5 each time, but allows the lord to still pass the challenge. Failing an Accident will result in a permanent penalty of 10 each time, and automatically ending the unison. A Catastrophic failure will result in the device completely taking over their lord, most likely resulting in that character's death. At the beginning of each day, subsequent decreases are erased, resetting the roll back to 75 in addition to penalties. A Great Success erases 5 in penalties. Penalties are added onto a subsequent decrease, not take their place.
Resting and Recovery:
Short of specific spells and effects, one can only regain lost HP and mana using time to rest. Taking a break or rest of 2 hours or so allows for a replenishment up to half health and mana, while a full night's or 8 hours rest will result in a full restoration. A rest does not necessarily mean sleeping all the way through; it can include light activities, meals, etc. Serious effects and injuries do not go away after a rest, and unless otherwise stated, must be dealt with via other means.
An ailment can be gained from many sources, a number of which can be attributed to catastrophic failure rolls on certain challenges, or spells and abilities. These can range from something like a sprained ankle to a missing limb or curse. These are usually dealt with on a case by case basis as appropriate.
Exhaustion follows similar rules, but is normally gained from number of weeks without rest (i.e. sleep and nourishment), and provides the equivalent number rank of penalty to roles (i.e. 3 stacks of exhaustion equals D rank or minus 1 to rolls). Going beyond a character's current rank equals death. One long rest reduces one stack of exhaustion. |