Mechanics-y Stuff:
Your health is split into categories. You have a set amount of Mana that is used to cast your spells and Ambition Points that are used to manipulate ambitions. Mana refreshes after sleeping. Some Ambition Points are lost upon sleeping. Status is for listing various buffs and debuffs.
Health Categories:
Perfectly Fine
Minor Damage
Light Damage
Moderate Damage
Heavy Damage
Critical Condition
Last Chance
Fighting at Critical Condition imposes a -10 to rolls
When at Last Chance you have one last round of acting before you die, healing items can be used but not healing spells.
Being untrained in a weapon imposes a -20 penalty to rolls, this reduces as you use it and will be eliminated if you are trained.
For combat you select one of five styles:
Full Offence - attack the enemy without trying to defend yourself
Offence - Focus on attacking at a penalty to defence
Balance - both attack and defend, with no bonus
Defence - Focus on defending at a penalty to attacking
Full Defence - avoid enemy attack, either via dodging or blocking at the cost of not attacking
During each round of combat you roll 1d100 for attacking and defending (as does your opponent), if an attack roll if higher than an opposed defend roll, it hits. Should the defend and attack rolls be the same the attack roll wins. Rolling an attack that is 50 over an opponent's defence roll results in a critical hit, dealing bonus damage.
Full Offence: +30 to hit, increased damage, no defence roll
Offence: +26 to hit, -26 to defence roll
Balance: no bonus/penalty
Defence: +26 to defence roll, -26 to hit
Full Defence: +40 to defence roll, no attack
All spells can be used in any of the five strategies. A spell may only be used once per combat round.
Items can only be used in the Defence and Full Defence styles.
Parrying: In any combat round you can opt to parry and riposte an attack. Parrying requires that you succeed on both the attack and defend rolls. Parrying negates penalty from the Full Offence, and Full Defence modes down to a penalty equal to their bonus (-30 and -40 respectively). If a parry succeeds you both damage the opponent and avoid being hit, alongside this you also knock the opponent off balance, giving them a -15 penalty to their rolls next round. If you fail either roll you either get hit, fail to hit or both (depending on which roll fails) and also get knocked off balance, suffering a -10 penalty to rolls next round. During a parry the Offence styles do not offer bonus damage. Some attacks cannot be parried (like a giant fist about to crush you or a fireball). A parry cannot be used in the round after a parry has been made. Parrying requires an appropriate weapon (can't parry a greatsword with your hands).
Armour and weapons can deteriorate if damaged enough. Armour will only take a blow if you fail to dodge. You can still fail to dodge but succeed on the defence roll; if your defence roll without the armour bonus beats the opponent's attack roll, you dodge; if your defence roll needs the armour bonus to beat the opponent's attack roll, your armour takes the blow and you do not; if you fail the defence roll you and your armour taken damage. The Defence and Full Defence styles apply half their bonus to dodging and half to armour.
Ambition Points can be gained by draining ambition from others or by achieving important goals you set. The more difficult the goal is, the more points you get upon its completion. When you have lots of Ambition points they slowly drain away at the end of each day, the amount lost goes up depending on the amount you have.
Corruption: As you make choices you will build up Corruption within yourself, making you more paranoid and willing to do villainous things to achieve your goals. Getting Corruption too high results in a bad end. Corruption is raised by villainous decisions (even "for the greater good" ones). Virtuous actions can reduce Corruption, but it is easier to gain Corruption than lose it. Things like allying with a kingdom that is right and wrong in several aspects against a similarly imperfect nation will not influence Corruption (unless your plan for ending the conflict involves killing a bunch of innocent people from a third nation or something).
Status effects:
Burn: Roll (DC depends on intensity of fire, subsequent infliction of Burn lower DC) to see if the target takes 1 health category of damage. To be clear: chance of Burn being inflicted stays constant, chance of it dealing damage changes. Goes out 2 rounds after the most recent Burn effect, or when you spend time to pat it out.
Freeze: One of the target's limbs is frozen. Frozen hands prevent weapon usage (but can be used as gauntlets), frozen legs reduces defence. Melts after 2 rounds, or if you spend time to smash the ice. Neither effect nor duration stack with additional uses.
Minor Poison: -10 to rolls with a chance of taking 1 health category of damage each round for 2 rounds. Chance of damage does not stack like Burn, duration is renewed with each application.
Paralysed: Cannot act for the next round. Strong targets can shrug it off and take a -20 penalty to rolls. Very strong targets can shrug it off entirely.
For non-combat rolls a 95-100 is a crit success and a 1-5 is a crit fail.