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Mechanics

Page history last edited by kah 10 years, 11 months ago

HomeMechanics

Mechanics

Combat mechanics are explains in detail below.

 

Advancement Points

Advancement Points (AP) are the points you use to build your character.  They can be used to increase Stats or Traits, which are detailed further below.  Beginning characters typically start with 10 AP. AP is aquired through training, combat, and bettering yourself.  You may spend AP during any period of rest, to improve Stats or Traits.  Acquiring a new Trait requires GM approval, as some new arts may require training, or may be unavailable to certain characters.  Purchasing the first rank of an Trait costs 1 AP.  Each additional rank thereafter costs an additional 1 AP, cumulatively.  The total cost for maxing out an Trait is 15 AP.  You may not use an Trait that you do not have ranks in. 

 

Stats

There are three primary stats that determine how a character functions. You may spend AP to increase these Stats up to five ranks.  Each Stat starts at rank 0.

  • Stamina: How physically fit and hardy a character is.  Influences their maximum amount of Stamina Points (SP). 
  • Willpower: How mentally fit and resilient a character is. Influences their maximum amount of Willpower Points (WP). 
  • Speed: How quick a character is on their feet (or other locomotive appendages). Influences how quickly they can move and act in combat, and how easily they can avoid ranged attacks.

 

Stamina and Willpower

Each character has an amount of Stamina Points and Willpower points that measure the wellbeing of their character.  Suffering damage in combat reduces these points, causing them to become more fatigued and eventually submit to their other party.  If either SP or WP is reduced to or below 0, that character is defeated.  SP and WP are fully restored to a character when not in combat after a brief rest.  A character that is defeated can be roused by an ally and continue to function, but a defeated character that is not roused may remain powerless or even unconscious for longer periods of time. Major NPC characters and monsters will often have much more Stamina and Willpower than players are capable of amassing.

 

Traits

Traits are abilities your character possesses to a greater degree than their peers.  Traits are ranked from 0 to 5 much like Stats. Each Trait has two uses, whose exact effects vary from trait to trait.

  • Attack: Utilize the trait to directly damage an opponent. 
  • Boost: Utilize the trait to provide an advantage to yourself or an ally.

 

Type

There are two types of traits, Physical and Mental.

  • Physical: These traits assault the body, pleasuring the flesh.  Physical Attacks reduce an enemy's Stamina (SP).
  • Mental: These traits assault the psyche, pleasuring the mind. Mental Attacks reduce an enemy's Willpower (WP).

 

Range

A trait's Range determines the distance at which it can be used.

  • Self: This trait can only be used on the user.  This range only occurs on the Boost portion of some Traits.
  • Melee: This trait can only be used on targets directly adjacent to the user.
  • Ranged: This trait can be used from afar, up to 2 squares away per rank. Unlike Melee Attacks, Ranged attacks can be avoided by characters with high Speed. If the number rolled on the die for a Ranged Attack is equal to or lower than the target's Speed, they may choose to avoid the attack, ignoring both its damage and secondary effect.

 

Drawbacks

Each Trait also has an optional Drawback associated with it, a negative downside to the Trait that you can take upon yourself to gain greater mastery over that Trait.  Any time you place a rank into a Trait, you may choose to acquire or dismiss the Drawback associated with that Trait.  Possessing this Drawback inflicts a penalty upon you that differs for each Trait, but grants you a +1 bonus to that Trait.

 

Fetishes

Fetishes are weaknesses to specifics Traits or forms of attack that are truly devastating to a specific character.  Each Fetish a character selects at creation grants them +1 bonus AP to spend (up to a maximum of +5).  Your GM may mandate that you have one or more fetishes for your character.  If you are attacked by a Trait you have a Fetish for, the attacker rolls damage twice, and the duration of the attack's secondary effect is doubled. Because taking advantage of fetishes is so powerful, it is often wise to keep your fetishes a secret from others, less they be exploited.

 

Status

Status is a term for lasting states that affect your character in certain ways.  There are three types of conditions

  • Boons: Your character is somehow enhanced for a duration, granting bonuses to certain actions. These effects are caused by the Boost action.
  • Conditions: Your character is somehow inhibited for a duration, applying penalties to certain actions, preventing, or forcing certain actions. These effects are caused by the secondary effects of Attacks, and by Drawbacks.
    • Many Conditions can be removed by certain Boosts.
    • If more than one Condition forces you to take conflicting actions, you must adhere to the most recent one.
  • Unconsciousness: Your character has been reduced to 0 SP or WP and cannot act. They can be roused by an ally once combat ends.

Boons and Conditions of the same kind do not stack. Duration is extended to that of the longest lasting version.  Damage cannot be modified below 50% or above 200% of normal amount by Boons or Conditions.

 

Encounters

When one character turns hostile against another character, an Encounter begins.  An encounter lasts until no active characters in the vicinity are hostile towards one another.  Characters are rendered inactive if they become Unconscious  When an encounter begins, all participating characters roll Initiative (1d100+(Speed*100)) to determine the order in which they act.  Reroll in the event of ties.  The GM may rules that circumstances allow for certain parties to gain a surprise round, in which only they can act.  During each character's turn, they can preform an action.

 

Flavor Text

Before taking an action in combat, each character first describes their action in detail (keeping in mind what action they intend to use).

Alternatively, the GM may have combat proceed without depiction until the end of combat, where the entirety of the encounter is then summarized through roleplay.

 

Actions in Combat

A character can preform one of the following actions during their turn in combat. In addition, as part of their turn, a character may Move a number of squares up to their Speed Stat plus 5.  This movement must be contiguous, and may not be split before and after their action.

  • Delay: The character delays their turn until a trigger they specify occurs (such as a foe advancing, or help arriving).  If the trigger occurs, the player takes their action at that point in time, then their Initiative order changes to reflect the delay.  If the character's turn comes around again without the trigger occurring, the turn is lost.
  • Attack: You use an offensive trait to attack a foe.  You roll damage based on the Trait's rank. The Defender loses SP or WP equal to the damage rolled.  Certain effects may raise, lower, or even negate this damage.
  • Boost: You use one of your traits to boost yourself or an ally. The target, range, and effect of the boost are listed in each Trait's description. 
  • Rush: Sacrifice your action for the round to instead move at double normal speed. If your movement is in a straight line, you may instead move at triple normal speed. 
  • Item: You can use a consumable item such as a potion, or a piece of equipment that consumes your turn (such as a weapon). Each item has its own effects. 

 

Extra Effort

Maneuver Cost Effect
Overpower 25% SP Double the damage rank of this attack.
Shake It Off 25% SP Cure yourself of a Physical Secondary Effect.
Determination 25% WP Cure yourself of a Mental Secondary Effect.
Second Chance 25% WP Reroll an Attack and take the better of two results.
Limit Break

50% SP

50% WP

Roll an Attack three times and use the total as its damage.

Reduces your current WP and SP to 1.

Combo

25% WP

or

25% SP

Attack with a second, different Trait against same target.

Consumes SP if added trait is Physical.

Consumes WP if added trait is Mental.

Extra Effort

When push comes to shove, sometimes you need an extra edge to pull a victory out of assured defeat.  That's where extra effort comes in.  By sacrificing a portion of your SP or WP, you can execute a maneuver that pushes you beyond your normal capabilities briefly, allowing you to beat the odds and scrape out a close victory. You may declare use of extra effort only on your turn, but it does not consume your action.  Extra effort that applies to a roll may be applied before or after seeing its result.  Extra effort consumes a portion of your maximum SP and/or WP.  You may not use extra effort if you lack the requisite SP or WP to do so.  Use of Extra Effort cannot reduce you below 1 SP or WP.

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