NEW SYSTEM

FUNDAMENTAL MECHANICS.

All characters have four stats. STRENGTH, AGILITY, INTELLECT and WILLPOWER.

Each point in a given stat provides a further d8 to roll for related actions. Derived stats are HEALTH and EGO. Each point of STRENGTH or AGILITY contributes 4 points of HEALTH. Each point of INTELLECT or WILLPOWER contributes 4 points of EGO.

Every point of STRENGTH contributes 3 points to BLOCK, similarly every point of AGILITY contributes 3 points to DODGE, every point of INTELLECT contributes 3 points to WARD and every point of WILLPOWER contributes 3 points to RESOLVE.

AGILITY and INTELLECT are added together to derive INITIATIVE. The higher of STRENGTH or INTELLECT is the character's total movement rate per turn.

Make a note of your 75%, 50% and 25% marks for HEALTH and EGO. These points define your vulnerability to status effects. Loss of HEALTH and EGO have no effect other than status effect vulnerability, and neither can drop below 0. Reaching 0 HEALTH or EGO will not kill or incapacitate a character.

Specializations and Weaknesses always add or subtract integers, not dice.

The TN for an Easy task is 8, the TN for a Normal task is 12, the TN for a Hard task is 16 and the TN for an Impossible task is 20

COMBAT MECHANICS.

INITIATIVE

The combat participant with the highest INITIATIVE is the first to act, starting at 0 on the Initiative Track, everyone else defines their starting point on the Initiative Track from that. For every point of INITIATIVE that they're "behind," they start one point farther down. So if the first actor has INITIATIVE 10, then a character with INITIATIVE 3, would start at 7 on the track.

Every combat action has a speed rating, and when a given action is used, a character is moved that much farther along the Initiative Track. For instance, if the first character to act uses a Speed 5 action, he's now at 5 along the track. The next character to act, is always the character with the lowest rating on the Initiative Track.

ATTACKING AND DEFENDING

Attacks are made using STRENGTH, AGILITY, INTELLECT or WILLPOWER dice pools, possibly with Specialization/Weakness modifiers, or modifiers for the skill used. Depending on the skill or attack type, your TN is the target's BLOCK, DODGE, WARD or RESOLVE number. Some attacks may give the defender a choice of which to use(primarily in the case of BLOCK vs DODGE attacks).

Defense attempts using DODGE require the defender to move a number of squares whether they successfully avoid the attack or not. If the attack is successfully avoided, the defender decides where they move to, if the attack hits, the attacker decides where they move to. If the defender's DODGE movement moves them through, or ends them up in, a square with an effect, it affects them normally(for instance, being moved into a spike pit, or moving past an enemy that has a zone of control).

RECOVERING HEALTH AND EGO

At any time during their own turn, without sacrificing their action or movement for the turn, a character may choose to roll their STRENGTH, AGILITY, INTELLECT or WILLPOWER pool. The total of the roll is how much HEALTH(for STRENGTH or AGILITY) or EGO(for INTELLECT and WILLPOWER) is restored. However, the rolled stat is reduced by 1 for all future uses(this includes defense TN's and attack rolls, but not HEALTH/EGO maximums), until restored. Restoring stats reduced in this way requires either rest(up to the GM how much is needed, but at least a few hours should be required) or some form of item or ability that specifically restores it.

Some abilities and items may also restore HEALTH and EGO without any associated sacrifices.

EQUIPMENT

All characters have a weapon which determines their base damage. Some weapons may have special attributes. All other equipment is "miscellaneous." Generally any given character can equip four pieces of "miscellaneous" gear, though only one of these may be armor.

WEAPONS

MISCELLANEOUS

CHARGEN

BASICS

All characters have nine points to distribute among their four stats, four starting skills(three of which are predetermined by their class), and a starting weapon(each class has a list of available options).

CLASSES

TITAN

The Titan class focuses almost exclusively on raw muscle. Their primary stat is STRENGTH, used for their directly damaging abilities, and their secondary ability is WILLPOWER, used to convey their terrifying, demoralizing presence. All Titans start out knowing CHARGE, BROAD SWING and BELLOW.

The Titan's unique resource is Adrenaline. Adrenaline starts at 10 at the start of every battle, and every successful attack recovers a further 5, to a maximum of 30.

CHARGE

(ACTIVE)

STAT USED STRENGTH
DEFENSE BLOCK or DODGE
DAMAGE WEAPON+STRENGTH
SPEED 5
RANGE SPECIAL
STATUS EFFECT NONE
PREREQUISITE TARGET HEALTH <=100%

Upon using CHARGE, the character moves up to twice his normal movement allowance and strikes an adjacent target at the end of the move. This move is otherwise subject to the same rules as all normal movement.

BROAD SWING

(ACTIVE)

STAT USED STRENGTH
DEFENSE BLOCK or DODGE
DAMAGE WEAPON+STRENGTH
SPEED 5
RANGE SWEEP 5
STATUS EFFECT NONE
PREREQUISITE TARGET HEALTH <=100%
BELLOW

(ACTIVE)

STAT USED WILLPOWER
DEFENSE RESOLVE
DAMAGE WILLPOWER
SPEED 5
RANGE WIDE CONE 3
STATUS EFFECT NONE
PREREQUISITE TARGET EGO <=100%

If able, any character hit by this attack must retreat one square in a direction that brings them farther from the user of BELLOW.

ARCANIST

The Arcanist class encompasses every user of the conventional magical arts, whether they're amateur alchemists in the swamps of the east, or trained in the high towers of the western empire at its peak. Those who channel their powers from divine or unholy sources have their own classes. The primary stats of the Arcanist are INTELLECT and WILLPOWER. All Arcanists start out with the skills MANA BLAST, LIGHTNING BOLT and TRANSLOCATE.

The Arcanist's unique resource is Mana. Mana starts at 30 at the start of every battle, and has a maximum of 30. Every time the Arcanist's turn refreshes, he recovers 5 Mana.

MANA BLAST

(ACTIVE)

STAT USED INTELLECT
DEFENSE WARD or DODGE
DAMAGE WEAPON+INTELLECT
SPEED 5
RANGE INDIRECT 5, BALL 3
STATUS EFFECT NONE
PREREQUISITE TARGET HEALTH <=100%

The Arcanist opens a tear in the dimensional veil, temporarily releasing a scouring blast of mana, raw magical energy. Reports of these dimensional tears sometimes remaining as stable portals into alternate realities are completely unfounded.

LIGHTNING BOLT

(ACTIVE)

STAT USED INTELLECT
DEFENSE WARD or DODGE
DAMAGE WEAPON+INTELLECT
SPEED 5
RANGE 5
STATUS EFFECT NONE
PREREQUISITE TARGET HEALTH <=100%

When the Lightning Bolt successfully strikes a target, the Arcanist may cause it to jump to another adjacent(including diagonal) target and make another attack(with halved damage, rounding down, if it hits), until the Lightning Bolt rounds to zero damage or runs out of targets(each target can only be struck once).

TRANSLOCATE

(ACTIVE)

STAT USED INTELLECT
DEFENSE WARD or RESOLVE
DAMAGE WEAPON
SPEED 5
RANGE 2
STATUS EFFECT NONE
PREREQUISITE TARGET EGO <=100%

Any target successfully hit by Translocate can be moved up to three squares away from their initial location, ignoring obstacles and without provoking the effects of any intervening squares.

SHADOW LANCER

Shadow Lancers are melee combatants with a heavy focus on mobility, encompassing both classic thieves and assassins, but also acrobatic swashbucklers. The primary ability is AGILITY, and their secondary ability is INTELLECT. All Shadow Lancers start with the skills AMBUSH, Y and Z.

The Shadow Lancer unique resource is Stealth. It starts at 15 out of 30, and regenerates 2 points for every square moved(both voluntary and involuntary movement counts).

AMBUSH

(ACTIVE)

STAT USED AGILITY
DEFENSE BLOCK or DODGE
DAMAGE WEAPON+AGILITY
SPEED 5
RANGE WEAPON
STATUS EFFECT NONE
PREREQUISITE TARGET HEALTH <=100%
Y PLACEHOLDER

(ACTIVE)

STAT USED INTELLECT
DEFENSE WARD or DODGE
DAMAGE WEAPON+INTELLECT
SPEED 5
RANGE INDIRECT 5, BALL 3
STATUS EFFECT NONE
PREREQUISITE TARGET HEALTH <=100%
Z PLACEHOLDER

(ACTIVE)

STAT USED INTELLECT
DEFENSE WARD or DODGE
DAMAGE WEAPON+INTELLECT
SPEED 5
RANGE INDIRECT 5, BALL 3
STATUS EFFECT NONE
PREREQUISITE TARGET HEALTH <=100%

CULTIST

RANGER

SKILLS

Most skills are ACTIVE, taking up the character's turn to use(except for movement, in most cases), and moving them further along the initiative track. A few skills are PASSIVE, and either permanently affects a character's stats, or changes one of their other skills.

STAT USED determines what stat pool is rolled when using the skill.
DEFENSE determines what stat pools can defend against the skill.
DAMAGE DONE is either unmodified(NORMAL), a modifier on the character's weapon damage, or its own roll(or static value).
SPEED is how far the using character is moved along the initiative track.
RANGE is the how many squares away the ability can be targeted. Unless the attack is a BEAM or INDIRECT, it cannot pass through other characters or obstacles. BEAM attacks pass through and affect all targets on the way and cannot penetrate obstacles, INDIRECT attacks bypass everything in their path. Some skills also have an AREA. A BALL traverses as far as possible in all directions from the point of impact, diagonal movements count as 2. A CONE is 1 wide immediately in front of the caster, and widens by 2 squares(one to each side) for every square travelled. A WIDE CONE starts at 3 squares wide, a NARROW CONE starts at 1 square wide but only widens once for every two squares travelled. A SWEEP encompasses a number of squares in contact with the user(including diagonals), as long as those squares are also in contact with each other(for instance, a SWEEP 3 could affect the squares forward, left and forward, and left of the user. But not forwards, left and right, since those three would not have sides in contact with each other).
STATUS EFFECT is any status affects caused when the attack successfully hits, presuming that the enemy fulfills the PREREQUISITES(either other status effects, or being below a certain threshold of HEALTH or EGO).
The PREREQUISITES are checked *before* the ability damage is done. The prerequisite is also the stat that's affected by the skill's damage.

UNIVERSAL SKILLS

All characters have all universal skills.

COUP DE GRACE

(ACTIVE)

STAT USED STRENGTH or AGILITY
DEFENSE BLOCK or DODGE
DAMAGE WEAPON
SPEED 5
RANGE WEAPON
STATUS EFFECT DEATH
PREREQUISITE TARGET HEALTH 0%
SUBMISSION

(ACTIVE)

STAT USED INTELLECT or WILLPOWER
DEFENSE WARD or RESOLVE
DAMAGE NONE
SPEED 5
RANGE INTELLECT or WILLPOWER
STATUS EFFECT SURRENDER
PREREQUISITE TARGET EGO 0%

STATUS EFFECTS

HEALTH EFFECTS

BURNING
DAZED
DEATH

The character is dead and is removed from combat for all purposes.

PARALYZED
PETRIFIED
POISONED
STUNNED
UNCONSCIOUS

EGO EFFECTS

AFRAID
INSANE
MESMERIZED
POSSESSED
SURRENDER

The character submits and retreats from combat as far as possible, awaiting his fate at the hands of the victors.

TAUNTED
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License