General System Overview
Event Points
this is basically your exp, after every session you will gain an amount of event points. Event points in a practical sense are made to portray how much players accomplished within a given session. For example: 1-2 event points are the standard given for a relatively small or common amount of progress achieved working towards a goal, 3 event points is given when a conclusion has been met for a non-minor event that is also not of extreme importance or significance, lastly, 4 and higher is given when the players perform extraordinarily, achieve major accomplishments, or conclude large story related arcs/events.
The most important thing to note for event points is that, for every event point each player gains: 2 skill points and 1/25 a
Fate point.
Aspect
Aspects are unique parts of your character that distinguishes them from others, the most common form of this is the
High concept and
trouble (explained further below). However, Aspects can take other forms, such as being given together with a class like the bond rank of spirit contractors. Another example would be something that is gained overtime, through particularly
remarkable circumstance, perhaps the character has single handedly fought off massive number of opponents multiple times warranting an aspect to
permanently increase their effectiveness against multiple opponents when by themselves. Or, the character could be
permanently cursed by their nemesis having them gain an aspect with a strictly negative effect such as debuffing them or just making them unable to taste anything.
High Concept
The brighter half, to put it simply your high concept is your characters life story, whether that be a hunter, an outcast, an alchemist, or anything else. This represents the experiences they have gained over their life and will prove useful throughout the campaign bestowing upon them a small buff on anything that falls under your job description. Something to note is while a high concept usually represents a characters job or purpose it can also be representative of their personality or natural skills, such as being an upstanding and charismatic individual or being able to understand people at an exceptional level. There are two main limitations for High concepts, the first being that a high concept can not effect combat, if the player wishes to pick a high concept such as hunter which was mentioned previously, they would not deal more damage while hunting or anything like that, rather they would be more proficient at tracking and following, to the same degree any other high concept such as warrior, mercenary, or otherwise the player must have the benefit be geared away from combat. The second limitation is that a high concept can not be too vague, going back to the example of the hunter, while one could increase their proficiency of tracking and following, they would usually specify between specializing in humanoid monsters and magical creatures (and would also apply to regular humanoid races), or animals and bestial monsters.
Troubles
The darker half, as for the "trouble" to put it simply this is a negative character trait, a dark past, trauma for past experiences, or they are just a horrible person. any of those sorts of things will be a trouble and will give the character a debuff under certain circumstances, an easy way to think of this is it should be a negative version of your high concept but not as powerful in terms of number of occasions it could activate in. Unlike a high concept, a trouble can affect combat, however, it is generally recommended not to do so unless the player believes it fits with their character. Lastly, players should not choose troubles that are extremely minor and have no real chance of impacting their character. A couple of good middle of the road examples for troubles are as follows : liar, narcissist, bloodthirsty, savior complex, or an obsession with a person, concept, hobby, or type of item.
These are the defining elements of a character representing features in two types
"Physical" and
"internal". the Physical
Attributes are as follows : Physical power, Dexterity, and Vitality. Whilst the Internal
Attributes are as follows : Magical power, Mind, and Soul.
Attributes are by far the most important part of building a character and forming them into a particular type of person, such as being known as monstrously strong mercenary, a nimble assassin, or a magician who fights at the frontlines. For a greater explanation of each attribute, milestones, and importance to class features, there is a dedicated
Attributes page.
Fate is essentially a limited resource each player has that majorly affect both combat and roleplay, and depending on how it is used turning an impossible fight into a feasible one.
Fate can be a fairly complex sub-system with a decent amount of usages and limitations, as such it should primarily be read up on in the
Fate page. The only thing I will note here is
Fate points can be used normally or burnt, when used normally that
Fate point will come back the next day, when burnt that
Fate point is gone permanently.
Skills
Skills are essentially the bread and butter of your character, skills and how you use them will vastly impact the usefulness of your character, as skill are the difference between a golem that can only swing its arms and a
Knight how can masterfully defeat an opponent with a longsword. Skill points, like many other aspects of your character are received through event points at a rate of
2 skill points per event point, furthermore, your
skill points will constantly be divided in half between class skills and normal skills hence the reason why 2 are gained every event point. What is the difference between these two? well simply put class skills follow the theme of being more akin to
activatable abilities while most
normal skills are closer to
passives with some exceptions (EXAMPLE: a
Spirit Contractor could have a class skill be a fireball which you can activate, and a normal skill could be knowing swordsmanship or mathematics). While each character can technically have a limitless amount of skills it will be up to the player whether to divide their skill points between covering a wide variety of situation and abilities, or being limited but extremely powerful at what they are good at, whatever your decision is choose carefully. About the creation of skills, this will probably be the hardest part of the experience, as for each skill you will have to come up with the basic idea of the skill, followed what the skill's correlated attribute(s) are which will act as the requirement. Once this is completed you can send your skill idea to your GM for approval, however, since normal skills are obtainable by everyone a
Skill Library page, has been created for common skills and to give newer players an idea of the uses and requirements of a skill.
Stunts
last but not least stunts, stunts are pretty simple so this will be quick. A stunt is a niche ability that can be used to enhance certain parts of your character (an example of this would be to give your character a stunt which gives them proficiency for targeting the eyes of his opponent so the character would get a bonus to attacking their eyes but not the damage). At the start each character will own 3 stunts, The only way of gaining additionally stunts is through burning a
Fate point and thus permanently lowering your max
Fate.
Combat Mechanics
It should be noted that some mechanic that pertains more to a characters stats will be found in
Attributes page, and some features such as the combat usage of
Fate, is found in the
Fate page.
Combat starts with initiative, which represents who goes first at the start of a battle (excluding an ambush in which the ambushers go first), the character or creature with the highest dexterity is the first to go. If there is a tie among players, the players simply decide amongst themselves which of them goes first. If the tie is between a player and a NPC ally, or a enemy, the enemy by default goes after the player. After everyone has taken their turn in a round
On a players turn they will have 3 actions, these actions can be used as they please but cannot be exceeded, different types of actions take different amount of actions, for example using a swift ability or moving usually takes 1 action, however, attacking will take 2 actions (with the exception of using a light weapon).
other things to note about action economy :
-moving is normally 1 action, but double moving is all 3 actions.
-attacking takes 2 actions, unless using a light weapon, a light weapon is classified by at least 0.5 dex
-an action/skill that allows you move and attack such as lunge or charge type skills always take 3 actions unless using a light weapon (however even if you use a light weapon your next or previous action can't be movement related).
-Using an ability that is not fast enough to be a free action will normally take one action. Examples of this are :
Commander's non-attack stratagems, buffing magic, utility magic.
-Preparing an action for use after the user's turn costs the user at least two actions regardless of if it would normally cost one action.
Reactions
When it is not a players turn, and the player is about to attack they may enact a reaction, however, reactions are split into three types, minor, full, and Major. Every character has a minor reaction no matter the scenario, however, a minor reaction is extremely limited, primarily only allowing for the user to dodge or block (which depending on the speed of the opponent's attack are not guaranteed to go through) although should the user have an skill that can be used as a reaction then it may be used during a minor reaction. A full reaction is when a character has equal or superior Dex to their opponent, during a full reaction a character can take two actions, but may not take a move action, or use a skill that is solely for movement, while a character can attempt to counterattack or trade with their opponent as a full reaction whether their attack lands or allows the opponent to react to it, depends on the situation. A major reaction is only granted when a character has 6 or more Dex than their opponent, and grants them 3 actions with no restrictions on what they are used for. When a Full or major reaction is used the character's Dex solely for the sake of calculating what type of reaction they get, is reduced by 2 until the start of their turn.
Fatigue
As a character gets injured and hurt they slowly gain fatigue, fatigue is brought up here as when a character reaches 3 fatigue they are knocked unconscious, however, the first and second point of fatigue also hold significance. At the first fatigue a character slowly becomes exhausted from their wounds, leading to the character taking a -1 penalty to all stats excluding soul every 4 turns after gaining their first fatigue. These penalties accumulate even outside of combat while the character is at 1 fatigue, however, this penalty only reduces an attribute to 80% of its maximum (example : if i have 10 dexterity, 10 turns after getting to 1 fatigue i will be at 8 dex and stop losing attribute points for that stat). At 2 fatigue, the character takes a -1 penalty every 2 turns, which now caps at 50% of its maximum. While a character is at 3 fatigue and knocked out they will be vulnerable to being killed, however, the amount of damage needed to kill them is heavily dependent on how much vitality the character has, similar to the amount of effort to get the character to a fatigue in the first place. While the character has a fatigue or any amount of injuries in general, these injuries will naturally recover over time, with injuries healing faster depending on the character's vitality and if they are receiving medical attention/magical healing.
Armor
A character wearing armor will receive a buff to their vitality to reflect the durability of the armor, it should be noted that an opponent aiming for unarmored sections of a character or breaking through the armor would render this bonus null. Additionally, medium and heavy armor will impose a negative to dexterity to reflect in the inflexible nature of wearing armor. Finally, certain classes, such as the
Knight,
Villain, and makos barbarian receive certain empowerments to armor allowing them to make better use of the armor or use armor with less restrictions.
light armor has no dex negative and provides a +1 vit bonus to specifically Light weapons (aka 0.5 or more dex)
Medium armor has -1 Dex, -1 movement Dex, and +1 Vit
Heavy armor has -2 Dex, -4 movement Dex, and +3 Vit
(when armor mentions a negative to Movement Dex. this stacks with the regular Dex penalty, for example when wearing medium armor you effectively take -2 for calculating movement)
The above is the precident for the standards of armor everything below that mentions increasing or decreasing is with this standard in mind.
also because light armor is always leather or the like, it is not affected by different metals.
Titanium decreases the Dex and movement Dex negative by 1, and for heavy armor decreases the Vit benefit by 1.
Steel increases the Vit benefit by 2.
Tungsten increases the dex negative by 6, and increases the Vit benefit by 5, for Heavy armor the Vit benefit increases by 8.
other B rank materials increase the Vit benefit by 2 alongside their other effects.
Desert gear increases the Vit benefit by 2 for medium armor, for heavy armor the Vit benefit increases by 4 while (for heavy armor) Dex decreases by additional -2
Masterwork increases the Vit benefit by 1
Light armor is easy enough to use that it has no associated skill for mastering it.
Medium Armor Prof (vit 1)(capped at 10) now functions as follows : at 2 you can wear this armor, at 10 you reduce the movement Dex penalty by 1.
Heavy Armor Prof (vit2)(capped at 20) now functions as follows : at 3 you can wear this armor, at 8 you reduce the movement Dex penalty by 1, and at 20 you reduce the dex negative by 1.
Fumble
Note, this mechanic is still being tested and may be changed or removed in the future. While this mechanic can be considered niche it is important enough of a potential balancing factor that it will be listed here. When a character uses more than 50% of their movement in a turn, and also fires a ranged weapon at some point during their turn, the character gains a fumble token. A fumble token wears off if the user spends three turns without doing the aforementioned series of actions, or if combat ends. At 2 fumble tokens the user’s dex&mind lowers by 2, at 3 fumble tokens the user’s dex&mind lowers by 5 (mind is lowered for the purpose of firing a gun and does not apply for general uses). Should a character accrue 4 of these tokens they will “fumble”, this will cause the character to drop anything they were holding and fall to the ground stunning themselves until the end of their next turn.
Niche Mechanics
doing a point organization for listing will make it pretty/add it to a dedicated section later.
-when attempting to grapple an opponent the opponent can resist the grappler through their physical power and partially their weight. Roughly speaking when first grappled, the victim can only use 50% of their physical power to resist, especially when caught off guard (further lowers by 25%~). However, after the first turn they are able to use their full brunt of strength and thus use 100% of their physical power against the user's physical power. However, the grappler has an advantage for being the initiator (if the grapple succeeds) and based on their grappling skill.
-similar to the above, attempting to trip an opponent is partially based on the opponent's vitality (representing their stability) and partially based on their weight.
-Abilities which have a scaling cost can be undercast (either using less of an attribute or less tiers) in order for the skill to cost less
-physical power oriented movement techniques can only be used when doing so would allow the user to reach an opponent and not for crossing distances.
-you are much stealthier the lighter/less gear you have, additionally, having medium or heavy armor massively impedes one's ability to stealth, also, unlike feint, you need a lot more stealth to go perfectly unnoticed against one's senses
-Effective dex for travel is decreased by 25% rounded down whilst traveling unless VIT is equal or higher than Dex. (horses ignore this penalty, see
Horses page)
-If a character believes their opponent is feinting and has 4 or more dex than their opponent they can choose to "wait" during their full reaction, lowering their reaction to a minor reaction but would be able to see their opponent's true action (every time wait is used during combat the character's effective dex decreases by 2 for this specific maneuver).
Armor Differences
certain pieces of armor have differences despite being in the same category, the differences are as follows :
Light Armors :
Gamberson - compared to leather, a gamberson is more effective for preventing slash based injuries
Medium Armors :
Lamellar - Lamellar will break about 50% easier than any other medium armor, however, it can be repaired for much cheaper than other medium armors
Chainmail - Compared to other medium armors (excluding plated mail), chainmail is more resistant to arrows, bolts, and other missile fire.
Plated Mail - Notably higher resistance to missile fire and slashing attacks
Heavy Armor :
Cuirass and plates : while tougher than medium armor, is vulnerable to piercing attacks and missile fire.
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