[2 AP] Single Attack - [Roll 1d100]
[3 AP] Multi Attack - [Roll nd100]
[1 AP] Movement - [Disengage, Run, Etc]
[1 AP] Item Use
[0-3 AP] Power Use - [See power cost on your tracker]
[3 AP] Complex Skill Check
[2 AP] Deliberate Skill Check - [Roll 1d20]
[1 AP] Hasty Skill Check - [Roll 2d20, take lower]
[1 AP] Feint
[2 AP] Dodge
[1 AP] Defensive Stance
[2 AP] Block - [requires shield]
[3 AP] Charge
[2 AP] Assist
[3 AP] Combined Effort
[0 AP] Bonus Action - [Using Inventory, Handling small objects]
[0 AP] Attack of Opportunity - [Roll 1d100]
[0 AP] Dialogue - [25 words max per turn]
DM - Dungeon Master (Admin/Mod running any given quest)
AP - Action Points
DC - Difficulty Check
(A number is established that must be beat in a dice roll to succeed)
HP - Health Points, used to refer to specific Vigor loss/gain
Initiative - Short for 'when is my turn?. Higher initiatives go first.
1d100: Lower numbers are better. Typically used for precision and luck.
95-100 = critical failure
1-5 = critical success
1d20: Higher numbers are better. Typically used for skill checks.
1 = critical failure
20 = critical success
When combat begins, time is segmented by rounds which represent 6 seconds each. Within a round, each participating character/creature gets one turn. Due to the nature of the game, actions and outcomes are determined sequentially. Keep in mind that in character, these events happen simultaneously.
Turn Order: Highest Flux goes first, ties are broken by DM. Turn order may change based on circumstances, as dictated by DM.
Advantage Round: The party or creatures with advantage are allowed free turns, in order, prior to the disadvantaged party joining the initiative. Used in ambushes or extraordinary moments of opportunity.
Deferring Initiative: Characters may defer their initiative. If you defer your turn, your turn is placed at the end of the round, for that round only.
At the start of their turn, a character has 3 Action Points (AP) by default. Spending AP allows them to perform various actions, such as attacks, movement, and power usage.
Attacks - 2 AP
Perform a single strike. State your target and which weapon or limb you use.
✦ Multi-Attack - 3 AP
By fully committing your AP to an attack, your character can strike as many times as their Multi-Attack stat allows (1 extra attack for every 25 flux). Each strike must be made by a different weapon or limb.
✦ Attack of Opportunity - 0 AP
When two creatures are engaged in melee range, and one attempts to move away, the DM will award the other creature with an Attack of Opportunity. This allows a single strike on the fleeing creature outside of the attacking creature’s turn. This can be prevented with the disengage action.
Movement - 1 AP
Reposition yourself within the battlefield.
✦ Disengage: Used to safely back 5 paces away from a creature in melee range, preventing an attack of opportunity.
✦ Run: No roll, your character moves 10+(Running bonus) paces per AP spent. May open up an Attack of Opportunity for enemy.
✦ Other: When required, it costs 1 AP to make a movement roll. Situationally dependent, these will either require a DC To succeed (eg, jumping a gap), or a roll to determine distance traversed (eg, swimming across a river)
Skill Checks - 1 or 2 AP
For all non-movement skills choose:
✦ Hasty (1 AP): A hasty skill check imposes disadvantage on the roll.
✦ Deliberate (2 AP): A deliberate skill check comes with no disadvantage.
✦ Complex (3 AP): Make two skill checks in one turn. Both must succeed for the overall action to work.
Complex skill checks allow a character to make 2 skill checks in one turn. Each skill must relate to the same action.
Ex. Brongo Jumps and Grapples a flying enemy. He rolls for jump first, then grapple. If he fails his jump, he cannot reach it. If he fails his grapple, the enemy slips away. If both succeed, he grounds a flying enemy for the next round.
Bonus Action - 0 AP
Bonus actions cost 0 AP, but a character may only take one per turn.
Many minor actions, such as picking up or placing an object in your vicinity, pulling something from your inventory, or moving something small count as bonus actions. Some powers also count as bonus actions.
If you have already taken a bonus action, additional ones incur a 1 AP cost.
Other - Varied AP
AP costs typically will be specified in stat blocks for items, tools, and spells. Any action a player wishes to take that is not covered will be assigned an AP cost at the DMs discretion. Players may always ask for DM guidance or AP cost before committing to the action.
✦ Power Use: Varies from 0 to 3 AP, specified in spell description.
✦ Battle Actions: Additional options such as charge, dodge, aid, and block are detailed throughout this guide at varying AP costs.
✦ Item Use: Typically costs 1 AP or a bonus action. Specified in item description.
✦ Dialogue: Dialogue may be performed freely (does not cost bonus action). Because turns represent 6 seconds of time, there is a loose limit of 25 words.
Attacks:
Hit: Roll 1d100. The DM will tell you whether or not you hit, based on your precision and the enemy evasion.
✦ Critical hit: Roll a 1-5, doubles damage, and may allow additional effects (DM determined outcome).
✦ Critical fail: Roll a 95-100, will inflict fragility on equipped weapons if applicable, and may leave your character on their back foot (DM determined outcome).
Damage: Base damage + (Weapon damage) + (Power and buffs).
Calculated separately for each strike.
*Any action that would normally deal damage can be restrained to non-lethal or non-damaging. This should be portrayed accordingly in roleplay.
Evasion:
Evasion: Every time an enemy attacks you, the DM subtracts your Evasion score off their precision, reducing their chance to hit.
Sometimes, for Area of Effect attacks, you may be asked to roll below your evasion score for a chance to dodge.
Damage Reduction:
Armor: When you are hit, the DM will reduce the damage you take based on your Damage Reduction score. You may be asked to roll 1d100 at times, to determine whether or not DR succeeds.
Shields: Shields boost Damage Reduction when equipped, and allow users to take the Block Action.
As a roleplaying group, you are welcome and encouraged to try various things in combat. This extended section of the guide is intended to familiarize you with your options, but you are not required to memorize these options. Rather, the DM will help you find a mechanic to match your intent, or determine the outcome if there is no established mechanic. If a certain action is attempted often, it will be added to this guide.
Readying Actions: You may choose to wait for specific circumstances to perform an action. (Eg, I will shove the boulder over the ledge if the enemy walks below). The AP cost is determined by whatever action you are readying, and your character is able to instantly perform the action regardless of turn order if the conditions are met. If conditions are not met that round, you have to wait for your next turn either choose a new action or hold the ready.
Defensive Stance - 1 AP
You anticipate and brace yourself for hits, mitigating the damage you take from them.
Adds +25% to your Damage Reduction score.
Block - 2 AP
*Can only be taken when a shield is equipped. Improvised shields are permitted, with reduced effectiveness.
Provides a DR of 100% with no minimum damage in place of evasion score. Can be used to protect allies. Grants immunity to some AoE attacks.
Dodge - 2 AP
Adds +30% to your Evasion until next turn
+5 Escape Artist
Aid:
A character offers encouragement, guidance, or other kinds of assistance to another. On that target's next turn, they receive bonuses (combined effort or assist) to one of their actions.
Can not affect precision/evasion.
✦ Assist - 2 AP
Typically grants a +5 to skill checks, but varies at the DM’s discretion.
✦ Combined Effort - 3 AP
Multiple characters perform a task as a collective, such as moving something heavy. All rolls and bonuses are added up to determine results. Up to 1 Movement Action to gather at objective is rolled into the AP cost.
Charge - 3 AP
Your character sprints over a distance, using their momentum to ram into their opponent. You make a single attack with a +3 Damage bonus, but you suffer a -30% Evasion debuff until your next turn. If desired, you may also make a Toss roll to shove your opponent backwards, or, if they are smaller than you, fling them.
You must be at least 10 paces away to build up the speed required for a charge.
Feint - 1 AP
Your character feigns the intent of one action before taking another.
Choose one effect:
25% boost to precision
10% boost to evasion
Situational boost to other actions/skill checks (determined by DM)
Cover:
In ranged combat only, your character may obtain a position of partial or full cover. This boosts evasion, and, if they have not already been detected by the enemy, may be used in conjunction with a Sneak roll to become more difficult to detect.
✦ Partial Cover: +10% Evasion
✦ Full Cover: +20% Evasion. Can not be targeted by line of sight actions while remaining behind cover. Still vulnerable to Area of Effect damage.
If you emerge from cover during your turn, returning to it at the end of your turn does not keep the full benefit of cover. Because combat actions within a round are taking place at the same time, enemies will have the opportunity to hit you as you emerge, and therefore still be able to target you on their turn.
Disadvantage (Various):
Disadvantage is determined by the DM as suits the roleplay. Being seized by poison, moving around on a slick surface, triggering a trap, etc. Your DM will specify which rolls are disadvantaged.
Restrained:
A character can have their movement and ability to take actions constrained by other creatures, objects, or magic. If a character is restrained by bonds, their level of movement and the DC to escape will be established by the DM.
✦ Grappled: A character is actively being wrestled by their opponent. They can not move, their attacks are at a disadvantage, and they must pass a DC 15 concentration check to cast powers. They may attempt to Grapple their opponent back, or make an Escape Artist roll to get away. Both options are contested rolls versus your opponent’s Grapple score.
✦ Pinned: A progression of grapple. The pinned character has -50 evasion and is unable to move or attack, and must pass a DC 18 concentration check to cast powers. On a successful Grapple or Escape Artist roll, they revert to the grappled status.
✦ Immobilized: An immobilized character is conscious and may speak unless gagged/silenced, but can take absolutely no other actions.
Stunned:
Certain attacks or situations might leave your character on their back foot. They lose 1 AP for that turn.
Prone:
Your character may be knocked off their feet, left in a disadvantageous position. They suffer -50% evasion while prone, and must spend 1 AP to stand up.
Blood Loss:
Certain wounds cause hemorrhaging, which results in the loss of additional Vigor over time. Depending on severity, the character may lose as much as a wound a minute in blood loss until naturally clotted or mitigated. A First Aid check can be used to stop bleeding.
Exhaustion:
Exhaustion is a compounding debuff that can be caused by lack of sleep, power overuse, or long strenuous activity.
Exhaustion 1: -1 AP per turn, disadvantage on skill checks
Exhaustion 2: -1 AP per turn, disadvantage on skill checks, speed halved
Exhaustion 3: -2 AP per turn, disadvantage on all rolls, near immobilized, risk of falling unconscious.
Terrified:
Terrified characters are only capable of using movements, skills, and powers that help them flee the area. Their own escape is their number one priority.
Terrified characters can attempt to break through the fear with save vs. mental. On a successful roll, they are no longer terrified.
Dying and Being Barred from Combat:
Vigor is a representation of how much a character is able to survive. When their injuries equal or exceed their vigor, their strength gives out and they begin to succumb to their wounds. They either become unconscious or demoralized making them unable to fight as they begin Dying.
Dying:
Every round that a character is Dying, they must make a Save vs. Death. If a character is attacked during a round, they automatically fail their Save vs Death. If a character fails three Saves vs. Death, they are dead and can no longer be saved by allies.
If a character passes three Saves vs. Death, they become stable, and regain 1 Vigor. A successful First Aid check, power use, or item use can stabilize a dying character.
A stabilized character will still be unconscious/demoralized.
Unconscious:
An unconscious character can take no actions and is not aware of what occurs around them. The unconscious status is different from sleeping, in that unconscious characters are difficult to rouse. When knocked unconscious (eg. by injury, fatigue, or power), they typically cannot be awoken by physical means for a period of time decided by the DM.
Demoralized:
If a character is demoralized, they will refuse to engage in combat, no matter what. Demoralized characters take a massive penalty for Morale. They are less likely to be targeted in combat as long as they remain demoralized.
Demoralized characters must receive assistance from others and recover vigor to best shake off their demoralization.