Combat
Starting Combat
While combat is just a small portion of this system, there are quite e few rules associated with it.
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At the start of combat, all participating creatures and players roll a D20 and add their Swiftness Stat. These numbers are noted down and placed in a list from high to low. The person with the highest number of begins combat and after that, the second-highest,...
Combat Actions
Icon Legend
During your turn, you have 2 Action Points(See "Icon Legend"). These can be spent in many different ways, but don't all have to be used.
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Movement:
You can spend an Action Point to move a short distance (Download Distance.pdf)
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Attack:
You can spend Action Points equal to the Weapon attack cost in order to attack a creature in melee distance (Download Distance.pdf)
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Items:
Using an Item or drinking a Potion generally costs 1 action point.
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Skills:
Skills can be used by expanding Action Points equal to the Skill Activation Cost.
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General Actions:
If you want to take any action that is not described here, ask your GM. They will decide how many actions it will cost you.
Preparing Actions
You can Set Actions to happen when something else happens. For example, you can rais your sword, and Set an Attack to happen when someone walks through a door.
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When Setting an Action, the action is instantly consumed even if the trigger doesn't happen. A Trigger lasts until your next turn.
Setting Actions
Attacking
When you want to use a skill or perform an action that uses more than the 2 Action Points you have in a turn, you can opt to start the action by, for example, spending your 2 actions from this turn and preparing 1 action from your next turn.
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When you do this, you are locked into the skill or action you wanted to perform. It will automatically complete (and thus use the prepared action) at the start of your next turn.
When you are in range (Download Distance.pdf) of another creature, you can opt to make an attack. In this case, you make a Hit Roll by rolling a D20 and adding the scaling Stat of your weapon to the roll. If this value is bigger than the Armor Class of the target you land a hit if it's lower the attack misses.
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When you hit a target, you roll the Damage Dice of your Weapon and add your Weapon's Scaling Stat to the roll. This value is subtracted from the targets Current Health.
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When you roll a 20, the attack automatically hits, and you double the Dice Value of your Damage Dice When you roll a 1, the attack automatically missed, and you get a Critical Failure. This might mean your sword fly's out of your hand, or your arrow fly's towards a party member.
These are skills that you can activate by spending a bit of Focus in them (See "Weapon Mastery" under "Character Creation").
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At the top of the card is a box that tells you the (potential) scaling Stat of the Skill. Right Below that is the card art, Skill Icon, and card name. Underneath the card name, you can find the cost of activating this Skill (Action points and Focus points).
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Underneath the Skill Cost is a box that tells you what the Skill does, with underneath that a possible Saving Throw
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Passive Skills are Skills that are always active without your involvement. They usually give you a boost to your Stats or activate themselves under certain circumstances.
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The biggest part of the card is dedicated to the card art. within the middle of the card an icon that tells you this is a passive (See "Icon Legend").
Right below that is a box with the card name and below that the effect of the passive.
By leveling up, you gain access to Skills. These are actions you can take in- and outside of combat, or magic's that you can produce.
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There are 3 Different types of skills:
Skills
Icon Legend
Passive Skill
Focus Skill
A Saving throw is done as follows. You are hit with the Taunt Skill (Saving Throw = "Presence" VS Mind). You roll a D20 and add your Mind Stat, and the attacker does the same with his Body Stat. If you win, the skill fails
There are 4 types of Elemental damage:
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Air:
Stunning a target for 1 Turn.
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Water:
Slows the target for 2 Turns and makes them take x2 Air Damage.
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Fire:
Sets targets on fire for 2 Turns, they take 1D6 Fire Damage at the start of there turn.
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Earth:
Can knock targets prone.
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When you are hit by any Elemental damage, you have to roll a saving throw to see if the effect happens. This is a straight roll (Just roll a D20 without adding a Stat) against a set value.
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Light Armor: Roll above 15.
Heavy Armor: Roll above 10.
Armor with a resistance: Roll above 5.
These Skills are obtained threw magic, and are very rare. They consume Mana in order to be activated.
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At the top of the card, you can find the (potential) Scaling of this Skill with an art piece underneath. Right below that are the Skill Icon, Skill Name and Skill Cost(Action points and Mana points).
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Underneath that, you find a description of what the Skill does and the Saving Throw (if the Skill has one).
Mana Skill
Elements
D6 Dice Legend
Other Conditions
There are some other cases that might leave a player in a certain situation not described above, These are called special status conditions.
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Prone:
When a character is knocked prone, they can only move at half their normal speed. Melee attacks get advantage on them but ranged attacks get disadvantage. To stand up, players need to spend an action.
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Stunned:
When a character is stunned, they skip their next turn.
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Cursed:
When a character is cursed, they get Disadvantage on all their rolls (except damage rolls) for the duration.
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Poisoned:
Poison uses the same damage numbers as being on fire.
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Dry:
When a character is whet from a water attack or from swimming, they dry up if they are hit by a fire attack. in this case, they can's be set on fire this by the fire attack in question.
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Doused:
If a character is on fire and is hit by a water attack, they aren't considered wet, but the fire will be put out.
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Sneak Attack:
When you are sneaking around, and attack an unsuspecting victim, you get advantage on your attack. After this attack, you will no longer be sneaking.
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Unarmed Strike:
When you hit someone without a weapon, you can use either Body or Swiftness for the roll. your damage is always 1 + Body.
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Improvised Weapons:
When using an object that is not a weapon to attack someone (like a bar stool or a stick), you use Body for the roll, and the damage is always 1D6/2 + Body. The damage can never be lower than one.
When you take damage, the damage you take is subtracted from your Current Health. When your Current Health hits 0, your character goes unconscious.
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When unconscious, you can't move, hear, see, attack, use skills or use items.
Other players can wake you up by healing you. you will regain consciousness and 1 Health Point.
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When the Damage you take is equal to or higher than your Max Health/2, you get a wound. Additionally, you get a wound when you go unconscious for the first time every day, and when you take damage when unconscious you get a wound instead.
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You can have a maximum of 6 wounds, at which point your character dies.
The last 3 wounds are called Fatal Wounds. When you sustain your first fatal wound, you start Bleeding Out. Whilst bleeding out, you take another wound after a number of turns equal to your Body Stat (but never lower than 1).
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You can heal wounds by reciving healing when at Max Health Points. You can only heal 1 wound at a time this way.
Taking Damage
Concentrating
Some Spells or Magical Items will require you to keep concentration. This will be noted on the card. The effect will last for as long as you keep concentrating on the spell. If you take damage, however, you run the risk of losing your concentration. When this happens, you roll a D20 and add your Current Focus Points. You are trying to roll over the amount of damage you took. If you fail the roll, the effect will cease.