Please don't read all of these rules in one sitting, because not only are most of them not needed for play (1.0-2.2 gives a pretty comprehensive understanding of the game, and the rest can be referenced when needed, or ignored) and because, look at all of this, you'd wear yourself out climbing all these walls of text.
The Character Sheet is here.
1.0 Character Progression Table (Level Up Table)
1.1 Stats Table
1.2 Sizes and Occupied Spaces Table
1.3 Respecing/Respecification
1.4 What Levels are meant to Represent
2.0 Action Types Table
2.1 Rounds and Turns
2.2 Innate Actions Table
3.0 Conditions Table
3.1 Index Table
4.0 AoEs, Lines, and Cones
4.1 AoEs
4.2 Lines
4.3 Cones
5.0 Damage Types Table
5.1 Falling and Fall Damage
5.2 Momentum Damage
6.0 Movement Speeds
6.1 Terrain and Difficult Terrain
7.0 Stealth and Perception
8.0 Weather Table
All numbers within this game are rounded down unless stated otherwise.
The Character Sheet is here.
1.0 Character Progression Table (Level Up Table)
1.1 Stats Table
1.2 Sizes and Occupied Spaces Table
1.3 Respecing/Respecification
1.4 What Levels are meant to Represent
2.0 Action Types Table
2.1 Rounds and Turns
2.2 Innate Actions Table
3.0 Conditions Table
3.1 Index Table
4.0 AoEs, Lines, and Cones
4.1 AoEs
4.2 Lines
4.3 Cones
5.0 Damage Types Table
5.1 Falling and Fall Damage
5.2 Momentum Damage
6.0 Movement Speeds
6.1 Terrain and Difficult Terrain
7.0 Stealth and Perception
8.0 Weather Table
All numbers within this game are rounded down unless stated otherwise.
1.0 Character Progression Table (Level Up Table)
When you Level Up, increase your Level by +1 and gain the corresponding cumulative bonuses on the table below. Every Level above 30 is the same as Level 29, but every 10 levels (Level 40, 50, 60, etc.) gain Devotion and +1 Exertion Die.
Stat Bonus: Increase your Total Might, Total Skill, or Total Magic by the listed amount. Sometimes you may choose to increase a stat by +2, but only if it is not the highest of the three. If you have two stats tied for highest, they are both treated as your highest stat. If you have three stats tied for highest, they are all treated as your lowest stat.
Improve Scaling: Choose to increase your HP Scaling or Mana Scaling by +1.
Devotion: You may not take skills with the Devotion Skill Tag unless otherwise stated. You may have up to +1 Devotion Skill. You cannot take a Devotion Skill otherwise. Multiple Ranks in a Devotion Skill only count as a single Devotion Skill.
Stat Bonus: Increase your Total Might, Total Skill, or Total Magic by the listed amount. Sometimes you may choose to increase a stat by +2, but only if it is not the highest of the three. If you have two stats tied for highest, they are both treated as your highest stat. If you have three stats tied for highest, they are all treated as your lowest stat.
Improve Scaling: Choose to increase your HP Scaling or Mana Scaling by +1.
Devotion: You may not take skills with the Devotion Skill Tag unless otherwise stated. You may have up to +1 Devotion Skill. You cannot take a Devotion Skill otherwise. Multiple Ranks in a Devotion Skill only count as a single Devotion Skill.
Level | Stat Bonus | Skill Points | Special |
---|---|---|---|
1 | +1 Highest or +2 | 10 | N/A |
2 | +0 | 4 | Improve Scaling |
3 | +1 Highest or +2 | 4 | Improve Scaling |
4 | +2 | 4 | N/A |
5 | +1 Highest or +2 | 4 | Gain +1 Reaction |
6 | +0 | 4 | Devotion |
7 | +1 Highest or +2 | 4 | Gain +1 Exertion Die |
8 | +0 | 4 | Improve Scaling |
9 | +1 | 4 | N/A |
10 | +1 | 4 | Gain +1 Reaction, Devotion |
11 | +1 | 4 | N/A |
12 | +1 | 4 | Gain +1 Exertion Die |
13 | +1 Highest or +2 | 4 | Improve Scaling, Devotion |
14 | +1 | 4 | N/A |
15 | +1 | 4 | Gain +1 Reaction |
16 | +1 | 4 | Devotion |
17 | +1 | 4 | Gain +1 Exertion Die |
18 | +1 Highest or +2 | 4 | Improve Scaling |
19 | +1 | 4 | Devotion |
20 | +1 | 4 | Gain +1 Reaction |
21 | +1 | 4 | N/A |
22 | +1 | 4 | Gain +1 Exertion Die |
23 | +1 Highest or +2 | 4 | Improve Scaling, Devotion |
24 | +1 | 4 | N/A |
25 | +1 | 4 | Gain +1 Reaction |
26 | +1 | 4 | N/A |
27 | +1 | 4 | Devotion, Gain +1 Exertion Die |
28 | +1 Highest or +2 | 4 | Improve Scaling |
29 | +1 | 4 | N/A |
30 | +2 | 4 | Gain +1 Reaction, Devotion |
1.1 Stats Table
Stat | What? | What's Mine? | Tell Me More. |
---|---|---|---|
Level | How much of your potential you've gained out of 20. | Ask the Host. Probably 1, hopefully 4 or higher if you're not new. | See the "Character Progression" page. |
Skill Points | Potential in numerical form. | (Level * 4) + 6 | When spent, represent time and effort committed to deliberate practice or through your environment. Skill Points can be used to purchase skills (also referred to as taking skills). The increase or decrease of a skill's Skill Point Cost is retroactive. |
Attacks | The number of attacks you can make on your turn without other bonuses. | 1 | Your number of attacks can be increased by skills or by wielding weapons. |
Total Attacks | The total number of attacks you can make on your turn. | Attacks + Weapon Attacks | An Attack may be spent to make an attack against a target using any weapon you have equipped, or activate skills, but Weapon Attacks may only be used to make Weapon Attacks or activate skills using the Weapon which grants them. |
Size | A representation of your effective mass, resistance to outside physical forces correlating to your physical size, density, muscle density, or even willpower. | Medium | Sizes from smallest to biggest are as follows (with examples in parenthesis): Miniscule (Ladybug) Tiny (House Cat) Puny (Labrador) Small (a thin, small, or weak human) Medium (an average human) Stocky (a hearty or powerful human) Large (tiger, or bear) Huge (single story building) Massive (1.5 story building) Colossal (3 story building) Megalithic (Kaiju) After a certain point your Size becomes inherently linked to your physical size and you occupy more Space(s) as seen below, under the 1.2 Sizes and Occupied Spaces Table . |
Size Number | The number derived from your Size. | 8 | Sizes from smallest to biggest are as follows (with Size Numbers in parenthesis): Miniscule (0) Tiny (4) Puny (5) Small (7) Medium (8) Stocky (9) Large (10) Huge (11) Massive (12) Colossal (13) Megalithic (15) |
Movement Resistance | You ability to decide not to be moved. | (Half of Size Number) -1 in Spaces | When you would be moved, but you don't want to be, reduce the movement by up to this many spaces. This number diminishes when used, and returns to usual at the start of each of your turns. |
Move Speed | Your ability to deliberately move. | 5 | When you want to move, move up to this many spaces. This number diminishes when used, and returns to usual at the start of each of your turns. Unless stated otherwise, this Movement Speed refers to Walking. |
Maximum HP | The highest your HP can be. | (HP Scaling * Level) + 40 | N/A |
HP | How much life you have in you. Damage reduces this number, and healing increases this number. | The same as your Maximum HP, unless you took damage. | While you are reduced to 0 or fewer HP, you are Stunned. Stunned: You can only use a single action, which you choose. |
HP Scaling | How much your Maximum HP increases by when you Level Up. | Size Number | At level 2, 3, 8, 13, 18, 23, and 28 choose to increase your HP Scaling or your Mana Scaling by +1. |
Point of No Return | When this number is higher than your HP, you die. | -19 + (-1 * Level) | N/A |
Maximum Mana | The highest your Mana can be. | (Mana Scaling * Level) + 10 | N/A |
Mana | How much energy you have in you. | The same as your Maximum Mana, unless you exerted yourself. | You may spend Mana, even if you have 0 or fewer Mana. If your Mana would be reduced beneath 0, take an amount of True Damage equal to triple the Mana spent. |
Mana Scaling | How much your Maximum Mana increases by when you Level Up. | 6 | At level 2, 3, 8, 13, 18, 23, and 28 choose to increase your HP Scaling or your Mana Scaling by +1. |
Total Might | A representation of your ability to apply force through physical power. | Varies | When you create your character, choose for your Total Might, Total Skill, or Total Magic to be any one of the following numbers (each number may only be chosen once): 10, 12, 14. |
Might | Your ability to deal damage through physical power. | Varies | The numerical value of this stat corresponds to your Total Stat. The following is the Total Stat (with the Stat in parenthesis) 0 or 1 (-5) 2 or 3 (-4) 4 or 5 (-3) 6 or 7 (-2) 8 or 9 (-1) 10 or 11 (+0), etc. |
Athletics | Your ability to apply force through physical power, particularly when competing against others. | Might+Attacks+Size Number | N/A |
Inventory | The amount which you can carry in physical size and weight, presumably in some sort of bag or other container. | 10 + Total Might + Size Number | N/A |
Total Skill | A representation of your ability to move nimbly or with grace through speed and precision. | Varies | When you create your character, choose for your Total Might, Total Skill, or Total Magic to be any one of the following numbers (each number may only be chosen once): 10, 12, 14. |
Skill | Your ability to deal damage through speed and precision. | Varies | The numerical value of this stat corresponds to your Total Stat. The following is the Total Stat (with the Stat in parenthesis) 0 or 1 (-5) 2 or 3 (-4) 4 or 5 (-3) 6 or 7 (-2) 8 or 9 (-1) 10 or 11 (+0), etc. |
Nimble | Your ability to move nimbly or with grace, particularly when competing against others. | Skill+Attacks+(16-Size Number) | N/A |
Total Magic | A representation of your ability to utilize Mana. | Varies | When you create your character, choose for your Total Might, Total Skill, or Total Magic to be any one of the following numbers (each number may only be chosen once): 10, 12, 14. |
Magic | Your ability to deal damage through magical power or precision. | Varies | The numerical value of this stat corresponds to your Total Stat. The following is the Total Stat (with the Stat in parenthesis) 0 or 1 (-5) 2 or 3 (-4) 4 or 5 (-3) 6 or 7 (-2) 8 or 9 (-1) 10 or 11 (+0), etc. |
Arcana | Your ability to manipulate magic, particularly when competing against others. | Magic+Mana Scaling | N/A |
Exertion Dice | Your ability to alter dice results out of sheer willpower. | Three d6's | Each player begins play with 3 Exertion die, and regains one by doing any of the following: -Wake up after having slept for 8 hours. -Eating your first meal in a day. -Not doing anything strenuous for 24 hours. -Rolling the minimum possible result on an Attack or Interest roll. You may use any number of Exertion Die at any time during play. You may use a single Exertion Die to: -Increase the result of any d20 by the result of the Exertion Die. -Gain an amount of HP or Mana equal to the result + Level. -Increase a single instance of damage dealt by double the result. -Treat a Critical Hit as a normal hit. The Host may not use this effect. Your Exertion Die may be used by any of the characters you control, including Companions. Hosts begin each session with 3 Exertion Die (every time you sit down to play). Hosts may not use more than 1 Exertion Die at a time. |
Hit | How accurate your attacks are. If this number is higher than your attack target's Defense, you hit. | 1d20 + Level + (Attacks) | N/A |
Defense | A representation of the odds that you will not be harmed by an attack, by way of armor, awareness, speed, skill, luck, or even fate. | Level + 9 | N/A |
Dodge | Your ability to actively avoid being hit by an incoming attack such by way of moving out of the way, or distracting or distressing your assailant to the point of missing. | 1d20 + Level + 11 | N/A |
Perception | You ability to notice things through sight, sound, and other senses. | 1d20 + 0 (- target's Stealth) | Gain +1 Perception per two targets helping you search. To save time and bookkeeping a group of people should probably just make one Perception roll using the highest bonus available. |
Stealth | Your ability to not be noticed when you don't want to be noticed. Subtracted directly from the Perception of those who try to notice you. | 0 (See Stealth and Perception Below.) | N/A |
1.2 Sizes and Occupied Spaces Table
A creature occupies more spaces dependent upon their Size. For example, a Tiny creature occupies a quarter of a space, and a Medium creature occupies half of a space, so two Tiny creatures and one Medium creature could all three share a single space.
Attacks made against creatures with whom you share a space are made at disadvantage. For each ally you share a space with, you are counted as being flanked by 1 fewer foes (to a minimum of 0).
Attacks made against creatures with whom you share a space are made at disadvantage. For each ally you share a space with, you are counted as being flanked by 1 fewer foes (to a minimum of 0).
Size | Occupied Spaces Square (Length and Width) | Occupied Spaces Height | Fall Damage Taken if you become Prone Unintentionally |
---|---|---|---|
Miniscule | 0 | 0 | 0 |
Tiny | 0.2 | 0.5 | 0 |
Puny | 0.2 | 0.5 | 0 |
Small | 0.5 | 1 | 0 |
Medium | 0.5 | 1 | 1d6 |
Stocky | 0.5 | 1 | 1d6 |
Large | 1 | 1.5 | 2d6 |
Huge | 2 | 2 | 3d6 |
Massive | 3 | 3 | 3d6 |
Colossal | 4 | 5 | 4d6 (also deal 1d6 + Total Might Sonic Damage in a 1 Space AoE centered on you) |
Megalithic | 6 | 8 | 5d6 (also deal 1d6 + Total Might Sonic Damage in a 2 Space AoE centered on you) |
1.3 Respecing/Respecification
Every time you Level up, you gain +1 Respec Point. Any number of Respec Points may be used to remove an equal number of Skill Points from a skill. If the number of Skill Points you have invested in a skill is fewer than its Skill Point Cost, you lose the Skill. You regain any Skill Points removed from skills in this way. Skills with the Class Skill Tag cannot be Respecified.
1.4 What Levels are Meant to Represent
2.0 Action Types Table
This table is all that is needed for basic play, aside from a basic comprehension of what a turn is in a game.
In most cases, the rules value actions in the order of Primary>/=Defensive=Reaction>Move>/=Bonus (> is a symbol which means "greater than").
You cannot activate actions while unconscious.
Action Type: The Action Type described.
Number In Turn: The number of the described action which you gain at the start of each of your turns. Any unspent actions are lost at the end of your turn.
Must Be Activated On Your Turn: "Yes" indicates that this action cannot be used if it is not your turn. "No" indicates that you may use the described action at any time which it does not specifically restrict.
Details: The full description of the described action.
In most cases, the rules value actions in the order of Primary>/=Defensive=Reaction>Move>/=Bonus (> is a symbol which means "greater than").
You cannot activate actions while unconscious.
Action Type: The Action Type described.
Number In Turn: The number of the described action which you gain at the start of each of your turns. Any unspent actions are lost at the end of your turn.
Must Be Activated On Your Turn: "Yes" indicates that this action cannot be used if it is not your turn. "No" indicates that you may use the described action at any time which it does not specifically restrict.
Details: The full description of the described action.
Action Type | Number In Turn | Must Be Activated On Your Turn | Details |
---|---|---|---|
Primary | 1 | Yes | Primary Actions take between 2-5 seconds are used primarily to attack. |
Defensive | 1 | Yes | Defensive Actions take between 2-3 seconds, are used primarily to defend yourself and others. If you do not spend your Defensive Action on your turn, gain +1 Reaction until the start of your next turn. |
Move | 1 | Yes | Move Actions take between 1-2 seconds, and are primarily used to move. |
Bonus | 1 | Yes | Bonus Actions take between 1-2 Seconds, and are used for many different quick actions. |
Any | N/A | Yes | If something indicates that it costs "Any" Action, then you may activate it using a Primary, Defensive, Move, or Bonus Action. You may only activate an action with an Action Cost of Any up to a number of times equal to the number of "Any"s within its Action Cost. For example "Any, Any, Any" could be activated up to three times in a single turn by using different actions, but an Action Cost of "Any" could only be activated once per turn. |
(Number) Attack(s) | N/A | Yes | When you activate the Attack Action, or activate a skill or item which costs 1 Attack, 2 Attacks, or some other variation of (Number) Attack(s), it spends your Primary Action to grant you a number of Total Attacks (which depends on your Bonus Weapon Attacks, and on your Innate Attacks). |
Multi-Action (_+_) | N/A | Yes | A Multi-Action is one which costs multiple other actions, represented by their first letters. For example, Multi-Action (P+D) requires the use of your Primary and Defensive Actions, while Multi-Action (P+M+B) Requires the use of your Primary, Move, and Bonus Actions. |
Reaction | 0* | No | Reactions are actions which respond to another action, typically on turns other than your own. If a Reaction has a Trigger, it can only be activated once that Trigger is fulfilled. If a Reaction has no Trigger, you may activate it at any time. You begin play with 0 Reactions, but gain +1 Reaction every 5 Levels. If you do not spend your Defensive Action on your turn, gain +1 Reaction until the start of your next turn. You cannot activate multiple Reactions against the same Trigger. |
Extra | N/A | Yes | This action may be activated once on your turn as a Free Action, and then any number of times on your turn as any number of Any Actions. |
Free | ∞ | No | A Free action is an action which takes functionally no time at all. |
Concentration | N/A | Yes | If something states "(Concentration)" as part of its Action Cost, you must spend the listed action which precedes "(Concentration)" every turn, or its effect ends. If there are multiple actions listed (such as "Defensive (Concentration), Bonus (Concentration)" not such as "Multi-Action (D+B (Concentration)") you may swap between any of them as you wish, so long as at least one of the Action Costs are fulfilled. Maintaining Concentration is in all ways considered activating the effect, meaning you will also have to spend any other affiliated costs such as Mana Cost. You may only hold concentration on a single skill for up to 1 minute (10 rounds) unless stated otherwise. On turns in which you take damage while maintaining Concentration, you must make a roll at the start of your next turn. If your roll is beneath the total damage you took since the start of your last turn, and before the start of this turn you lose Concentration. If the Concentration is based in magic, add your Arcana to this roll. If not, add your Athletics to this roll. |
2.1 Rounds and Turns
Rounds and turns should be used in any situation where several of decisions have to made in the span of a few seconds, any situation where time seems to slow down and bodies move on their own base instinct as easily as they move of their owners' volition such as combat, moving through a burning building, or a duel.
Whoever instigates Turns has their Turn happen before everyone else's, and the remaining turns are are decided to happen in the order the Host decides. Failing that, the Players go first, and everyone else goes after the players, and objects go last.
A Round is comprised a number of Turns equal to the number of opposing groups present. For example, if you are in a bar fight with Darryl, you and everyone helping you fight get a single Turn in which you act simultaneously, and each may use your own Actions. Darryl also gets his own turn, in which he and everyone helping him fight do the same. This Round, then, is comprised of 2 Turns, one for you and your allies, and one for Darryl and his allies. Darryl threw the first punch, so his Turn is first. Once Darryl and all of his allies have used all of their actions (or all the Actions they want to use), their Turn ends, and yours begins. Once all of the tuns in a Round have ended, the Round ends. If the situation still requires it, the next round begins with the Turns in the same order.
For further example, Darryl's buddy Teddy is dangerously inebriated in more ways that one, and so doesn't know whose side to take, and starts swinging wildly. As someone who is not allied with you or Darryl, Teddy gets his own turn. Unrelatedly, the building has started to collapse because of a giant trying to shove the building down. The giant gets their own turn (being allied with no one) and may try to shove down the building. If the building were to be falling down on its own (or takes so much damage that it would begin to, due to the giant's efforts or otherwise) the building would get its own turn (being allied with no one) even though it is not taking deliberate action, it has its own turn in which the effects of its falling down take place. This Round, then, is comprised of 5 Turns, one for you and your allies, one for Darryl and his allies, one for Teddy, one for the giant, and one for the building falling down. Determine turn order by the order in which action was taken, presumably Teddy started swinging after Darryl, and the giant showed up after that, damaging the building after that, making the turn order Daryl, you, Teddy, giant, building collapse. Try not to have too many turns or, more importantly, too much time without the players acting. Since at least three of those turns have only one entity taking action, it shouldn't take too long, though due to the nature of falling debris and the game mechanics involved therein, you may want to grant each player +1 Reaction at the start of the building's turn, or else players may be frustrated when they had no way of avoiding being crushed. Players turns should, typically, not be further from the top of the Round than second place.
Whoever instigates Turns has their Turn happen before everyone else's, and the remaining turns are are decided to happen in the order the Host decides. Failing that, the Players go first, and everyone else goes after the players, and objects go last.
A Round is comprised a number of Turns equal to the number of opposing groups present. For example, if you are in a bar fight with Darryl, you and everyone helping you fight get a single Turn in which you act simultaneously, and each may use your own Actions. Darryl also gets his own turn, in which he and everyone helping him fight do the same. This Round, then, is comprised of 2 Turns, one for you and your allies, and one for Darryl and his allies. Darryl threw the first punch, so his Turn is first. Once Darryl and all of his allies have used all of their actions (or all the Actions they want to use), their Turn ends, and yours begins. Once all of the tuns in a Round have ended, the Round ends. If the situation still requires it, the next round begins with the Turns in the same order.
For further example, Darryl's buddy Teddy is dangerously inebriated in more ways that one, and so doesn't know whose side to take, and starts swinging wildly. As someone who is not allied with you or Darryl, Teddy gets his own turn. Unrelatedly, the building has started to collapse because of a giant trying to shove the building down. The giant gets their own turn (being allied with no one) and may try to shove down the building. If the building were to be falling down on its own (or takes so much damage that it would begin to, due to the giant's efforts or otherwise) the building would get its own turn (being allied with no one) even though it is not taking deliberate action, it has its own turn in which the effects of its falling down take place. This Round, then, is comprised of 5 Turns, one for you and your allies, one for Darryl and his allies, one for Teddy, one for the giant, and one for the building falling down. Determine turn order by the order in which action was taken, presumably Teddy started swinging after Darryl, and the giant showed up after that, damaging the building after that, making the turn order Daryl, you, Teddy, giant, building collapse. Try not to have too many turns or, more importantly, too much time without the players acting. Since at least three of those turns have only one entity taking action, it shouldn't take too long, though due to the nature of falling debris and the game mechanics involved therein, you may want to grant each player +1 Reaction at the start of the building's turn, or else players may be frustrated when they had no way of avoiding being crushed. Players turns should, typically, not be further from the top of the Round than second place.
2.2 Innate Actions Table
Innate Action: The Action which you can activate.
Action Cost: The Action Type which must be spend in order to perform this Action.
Effect: the effect of the Action when activated.
Action Cost: The Action Type which must be spend in order to perform this Action.
Effect: the effect of the Action when activated.
Innate Action | Action Cost | Effect |
---|---|---|
Attack | 1 Attack | Use any single weapon you are wielding to roll Hit (1d20 + Level + (Attacks) contested against a single target's Defense.) When you hit, you deal damage (as determined by your weapon). |
Aim | 1 Attack | Gain +4 Hit until the end of your turn. You may only use this Innate Action once per round. |
Move | Move | Choose any form(s) of movement which you have access to (called Move Speeds, such as a Walk Speed, or a Swim Speed). You may Move using the chosen Move Speed(s) at any time on your turn, up to a maximum distance equal to the lowest of the chosen Move Speeds. You may spend half of this Speed to stand up and stop being Prone. |
Run | Multi-Action (P+M) | Choose any form(s) of movement which you have access to (called Move Speeds, such as a Walk Speed, or a Swim Speed). You may Move using the chosen Move Speed(s) at any time on your turn, up to a maximum distance equal to double the lowest of the chosen Move Speeds. You may spend half of this Speed (up to a maximum of 3 Spaces) to stand up and stop being Prone. |
React | Reaction | Close your eyes, cover your ears, hold your breath, become Prone, or any other similar reaction which involves stopping doing something (such as stopping seeing, stopping hearing, stopping breathing, stopping standing, etc). You may activate this Action as an Extra Action on your turn. |
Manipulate Item | Extra | Retrieve an item from your inventory, put one away, or interact with a object, such as opening an unlocked door, kicking a ball across the room, or lifting up a creature 4 or more Size Numbers smaller than you. |
Search | Extra | You look at, inside, or around an area or target in attempts of finding something, the Host then describing the target with more detail if possible. You may use this Action a second time in the same turn in order to roll a Perception roll. You may also use this action to accurately estimate distances within 12 Spaces. |
Act | Free | Open your eyes, inhale, decline to drink something you would otherwise drink, drop something you're holding, or any other similar action which has to do with basic decision making or returning to status quo. |
Jab | 1 Attack, or Bonus | Make a single Unarmed Attack which deals 1d4 + (Might or Skill) Bludgeoning Damage. This Innate Action counts as a Skill for all purposes. |
Charge | Passive | If you move at least 5 Spaces in a straight line towards the target of an attack, that attack gains effects based on its Weapon Type(s). Sword or Pole: The Attack's Damage Die are maximized. Axe or Hammer: The Attack deals Crushing Damage. Unarmed or Crescent: This Attack is a critical hit. Shield: The target of this Attack has a 100% chance of becoming Prone. This percentage is halved for each Size Number larger than you the target is. Prone: You are laying down on the ground or kneeling, your Walk Speed is halved, your melee attacks are made at disadvantage, melee attacks against you are made at advantage, your ranged attacks gain +4 HIT, and ranged attacks made from further than 3 Spaces away from you are made at disadvantage. While you are mid air, or floating in water you cannot be considered Prone. |
Trip | 1 Attack, or Move | Make a contested Athletics Check against a target you are adjacent to. If you succeed, the target becomes Prone. Prone: You are laying down on the ground or kneeling, your Walk Speed is halved, your melee attacks are made at disadvantage, melee attacks against you are made at advantage, your ranged attacks gain +4 HIT, and ranged attacks made from further than 3 Spaces away from you are made at disadvantage. While you are mid air, or floating in water you cannot be considered Prone. |
Grapple | 1 Attack | Take hold of a single creature you are adjacent to with a single free hand, making a contested Athletics roll against the creature. If you succeed, the target becomes Grappled by you. While you have a target Grappled, one of your hands is being used to maintain the Grapple against the target. Using a second free hand to maintain (not initiate) a grapple makes your Grapple rolls to maintain this Grapple at advantage. Wherever you move, your grappled target(s) also move, staying adjacent to you in any space(s) you choose for them to occupy. Grappled targets can mitigate your movement, as usual. If you become Prone, Grappled targets also become Prone. A target you have Grappled with two hands cannot make attacks which require the use of their hands. A target you have Grappled can spend 1 Attack to make a contested Athletics or Nimble check against your Athletics to break free, and are no longer Grappled if they succeed. While Grappled, a creature cannot use any Move Speeds. |
Disarm | 1 Attack | Attempt to liberate a target from a creature's hands by making a contested Athletics roll against the creature. The creature gains +2 on this Athletics roll per hand they are holding the target with (but only if they're holding the target in at least two hands). If you succeed, the target falls to the ground. If you succeed by 5 or more you may choose to take the target in your hand or to let it fall. |
Lift | 1 Attack | Pick up a single creature you are adjacent to which is no more than a single Size larger than you. If the creature is up to 1 Size Number larger than you, they must consent, and are slung over your shoulders, occupying a single hand of your choice. If the creature at least 3 Size Numbers smaller than you, you may lift them in two hands, and are considered to be wielding them (and they are considered to have a throwing range of 4 Spaces). Damage dealt using this creature is also dealt to this creature. If the creature is at least 4 Size Numbers smaller than you, you may lift them in one hand, and are considered to be wielding them (and they are considered to have a throwing range of 6 Spaces). Damage dealt using this creature is also dealt to this creature. Any creature you target for this Skill which is at least 4 Sizes beneath you than you gains +1 Reaction which may only be spent to make a Dodge roll against this Skill. If they choose to attempt to Dodge, you must make a Melee Attack roll against them (dealing no damage). If this attack misses, you fail to pick them up. |
Strangle | 1 Attack* | While you have a target(s) Grappled, your target(s) begin to Suffocate, but may move their arms and make attacks as if they were not Grappled until the start of your next turn. If you still have the target Grappled at the start of your next turn, you may spend up to 3 Attacks to add an equal number of rounds to the amount of time the target has been Suffocating. For each Attack spent to accelerate the target's suffocation, an additional contested Athletics Roll is incurred. Any creature which is two or more Sizes larger than you, or that could not reasonably be suffocated for any other reason is unaffected by this Skill. Suffocate: Round 1: No effect. Round 2: You cannot activate magical skills. Round 3: You cannot activate magical skills. Gain -2 Total Might. Round 4: You cannot activate magical skills. Gain -4 Total Might, and -2 Total Skill. Round 5: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. Round 6: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. You become unconscious. Round 7: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. You die. |
Steal | 2 Attacks, Primary | Target a single adjacent creature. Place a free hand on an Item that you know that they have. Make a Nimble roll contested by the target's Nimble or Athletics. If you succeed, you take the Item in your free hand. If the target succeeds, they gain advantage on the first attack or Grapple roll they make against you before the end of their next turn. |
Wall Cling | Bonus, Reaction | While adjacent to a wall, but not adjacent to a floor (and therefore only in places with gravity), reach out to a wall with a free hand and make a Nimble roll. If your roll's result is 20 or higher, you cling to any adjacent wall. You still take any Fall Damage you would have taken from landing on the ground, but it is minimized. You may cling to the wall until the end of your next turn, at which time you must roll Nimble again as a Free Action in order to stay on the wall. You may attempt these rolls indefinitely, but each time you attempt this roll, it becomes more difficult, increasing the requisite result by 2 each time. When you succeed this roll, you may instead choose to Leap a distance up to your unspent Leap Speed, or Fly Speed, or half of your unspent Walk Speed. If you began your turn Clinging to a wall, you may spend your Move Action to Leap 3 Spaces. If you have succeeded this roll this Round, you may cling to any viable wall without needing to make an additional roll. |
Quick Draw | Reaction | Trigger: You are attacked. Effect: Make a contested Nimble Roll against your attacker. If you succeed, activate the Manipulate Item Innate Action as a Free Action. If you succeed by 4 or more, you may choose to immediately spend 1 Attack action from your next turn against your attacker (before their attack completes). If you succeed by 8 or more you may instead choose to immediately spend a Primary action (or any part of a Primary Action) from your next turn against your attacker (before their attack completes). You may activate a second Reaction in response to your attacker's attack. |
Dodge | Reaction | Trigger: You would be hit by an attack, AoE, Line, or Cone. Effect: Make a Dodge roll (1d20 + Level + 11 if you're not wearing armor.) If this Dodge roll is higher than the attack's Hit, the attack misses. Reduce the damage of the AoE, Line, or Cone by half the result. |
Parry | Reaction | Trigger: A Melee Attack roll is made against you or an adjacent target. Effect: Make a Melee Attack roll. If your Attack roll is higher than the target's Attack roll their Attack misses and you may make a single Weapon Attack against the target. If your Attack rolls tie, both of your attacks hit. |
Block | Reaction | Trigger: You or an adjacent target would take damage. Effect: Gain an amount of Guard equal to the amount granted by your weapon + the Guard Bonus granted by your Armor (or +0 if you are not wearing Armor). |
Dispel | Reaction | Trigger: A target has activated a Magical Skill which you or an adjacent target would be a specific target of (not simply effected by the skill.) Effect: Make a contested Arcana roll against the target who activated the Magical Skill. If you succeed the contest the target must spend 8 Mana or waste the action(s) spent to activate the skill (though their Mana is refunded). If you succeed the contest by 5 or more, they cannot spend Mana in response to this Reaction. |
3.0 Conditions Table
A condition is a state of being, and relates to the condition you are in.
Condition | Effect |
---|---|
Jarred | You cannot use single chosen action, which you choose. The chosen action must be a Primary, Defensive, or Move action. You must be otherwise able to use the chosen action. If you would become Jarred, but you are already Jarred, you instead become Staggered. |
Staggered | You cannot use two chosen actions, which you choose and would otherwise be able to use. If you would become Staggered, but you are already Staggered, you instead become Stunned. |
Stunned | You can only use a single action, which you choose. If you would become Stunned, but you are already Stunned, you instead become Paralyzed (you can only be Paralyzed by this effect for a maximum of 1 Round). |
Paralyzed | You become limp, and cannot move your body, or activate actions which require you to move your body. If you would become Paralyzed, but you are already Paralyzed, you instead become Unconscious (you can only be Unconscious by this effect for a maximum of 1 Round). |
Unconscious | You cannot use actions. |
Prone | You are laying down on the ground or kneeling, your Walk Speed is halved, your melee attacks are made at disadvantage, melee attacks against you are made at advantage, your ranged attacks gain +4 HIT, and ranged attacks made from further than 3 Spaces away from you are made at disadvantage. While you are mid air, or floating in water you cannot be considered Prone. |
Rooted | You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. |
Winded | If you Run, Charge, Leap, Fly, or initiate a contested Athletics roll, you become Tired for 1 round. If you would become Winded, but you are already Winded, you instead become Tired. |
Tired | You cannot Run, Charge, Leap, Fly, and gain -5 on all Athletics and Attack rolls. If you would become Tired, but you are already Tired, you instead become Lethargic. |
Lethargic | All d20 rolls are made at disadvantage. Effects which alter the type dice you would roll in place of a d20 instead only roll the die with the highest result at disadvantage. If you would become Lethargic, but you are already Lethargic, you instead become Disabled. |
Disabled | You cannot stand, and may only activate a single Extra Action or Free Action on each of your turns. If you would become Disabled, but you are already Disabled, you instead become Unconscious. |
Unnerved (number) | Gain (number) to all d20 rolls. For example, if you are under the effects of Unnerved (-2), reduce the result of all d20 rolls you make by 2. Multiple instances of Unnerved stack up to a maximum of (5) and a minimum of (-10). If this (number) becomes lower than (-2) you also become Afraid of the target which Unnerved you. |
Afraid | You cannot move towards the source of your fear. If you would become Afraid, but you are already Afraid, you instead become Panicked. |
Panicked | You must move as far and as fast away from the source of your panic as possible with your Move Action. If escape is not possible, you may fight or choose to become Terrified. You cannot Concentrate. |
Terrified | You are petrified with fear, too scared even to speak, and so may not take actions which would require you to move your body. Attacks automatically hit you. You cannot Concentrate. If you would become Terrified, but you are already Terrified, you instead become Unconscious. |
Cardiac Arrest | If you are conscious and Terrified, you have a heart attack and take 50 True Damage. If you do not have a heart, or are in some way immune to heart attacks, you become Unconscious. |
Blinded | You cannot see, and so cannot do anything which relies exclusively (or almost exclusively) on sight, such as reading, making a Ranged Attack, Dodging, or Parrying, and trip, becoming Prone, if you Run. Anything which you attempt which relies heavily on sight, but is doable without it (such making a Melee Attack) is done clumsily and poorly, and is rolled at disadvantage, if applicable. You are immune to Gaze effects. |
Deafened | You cannot hear, and so cannot do anything which relies exclusively on hearing. Anything which you attempt which relies heavily on hearing, but is doable without it (such as speaking) is done clumsily and poorly, and is rolled at disadvantage, if applicable. After years of practice, someone can become used to being deaf, and not suffer this penalty. You are immune to Sonic Damage. |
Mute | You cannot speak. |
Silenced | You cannot activate Magical Skills. |
Suffocating | You are running out of air. This condition worsens every round that you continue to suffocate, increasing in severity at the start of each of your turns, as indicated below. If you are able to take at least a single breath you lose this condition. If you do not need to breathe, you cannot be affected by this Condition. When this condition is caused by water, it is sometimes called drowning instead, but is in all other ways identical. Round 1: No effect. Round 2: You cannot activate magical skills. Round 3: You cannot activate magical skills. Gain -2 Total Might. Round 4: You cannot activate magical skills. Gain -4 Total Might, and -2 Total Skill. Round 5: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. Round 6: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. You become unconscious. Round 7: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. You die. |
Starving | You cannot heal naturally. You begin to starve after not having eaten food for two consecutive days. For each full day thereafter that you do not eat food, reduce your Maximum HP by 5. |
Dehydrated | You become Dehydrated every 8 hours. If you are vulnerable to Dehydration, you become Dehydrated every 4 hours, instead. You may gain this Condition any number of times. Each time you consume 1 Water, lose a single instance of this Condition. When you gain this Condition, and for every 24 hours that you spend Dehydrated, you gain a -1 penalty to all d20 rolls, and decrease your maximum HP by 5. |
Petrified/Frozen | You become rigid, and cannot move your body, or activate actions. You gain Immunity to Piercing, Fire, Cold, Poison, and Bleed Damage, Cold and Hot Weather, Disease, and Age, and become resistant to Slashing Damage, and if you fall you are treated as having fallen from twice as high. If this condition turns you to stone, it is called Petrification/Petrified, if this skill freezes you solid or encases you in ice, it is called Frozen. Both are identical, with the exception that a frozen target who is not in Cold or colder weather will thaw out after 24 hours, or twice as fast in Hot Weather, or after 10 minutes in Volcanic Heat. |
Incorporeal | You cannot interact with the physical world, you pass through all physical objects and creatures, and become immune to Physical Damage (Piercing, Slashing, Bludgeoning, and Earth). All of your Move Speeds become Levitate Speeds. Adamantine and lead cannot become Incorporeal. |
Ignited | You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a Space of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. |
Wet | You are immune to Ignited. Once one of the following occurs, lose this condition: gain Resistant to the next instance of Fire Damage you take. Gain Vulnerability to the next instance of Lightning Damage or Cold Damage you take. 1 Hour has passed since you received this condition. |
Fragile | This Object can be easily broken with at least 12 Collective Might. |
Useless | This object cannot be used for almost any purpose, and cannot be used for its primary purpose. For example, a Useless sword sill exists, and so can be used to make noise, but cannot be used to deal damage besides about 1 Bludgeoning Damage, which just about everything besides a feather is capable of dealing. A Useless building has no roof or walls. The Useless equivalent for a creature is the inability to act. |
Drunk | Gain -2 Hit, +1 Total Might, -1 Total Skill, +1 Total Magic, and Immunity to the first fear related effect which would affect you each round, as well as Disadvantages with "phobia" in their Name. If no duration is listed, you remain Drunk for 4 hours. This Condition is an effect of Poison. |
3.1 Index Table
Term | What? | Tell Me More. |
---|---|---|
Dice/Die/d(number) | Number shapes. | Referring to a (typically plastic) method of random number generation. "d(number)" refers to a die with that number of sides, such as a d6 having six sides. |
Roll | Rolling a die. | Rolling a die. If a specific die is not specified, it is usually safe to assume it is a d20 roll. |
Natural 20 | When a d20's face shows a 20, the highest possible roll. | Signifies doing the best that you are capable of doing, and a critical hit if it was an attack roll. |
Natural 1 | When a d20's face shows a 1, the lowest possible roll. | Signifies doing the worst that you are capable of doing, and an automatic miss if it was an attack roll. |
Contested Roll | A roll made against another's roll. | A roll made against another's roll. Whichever of you rolls highest succeeds the roll, whichever of you rolls lowest fails the roll. |
Advantage | Roll twice, use the result you want. | When you would roll a die at Advantage, roll it twice and take the higher result between the two dice. |
Disadvantage | Roll twice, use the result don't you want. | When you would roll a die at Disadvantage, roll it twice and take the lower result between the two dice. |
Any | Any of your choice. | Any uses its normal definition in English (any of your choice), but with the clarification that whenever Any shows up in the text of an effect, the one who controls that effect may choose what/who to exclude and what/who to include from valid targets of ts effect, and that this choice cannot be taken away from them. |
All | All, regardless of choice. | Its definition in English. An effect which targets all targets affects all targets it is capable of affecting, regardless of whether you want it to or not. |
Then | Only once aforementioned steps are completed. | Its definition in English, with the specification that you must do what precedes the "then" effect before the "then" effect will occur. For example, the effect of the skill Act of Exodus says "Take an amount of True Damage which would be exactly enough to kill you instantly, then a single target touched takes that same amount of True Damage." Meaning that the target may be touched before you taken your damage, but the target must be touched when you take the damage in order for the target to Then take the same amount of True Damage (specifically the final damage/the final effect being the then statement). |
Gain | Addition. | Refers to addition. For example, if a skill says "After activating this Skill, your next Arcane Bolt gains +2d6 damage until the start of your next turn." then the addition is damage + 2d6. If a curse says "Gain -3 to all damage." you add -3 (to add a negative number to a positive number is the same as subtraction). When it does not refer directly to numbers, it uses its normal definition in English. |
Grant | To make the specified target Gain. | See Gain, but its not always for you. |
Increase by | Addition. | See Gain. |
Increase to | If value is less than this, it is now this. | Sets something's value rather than using addition. You cannot "Increase to" to a lower value. |
Reduce by | Subtraction. | Refers to subtraction. For example, if a skill says "reduce your Total Might by 4 until the start of your next turn." then the subtraction is Total Might - 4. If it instead said "reduce your Total Might by -4 until the start of your next turn." then its a typo, and is not the subtraction of a negative number (which behaves like addition). |
Reduce to | If value is more than this, it is now this. | Sets something's value rather than using subtraction. You cannot "Reduce to" to a higher value. |
Stacking/Stacks | Adding its bonus to other bonuses, cumulatively. | A bonus which Stacks with itself adds together all the bonuses each instance of itself would grant. For example, a bonus which you have two of which grants +2 Might and last for one minute but does not stack grants +2 Might, and uses the duration of the most recent activation. That same bonus which stacks with itself grants +4 Might, and lasts for a total of 2 minutes. Unless otherwise stated, all bonuses stack with each other, but not themselves. |
Die Class | Type of die, based on number of sides. | Refers to the type of die (or dice) that a rolled die is. For example, to hit with an attack you roll 1d20. To reduce 1d20's Die Class by 1 would to be to change it to 3d6 (as seen below). Die class from lowest to highest are: 0, 1, 1d4, 1d6, 1d8, 1d10, 1d12, 3d6, 1d20, 3d10 |
Damage Die | The die used to deal damage. | Refers to the type of die (or dice) that is rolled to determine the amount of damage dealt by a damaging thing (such as an attack, weapon, skill, etc.) before bonuses. If a Player would roll a damage die which is equivalent to another type or number of dice, they may roll whichever dice they please (such as below, where 1d8 is equivalent to 2d4). Before rolling a damage die, you may choose to treat it as though you had rolled the average result instead of rolling. (The average result of a die is half its highest result, such as 3 on 1d6, or 10 on 1d20.) Damage Die Class from lowest to highest are: 0, 1, 1d4, 1d6, 1d8 (or 2d4), 1d10, 1d12 (or 2d6), 3d6 (or 4d4), 1d20 (or 2d10), 3d10 (or 5d6). |
Maximized | The highest possible. | Increased to its highest possible result. Almost always refers to damage. |
Minimized | The lowest possible. | Decreased to its lowest possible result. Almost always refers to damage. |
Immune/Immunity | Protection or exemption from something, especially an obligation or penalty. | You cannot take damage from any Damage Type you have Immunity to. You cannot be affected by any ongoing effect you have Immunity to. A creature can only be Immune to a source of damage if they are Immune to all non-tertiary Damage Types that source of damage deals. If the target is only Immune to one of the Damage Types a source of damage deals, they are considered to be Resistant to that source of damage (taking minimized damage) instead. A single creature may only have up to a maximum of two Immunities, with the exception of Immunities which are granted by objects, skills which are not passive, or Immunity to Arcane Damage or Tertiary Damage Types. |
Resistant/Resistance | The minimization of an effect. | Damage you take from a Damage Type which you are Resistant to is minimized. If you are Resistant to an ongoing effect, such as poison, bleed, or even diseases, and curses, their durations are halved. If you are Resistant to an effect which occurs after an amount of time, such as a weather (Hot Weather, or Cold Weather) or other environmental effect, it takes twice as long for that effect to affect you. A creature can only be Resistant to a source of damage if they are Resistant to all non-tertiary Damage Types that source of damage deals. |
Vulnerable/Vulnerability | The maximization of an effect. | Damage you take from a Damage Type which you are Vulnerable to is maximized. If you are Vulnerable to an ongoing effect, such as poison, bleed, or even diseases, curses, or weather (Hot Weather, or Cold Weather), it takes half as long for that effect to affect you. A creature is Vulnerable to a source of damage if the target is Vulnerable to at least one of the Damage Types that source deals. |
Damage | The reduction of HP. | When a target takes damage, their HP is reduced by the amount of damage they took. The damage they take can be modified by many factors before this HP reduction, such as by Resistance, Vulnerability, Immunity, or by use of one or several actions. If damage would become negative (beneath 0) it instead becomes 0. |
Heal | The increase of HP. | When a target is healed, their HP increases by the amount of healing they received. If an effect increases HP it is healing unless stated otherwise. |
Critical Hit | Deals twice as much damage as a normal hit. | When the d20 of your Hit roll's result is higher than your weapon or skill's Critical Chance, your attack deals twice as much damage. Critical Chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. |
Absorption | The percentage of healing received from a damage type. | The amount of damage of a particular type you heal from instead of taking damage from (stated as a percent). For example, if you take 2 Fire Damage, but you have 50% Fire Absorption, you instead take 1 Fire Damage, and heal 1 HP at the same time, functionally taking 0 damage (if nothing is stopping you from healing), but if you had 100% Fire Absorption, you would instead heal 2 HP. |
Space/Square | A single grid space. | A Square is the standard unit of measurement for this game's grid. If you prefer, you can add measurements such as a 5 foot, 5 cubits, or 2 metre square. The exact size of the square isn't really important, but rather the important part is the standardization of spaces for the purposes of ranges of effects. They could be 1mm squares if you're playing a game about ants. The rules will sometimes reference Half Squares, a single Square is comprised of two Half Squares. This is never used for ranges, but can be use to the specificity of your choice. For example, if you look at the Size Classes Table on the Stats page, it says a Medium creature occupies 1 Half Square, meaning that two Medium creatures may share a space, but only if both creatures consent (or any unconsenting creatures are unaware of what is happening), such as by standing back to back, shoulder to shoulder, or face to face. You could also use this to Rule 0 that a creature which is 7ft-8ft tall occupies 1.5 veritcal squares, meaning they can reach lower flying enemies (and vise versa), but that is an additional layer of complexity. Remember to be consistent, whatever you do. |
Grid | A collection of Spaces. | N/A |
Adjacent | No further than 1 space away (arm's reach for a medium creature). | N/A |
Flanking | For each ally you have adjacent to a target, gain +2 Hit against that target. | N/A |
AoE | An abbreviation Area of Effect, the Size of which is the length of each side of a cubic area. | AoEs are represented in this game as cubes, because those are the easiest to figure quickly on a grid by simply counting squares instead of purchasing a Plastic Disk™️ of the appropriate size, but may be spheres (covering less area, but making more sense to some people) if you'd prefer. If more than one of the Spaces you occupy are within an AoE you take the AoE's damage twice. See AoEs, Lines, and Cones below for further clarification. |
Line | A rectangular AoE which is 1 square wide unless stated otherwise. | A straight or diagonal line with dimensions of width by length. For example, a 6 Square Line is a straight line which is 6 Squares long and a single Square wide, while a 6 Square*3 Square Line is a straight line which is 6 Squares long and 3 Squares wide. If more than one of the Spaces you occupy are within an Line you take the Line's damage twice. See AoEs, Lines, and Cones below for further clarification. |
Cone | A conical/pyramidal AoE. |
To easily figure a Cone, make two diagonal Lines the length of the Cone's Size, forming a "V", then make a straight line at the top of the "V", making a triangle. A cone is an area between the two nearest straight (90 degree) or diagonal (45 degree) Lines the Length of the Cone's Size. If more than one of the Spaces you occupy are within an Cone, you take the Cone's damage twice. See AoEs, Lines, and Cones below for further clarification. |
See/Sight/Line of Sight | Seeing using vision. | Something can only be "seen" according to the rules if there are no walls or horizons between you and the target, and only if you are not blind. Creatures do not count as walls for these purposes, unless they do for other purposes. If you can see the target through the wall (by any means, including magical), you can still see them for these purposes. |
Darkness | While there's no light, creatures who can't see in the dark can only see things adjacent to them and have difficulty distinguishing colors. | N/A |
Item | Something which can be held in one hand easily. | This is a subjective term, and will vary person to person depending on their Size Class, as a creature can easily hold in one hand anything which is 4 Size Numbers smaller than them (or in two hands anything which is 3 Size Numbers smaller than them).. |
Object | Something inanimate with a Size Class. | Something inanimate with a Size Class. An object is assumed to be of Tiny Size Class, unless specified otherwise (such as a large object which is Large Size Class, or a small object which is Small Size Class). |
Wield | To hold at the time of use. | To hold at the time of use, such as that you are wielding a weapon if you attack or block (or have attacked or blocked) with it this round. |
Collective Might/Magic | The cumulative Might or Magic of all involved. | When something requires the use of (number) Collective Might, that means that any number of creatures may aid in supplying Might, but that only the specified amount of Collective Might will yield the result described. For example, a boulder may require 30 Collective Might to move, meaning that two creatures with Mights of 20 and 10 respectively could move the boulder together, or one creature with 30 Might could move it alone. Some things may also require Collective Magic, such as an artifact that will only activate when exposed to powerful magic, but something will never require Collective Skill, because working together with a guy who can almost move a boulder to move a boulder is possible, but knowing a guy who can almost do a backflip while you cannot do a backflip at all does not allow both of you to perform a backflip through teamwork. |
Rank | A single increment of investment. | The level of investment that you have in something such as an Interest, Skill, or that a weapon has in something such as a weapon property or enchantment. Bonuses granted by multiple ranks of one another stack with one another. You may not exceed the maximum number of Ranks something is specified as having. if something which can have a number of Ranks has no maximum number of Ranks (as opposed to "Any Number of Ranks" which stacks infinitely) it only has one Rank at maximum. |
Percent Chance (%) | Likelihood out of 100. | Determining the result out of 100 rather than out of 20, using two d10s, one of which is determined to be the tens position, and one to be the ones position before rolling. If you do not have two d10s, roll one twice. If you do not have any d10s, use 1d20, multiplying the result by 5 to determine your final result. |
Asterisk (*) | Indicates a variable. | An asterisk behind word or number indicates that it is variable, and that it is subject to change dependent on what is written in the text affecting it, such as the Mana Cost of a skill varying depending on its Effect's text. |
Slash ( / ) | Or. | "/" as it is used in this game shares a definition with the word "or". |
Underscore (_) | Incomplete part of the game. | Indicates that some part (typically that specific part) of the listed data is incomplete (and therefore temporary and likely inaccurate). All underscores should be removed by the time of the final release. |
Double Parenthesis (()) | Not part of rules of the game. | Typically an author's note and/or recommendation, but is not a rule. The parenthesis must be Adjacent ((like this)) rather than (like (this) example). |
Game Mechanics/Mechanical | Parts of the game. | Referring to the inner workings of the game, such as the rules, or how the rules interact with one another. |
Tables And Dropdowns (T&D) | The alternate name for this game. | This is a joke. |
4.0 AoEs, Lines, and Cones
If at least three of the Spaces you occupy are within an AoE, Line, or Cone, you take the AoE, Line, or Cone's damage twice.
4.1 AoEs
An abbreviation Area of Effect, the Size of which is the length of each side of a cubic area. AoEs are represented in this game as cubes, because those are the easiest to figure quickly on a grid by simply counting squares instead of purchasing a Plastic Disk™️ of the appropriate size, but may be spheres (covering less area, but making more sense to some people) if you'd prefer. Below Cone Sizes are shown out to 10 Spaces.
If at least three of the Spaces you occupy are within an AoE, you take the AoE's damage twice.
If at least three of the Spaces you occupy are within an AoE, you take the AoE's damage twice.
AoEs you cause which are explicitly centered on you (such as the skill Arcane Aura) treat every space you occupy as the source/a 0 Space AoE, regardless of your actual size and Spaces Occupied (always treating your minimum spaces occupied as at least 1 if you are larger than Minuscule) the below example being representative of a Massive Creature (which occupies 3 Spaces square).
4.2 Lines
A rectangular AoE which is 1 square wide unless stated otherwise. A straight or diagonal line with dimensions of width by length. For example, a 6 Square Line is a straight line which is 6 Squares long and a single Square wide, while a 6 Square*3 Square Line is a straight line which is 6 Squares long and 3 Squares wide. Below Cone Sizes are shown out to 10 Spaces.
If at least three of the Spaces you occupy are within a Line, you take the Line's damage twice.
If at least three of the Spaces you occupy are within a Line, you take the Line's damage twice.
4.3 Cones
A conical/pyramidal AoE. To easily figure a Cone, make two diagonal Lines the length of the Cone's Size, forming a "V", then make a straight line at the top of the "V", making a triangle.
A cone is an area between the two nearest straight (90 degree) or diagonal (45 degree) Lines the Length of the Cone's Size. Below Cone Sizes are shown out to 10 Spaces.
If at least three of the Spaces you occupy are within a Cone, you take the Cone's damage twice.
A cone is an area between the two nearest straight (90 degree) or diagonal (45 degree) Lines the Length of the Cone's Size. Below Cone Sizes are shown out to 10 Spaces.
If at least three of the Spaces you occupy are within a Cone, you take the Cone's damage twice.
5.0 Damage Types Table
A single source of damage may be any combination of up to two Damage Types, or a third damage type if at least one of those damage types is of the Tertiary Damage Category.
A Tertiary Damage Type is only considered for the purposes of dealing damage if they are also of another Damage Category, or if the creature taking damage is Vulnerable to the Tertiary Damage Type.
A creature is Vulnerable to a source of damage if the target is Vulnerable to at least one of the Damage Types that source deals.
A creature is Resistant to a source of damage if the target is Resistant to at least one of the Damage Types that source deals.
If a creature would be both Resistant and Vulnerable to a source of damage, the Resistance and Vulnerability cancel out. Immunity trumps all.
A creature can only be Immune to a source of damage if they are Immune to all non-tertiary Damage Types that source of damage deals. If the target is only Immune to one of the Damage Types a source of damage deals, they are considered to be Resistant to that source of damage. A creature can only have two Immunities that are not granted by their Race or by skills which list their Race or Creature Type as a prerequisite.
A Tertiary Damage Type is only considered for the purposes of dealing damage if they are also of another Damage Category, or if the creature taking damage is Vulnerable to the Tertiary Damage Type.
A creature is Vulnerable to a source of damage if the target is Vulnerable to at least one of the Damage Types that source deals.
A creature is Resistant to a source of damage if the target is Resistant to at least one of the Damage Types that source deals.
If a creature would be both Resistant and Vulnerable to a source of damage, the Resistance and Vulnerability cancel out. Immunity trumps all.
A creature can only be Immune to a source of damage if they are Immune to all non-tertiary Damage Types that source of damage deals. If the target is only Immune to one of the Damage Types a source of damage deals, they are considered to be Resistant to that source of damage. A creature can only have two Immunities that are not granted by their Race or by skills which list their Race or Creature Type as a prerequisite.
Damage Type | Damage Category | Description |
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Piercing | Physical | Damage dealt by points such as spears, arrows, and teeth. |
Slashing | Physical | Damage dealt by blades such as swords, axes, and claws. |
Bludgeoning | Physical | Damage dealt by blunts such as hammers, sheathes, and fists. |
Fall | Physical | Damage dealt by falling from great heights, or smacking into things at great speed. Fall Damage reduces the Guard of the target to 0 before dealing its damage unless the target is immune to Fall Damage. |
Earth | Usually Tertiary, otherwise Physical | Damage dealt by stone, earth, sand, and dust. |
Crushing | Usually Tertiary, otherwise Physical | Damage dealt by unstoppable things such as landslides, building collapses, and Colossal creatures. Crushing Damage reduces the Guard of the target to 0 before dealing its damage unless the target is immune to Crushing Damage. |
Water | Usually Tertiary, otherwise Bludgeoning | Damage dealt by water. A single point of water damage ruins up to 2 pages of paper or scrolls, having a 50% chance of making the writing unreadable. 10 points of water damage extinguishes 1 Space of fire. |
Cold | Energy | Damage dealt by things which lack heat such as regions of high elevation. Resistance or Immunity to Cold Weather is not the same as Resistance or Immunity to Cold Damage. |
Fire | Energy | Damage dealt by things which ignite things such as fire, lightning bolts, and heat. Resistance or Immunity to Hot Weather is not the same as Resistance or Immunity to Fire Damage. |
Solar | Energy | Damage dealt by the sun and ultraviolet light. Creatures with the Vile Creature Type are Vulnerable to Solar Damage. |
Lightning | Energy | Damage dealt by things which carry electrical current, such as plasma, lightning, or conductive and charged metals. Things with the Wet condition are Vulnerable to Lightning Damage. |
Magma | Energy | Damage dealt by contact to molten stone or metal. Spaces adjacent to lava or magma are considered Volcanic Heat. Any space adjacent to Volcanic Heat is considered Hot Weather. If you are fully submerged in molten stone or metal, you die instantly. If you have Fire Resistance, you are instead die at the end of your turn if you are still submerged in molten stone or metal. If you have Fire Immunity, you are instead take 50% of your Maximum HP in Magma Damage. If you have Magma Resistance, you instead take 25% of your Maximum HP in Magma Damage. If you have Magma Immunity, you instead take 0 damage. |
Acid | Energy | Damage dealt by things which are very basic or very acidic. |
Poison | Energy | Damage dealt by things which target the immune system such as poison, venom, and disease. If you have no blood, you cannot take Poison Damage |
Bleed | Physical | Damage dealt by things which lead to significant blood loss such as large open wounds. If you have no blood, you cannot take Bleed Damage. |
Sonic | Energy | Damage dealt by sounds and vibrations. |
Divine | Energy | Damage dealt by the divine, and the godly such as by abilities granted by gods. The inanimate have Immunity to Divine Damage. |
Unholy | Energy | Damage dealt by the hellish and that which ignores or spits in the face of the gods. The inanimate have Immunity to Unholy Damage. |
Necrotic | Energy | Damage dealt by things which remove life from your body, such as undead creatures. The inanimate as well as Creatures with the Undead Creature type are Immune to Necrotic Damage. |
True | True | Damage that cannot be mitigated, except by the most extraordinary of beings, such as from age, and other internal strains on the body. Something must specifically state that it grants Resistance or Immunity to True Damage in order to do so, even if it states that is applies to all Damage Types. |
Arcane | Energy | Damage dealt directly from Mana. The inanimate have Immunity to Arcane Damage. Creatures with 4 or fewer Magic are Resistant to Arcane Damage. Creatures with 0 or fewer Magic are Immune to Arcane Damage. |
Psychic | Tertiary | Damage dealt to the mind and to thoughts. Psychic Damage can only deal damage to intelligent creatures and Spectral Creatures. Objects and Animals usually can't deal or take Psychic Damage. This is not Immunity. Creatures with the Spectral Creature Type are usually Vulnerable to Psychic Damage. |
Bronze | Tertiary | Damage dealt by things made from bronze. |
Iron | Tertiary | Damage dealt by all things made of or from iron, such as iron, some humans' blood, and steel. Creatures with the Fae Creature Type are Vulnerable to Iron Damage. |
Silver | Tertiary | Damage dealt by all things made of or from silver (but not quicksilver), such as silver, and mithril. Creatures with the Shifter Creature Type are vulnerable to Silver Damage. |
Lead | Tertiary | Damage dealt by all things made of or from lead, such as lead, lead bullets, and adamantine. Creatures with the Magical Creature Type are vulnerable to Lead Damage. |
5.1 Falling and Fall Damage
If you have no method of stopping yourself from falling while midair, then you fall.
After using your first action at the start of your turn, you fall 4 Spaces. At the end of your turn, you fall 4 Spaces. If you did not activate any actions, fall 4 Spaces. For each consecutive turn that you are falling, increase the distance you fall each time you fall by +2 Spaces (for example, 6 Spaces each time you would fall for the second round instead of 4 Spaces). When you hit the ground, you stop falling. When you stop falling by hitting something, you take falling damage, as seen on the table below. A falling target is considered an AoE for the purpose of dealing fall damage to another creature by landing on them. You cannot Dodge while falling.
While falling you may spend your Move Action to Dive, instantly falling 4 Spaces.
After using your first action at the start of your turn, you fall 4 Spaces. At the end of your turn, you fall 4 Spaces. If you did not activate any actions, fall 4 Spaces. For each consecutive turn that you are falling, increase the distance you fall each time you fall by +2 Spaces (for example, 6 Spaces each time you would fall for the second round instead of 4 Spaces). When you hit the ground, you stop falling. When you stop falling by hitting something, you take falling damage, as seen on the table below. A falling target is considered an AoE for the purpose of dealing fall damage to another creature by landing on them. You cannot Dodge while falling.
While falling you may spend your Move Action to Dive, instantly falling 4 Spaces.
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5.2 Momentum Damage
If a creature is crushed between two objects, they take Crushing Damage equal to the Fall Damage which would be incurred from falling from a height equal to the speed of the fastest of the crushing crushing object(s). This damage is called Momentum Damage. While stuck between the objects, they are Paralyzed. This status condition cannot be mitigated, except by means which would free the target.
Paralyzed: You become limp, and cannot move your body, or activate actions which require you to move your body.
Paralyzed: You become limp, and cannot move your body, or activate actions which require you to move your body.
6.0 Movement Speeds
A Move Speed cannot be increased (by skills and abilities) unless it is usually above 0, unless stated otherwise.
Move Speed: The name of the Move Speed.
Mechanics: The game rules of the Move Speed.
Definition: the Definition for the purposes of the game, and as per a popular search engine (with the exception of Blink).
Move Speed: The name of the Move Speed.
Mechanics: The game rules of the Move Speed.
Definition: the Definition for the purposes of the game, and as per a popular search engine (with the exception of Blink).
Move Speed | Mechanics | Definition |
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Walk | Requires two functioning legs for bipeds, or four functioning legs for other creatures. If half of your necessary legs are injured, but not missing, your Walk Speed is halved. While Prone, you may Crawl at half of your walk speed. Some inclines are too steep to Walk on such as hills and walls which are between 60 and 120 degree angles. Such inclines can be climbed as long as you have something to hold on to, taking up twice as much Walk Speed as usual in order to climb. Cliff faces and stone, earth, or brick walls will often have imperfections such as cracks, or roots growing through to use as hand holds, but other (often creature-made) formations will lack such ledges, walls of metal, marble, or other refined materials are often made smooth in cities, making them impossible to climb. You may use 3 Walk Speed to Leap 1 Space. |
Move at a regular pace by lifting and setting down each foot in turn, never having both feet off the ground at once. |
Slither | Creatures which do not usually have legs usually slither to move while constrained by gravity. A creature with a slither speed cannot be considered Prone while conscious. Some inclines are too steep to Slither on such as hills and walls which are between 60 and 120 degree angles. Such inclines can be climbed as long as you have something to hold on to, taking up twice as much Slither Speed as usual in order to climb. Cliff faces and stone, earth, or brick walls will often have imperfections such as cracks, or roots growing through to use as hand holds, but other (often man-made) formations will lack such ledges, walls of metal, marble, or other refined materials are often made smooth in cities, making them impossible to climb. You may use your Slither Speed to Swim. |
Move smoothly over a surface with a twisting or oscillating motion. |
Swim | Swimming is used to move while submerged in water. Some creatures have a designated Swim speed, which requires fins or an aquatic tail, but creatures may use their Walk or Fly Speed to Swim at one third of their Walk Speed (1/3rd of 30ft is 10ft, for example). If the body of water is too small for you to be fully submerged in, you cannot Swim in it, and it is instead Difficult Terrain. | Propel the body through water by using the limbs, or (in the case of a fish or other aquatic animal) by using fins, tail, or other bodily movement. |
Leap | A singular burst of forwards and upwards movement. While Leaping, you ignore ground based difficult terrain, but suffer the effects of aerial difficult terrain. Whenever you would take fall damage, first reduce your fall's height by an amount equal to half of your Leap Speed. |
Jump or spring a long way, to a great height, or with great force. |
Burrow/Drill | You cannot Burrow if you do not have a Burrow Speed. You may pass inside of any earth and silt as if Swimming, ignoring all difficult terrain. A Drill Speed is the same as a Burrow Speed, but it allows you to move through earth, silt, and stone. |
Advance into or through something solid by digging or making a hole. |
Fly | Flying is a movement type which typically requires at least 2 wings, or magic. You cannot Fly if you do not have a Fly Speed. While Flying you are immune to effects ground based Difficult Terrain, but suffer the effects of aerial Difficult Terrain. While Flying, you do not fall. |
Move through the air using wings. |
Levitate | Levitation exists only in supernatural and magical form. While Levitating, you are immune to difficult terrain from any source besides increased gravity. While Levitating, you do not fall. |
Rise or cause to rise and hover in the air, especially by means of supernatural or magical power. |
Teleport | Change your location to another location no further than Teleport Speed's number of spaces away from you. If you change your location to the inside of anything corporeal while you are also corporeal you and the target move away from each other instantly, and whichever has lesser mass between the two of you being the only one which moves in the shortest and most direct route possible to be not inside of anything corporeal, completing their movement adjacent to what they were inside of (for example, a Tiny gnat has less mass than a Medium human, so the gnat is jettisoned outside of and away from the Human). If you teleport inside of water, or another liquid, the liquid is displaced harmlessly as if you had entered it normally. Any creature which is inside of something or has something inside of it due to Teleportation takes an amount of True Damage equal to the damage they would take from falling triple the height as the distance they traveled (minimum 1d6). |
Transport or be transported across space and distance instantly. |
Blink | Blink is identical to Teleport in all ways, except that it may not travel through or inside of objects, instead transporting you instantly to any space you would typically be able to reach by Walking. | Transport or be transported across space and distance instantly. |
(If a slope is steeper than the below triangle, you'll probably have to climb).
6.1 Terrain and Difficult Terrain
All terrain which is not Difficult Terrain, is assumed to be Normal Terrain. Normal Terrain changes nothing about your movements, or how they interact.
Difficult Terrain is terrain which is difficult to move across. Unless otherwise stated, difficult terrain costs twice as much movement speed to move across (for example, to walk across 1 Square of difficult terrain, you would need to spend 2 Squares of Walking Speed). Examples of typical difficult terrain is fine sand, gravel, mud, or water you're not swimming through. Feel free to add additional rules such as for every 3 Squares you move on ice, you slide an additional 1 Square in the direction you moved most.
There are natural and unnatural forms of difficult terrain. An example of natural Difficult Terrain would be a fallen tree branch, while an example of unnatural Difficult Terrain would be caltrops. All Difficult Terrain is assumed to be Natural Difficult Terrain, unless stated otherwise.
Difficult Terrain is terrain which is difficult to move across. Unless otherwise stated, difficult terrain costs twice as much movement speed to move across (for example, to walk across 1 Square of difficult terrain, you would need to spend 2 Squares of Walking Speed). Examples of typical difficult terrain is fine sand, gravel, mud, or water you're not swimming through. Feel free to add additional rules such as for every 3 Squares you move on ice, you slide an additional 1 Square in the direction you moved most.
There are natural and unnatural forms of difficult terrain. An example of natural Difficult Terrain would be a fallen tree branch, while an example of unnatural Difficult Terrain would be caltrops. All Difficult Terrain is assumed to be Natural Difficult Terrain, unless stated otherwise.
7.0 Stealth and Perception
The Perception of those searching for you is reduced by an amount equal to your Stealth.
Someone's Awareness Status is dictated by the information they have about the Stealther and the situation at hand. If the Perceiver has a specific reason to believe that they are alone (such as them having the only key to their location, or because they have been assured of being alone by someone they trust), their Awareness Status would be Oblivious (-1), and otherwise would be Unaware (0).
If the Perception roll of those searching for you is 2 or higher, their Awareness Status increases by +1. If their Perception Roll is beneath 2, their Awareness Status is reduced by 1 (to a minimum of their starting Awareness Status).
Someone's Awareness Status is dictated by the information they have about the Stealther and the situation at hand. If the Perceiver has a specific reason to believe that they are alone (such as them having the only key to their location, or because they have been assured of being alone by someone they trust), their Awareness Status would be Oblivious (-1), and otherwise would be Unaware (0).
If the Perception roll of those searching for you is 2 or higher, their Awareness Status increases by +1. If their Perception Roll is beneath 2, their Awareness Status is reduced by 1 (to a minimum of their starting Awareness Status).
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8.0 Weather Table
Weather | Effect |
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Freezing Weather | As Cold Weather, but at double the rate. |
Cold Weather | After every 2 consecutive hours spent in this Weather, take 10 Cold Damage. |
Cool Weather | N/A |
Warm Weather | Any creature which is Vulnerable to Hot Weather suffers from the effect of Hot Weather while in Warm Weather, but at half the usual rate. |
Hot Weather | After every 2 hours spent in this Weather, become dehydrated. |
Volcanic Heat | As Hot Weather, but at double the rate. The temperature of a location such as an active volcano, or a fire. |
Light Breeze | Change Warm Weather's Effect to "N/A". Change Cool Weather's Effect to "Any creature which is Vulnerable to Cold Weather suffers from the effect of Cold Weather while in Cool Weather, but at half the usual rate." |
Heavy Wind | All creatures within this Weather gain -1 Fly Speed. |
Wind Storm | All creatures within this Weather gain -1 Fly Speed, and are moved 3 Spaces in the direction in the wind if they are mid air. |
Hurricane Force | All creatures within this Weather are moved 5 Spaces in the direction in the wind if they are mid air. The air is Difficult Terrain for the purposes of Flight. |
Mist, Light Rain | N/A |
Heavy Rain, Hail | The air is Difficult Terrain for the purposes of Flight. |
Large Hail | The air is Difficult Terrain for the purposes of Flight. All creatures within this weather take 1d4 Bludgeoning Damage at the start and end of each of their turns if they are not under cover. |