Post by Gravedust on Jan 4, 2023 12:31:28 GMT -8
---- [EXPANDED COMBAT RULES ] ----
DON'T PANIC!!
These rules do not need to be understood immediately in order to play, they are for reference and you can look them up here when they become pertinent.
DON'T PANIC!!
These rules do not need to be understood immediately in order to play, they are for reference and you can look them up here when they become pertinent.
AOE TEMPLATES
A couple of Templates that may be mentioned or used.
Note that the terminology 'within X squares' is not the same as an AOE:X template. These should be calculated the same way as range.
A couple of Templates that may be mentioned or used.
Note that the terminology 'within X squares' is not the same as an AOE:X template. These should be calculated the same way as range.
CHANCE ROLLS
For Items, spells or effects that say the have a 'chance' to occur, roll a D100 (or alternately a D10 if the chance is divisible by 10, which it often will be.)
If the result is equal to or lesser than the 'chance' number, the effect takes place.
(ex: If the Thing of Majigger has a 40% chance to teleport you to a random location in the area, roll a D10. If the result is 4 or lower, that happens.)
For Items, spells or effects that say the have a 'chance' to occur, roll a D100 (or alternately a D10 if the chance is divisible by 10, which it often will be.)
If the result is equal to or lesser than the 'chance' number, the effect takes place.
(ex: If the Thing of Majigger has a 40% chance to teleport you to a random location in the area, roll a D10. If the result is 4 or lower, that happens.)
TERMS AND STATUS EFFECTS
Some common terms or effects you might see in the game.
They are arranged in alphabetical order.
+ Bleed
Bleed is a debuff that can applied by certain enemy attacks. For each point of bleed magnitude, 1 HP is lost at the end of a character's turn. Bleed is not reduced by Resilience, and instead can only be removed by Bandaging. (the lengthy HP recovery action) After bandaging, Bleed is reduced by the amount of healing bonus the Bandage item used provided.
+ Blood Tinge
Blood Tinge is a debuff that is added when the character uses potions. Each time a character uses a potion or other effect that increases Blood tinge, there is a chance equal to the current amount of Blood Tinge that that character will suffer an Alchemic Sickness debuffs. Alchemic Sicknesses stack, and can only be removed by using a Sanative item. Sanatives also reduce Blood Tinge by 25.
+ Brace
Certain weapons or other items require that the user be Braced. Items with {Brace} can only be used if the user >did not move< during their turn, and once used prevent the character from moving for the remainder of that round.
+ Electricity
Electrical source deal damage that ignores Armor, but is reduced by VIT in the same manner that Armor normally reduces regular damage.
+ Flying
Flying allows a unit to freely move over squares containing enemies, water squares, low obstacles, fire squares, and some hazard squares. (GM's discretion.) (Most) Trap triggers are not activated by flying units.
+Heat
Heat is a debuff that can be applied by environmental hazards or attacks. If multiple Heat debuffs are applied, a higher Heat magnitude will overwrite a lower one, but they will not stack. Heat magnitude is reduced by 1 for every square moved by that unit during their turn. Each point of Heat deals 1 damage at the end of a character's turn ignoring armor, and is then removed completely. Heat magnitude is instantly reduced to 0 if a character enters Shallow or Deep water, except when specified.
+ Immobilized
This character cannot make a Move action during their turn.
+ Invisible:
Invisible characters will not be directly targeted by enemies, however they can still be hit by traps and area effects.
Invisibility is automatically cancelled if a character makes a Melee or Ranged attack, is adjacent to an enemy at the end of their turn or the enemy's turn, or receives any kind of damage.
+Submerged
Some enemies can Submerge in water tiles. Submerged units can only be attacked by normal melee attacks. Generally, only monsters can Submerge.
Monster behavior and detection range may be altered while submerged.
+ Stunned
Stunned units cannot make any kind of action during their next turn.
+ Silence
The Silence effect prevents the use of all ANY action or free action that requires MP to use.
Weapons with a special effect that consumes MP can be used to attack as normal weapons, and any effects that were in effect before silence was applied will remain in effect.
+ Soul Tinge
Soul tinge is a debuff that is added by using certain spells and magical weapons. It does not reduce normally, and if the magnitude rises higher than 50, when using any action or free action that requires MP, there is a chance equal to [current Soul tinge level -50] that a dangerous Backlash will occur. After a backlash, Soul Tinge is reduced by 25. Soul Tinge can also be reduced by items or faction services.
+Toxin
Toxin is a very common debuff that represents an accumulation of poisonous, necrotic or other harmful elements inside the body. It is usually applied by enemy attacks or other effects. If a unit is afflicted by Toxin, they take 1 point of damage for every 5 points of Toxin magnitude.
+Water Walking
Units with water walking are immune to the effects of Shallow and Deep water, and will be considered to on regular ground when on water.
Some common terms or effects you might see in the game.
They are arranged in alphabetical order.
+ Bleed
Bleed is a debuff that can applied by certain enemy attacks. For each point of bleed magnitude, 1 HP is lost at the end of a character's turn. Bleed is not reduced by Resilience, and instead can only be removed by Bandaging. (the lengthy HP recovery action) After bandaging, Bleed is reduced by the amount of healing bonus the Bandage item used provided.
+ Blood Tinge
Blood Tinge is a debuff that is added when the character uses potions. Each time a character uses a potion or other effect that increases Blood tinge, there is a chance equal to the current amount of Blood Tinge that that character will suffer an Alchemic Sickness debuffs. Alchemic Sicknesses stack, and can only be removed by using a Sanative item. Sanatives also reduce Blood Tinge by 25.
Possible alchemic sickness effects
[-1 ATK][-1 MOVE][-1 hp per/round while in combat][-5 malus to all healing effects]
[Resilience is halved (Min:1)][Maximum HP is reduced by 5 (to a minimum of 1)]
[-1 ATK][-1 MOVE][-1 hp per/round while in combat][-5 malus to all healing effects]
[Resilience is halved (Min:1)][Maximum HP is reduced by 5 (to a minimum of 1)]
+ Brace
Certain weapons or other items require that the user be Braced. Items with {Brace} can only be used if the user >did not move< during their turn, and once used prevent the character from moving for the remainder of that round.
+ Electricity
Electrical source deal damage that ignores Armor, but is reduced by VIT in the same manner that Armor normally reduces regular damage.
+ Flying
Flying allows a unit to freely move over squares containing enemies, water squares, low obstacles, fire squares, and some hazard squares. (GM's discretion.) (Most) Trap triggers are not activated by flying units.
+Heat
Heat is a debuff that can be applied by environmental hazards or attacks. If multiple Heat debuffs are applied, a higher Heat magnitude will overwrite a lower one, but they will not stack. Heat magnitude is reduced by 1 for every square moved by that unit during their turn. Each point of Heat deals 1 damage at the end of a character's turn ignoring armor, and is then removed completely. Heat magnitude is instantly reduced to 0 if a character enters Shallow or Deep water, except when specified.
+ Immobilized
This character cannot make a Move action during their turn.
+ Invisible:
Invisible characters will not be directly targeted by enemies, however they can still be hit by traps and area effects.
Invisibility is automatically cancelled if a character makes a Melee or Ranged attack, is adjacent to an enemy at the end of their turn or the enemy's turn, or receives any kind of damage.
+Submerged
Some enemies can Submerge in water tiles. Submerged units can only be attacked by normal melee attacks. Generally, only monsters can Submerge.
Monster behavior and detection range may be altered while submerged.
+ Stunned
Stunned units cannot make any kind of action during their next turn.
+ Silence
The Silence effect prevents the use of all ANY action or free action that requires MP to use.
Weapons with a special effect that consumes MP can be used to attack as normal weapons, and any effects that were in effect before silence was applied will remain in effect.
+ Soul Tinge
Soul tinge is a debuff that is added by using certain spells and magical weapons. It does not reduce normally, and if the magnitude rises higher than 50, when using any action or free action that requires MP, there is a chance equal to [current Soul tinge level -50] that a dangerous Backlash will occur. After a backlash, Soul Tinge is reduced by 25. Soul Tinge can also be reduced by items or faction services.
Possible Backlashes
Summons a Hellion based on caster level that will attack everyone on sight.
Damages the caster and all adjacent characters for [1d10+MAG] ignoring armor.
Drains 3 MP from the caster per round for [1d6] rounds.
Caster receives a [3d10] magnitude Silence debuff (reduced by MAG) that prevents casting.
Caster is Banished for [1d6] rounds.
Caster receives a 3d10 [Immobilize] debuff (reduced by MAG)
Summons a Hellion based on caster level that will attack everyone on sight.
Damages the caster and all adjacent characters for [1d10+MAG] ignoring armor.
Drains 3 MP from the caster per round for [1d6] rounds.
Caster receives a [3d10] magnitude Silence debuff (reduced by MAG) that prevents casting.
Caster is Banished for [1d6] rounds.
Caster receives a 3d10 [Immobilize] debuff (reduced by MAG)
+Toxin
Toxin is a very common debuff that represents an accumulation of poisonous, necrotic or other harmful elements inside the body. It is usually applied by enemy attacks or other effects. If a unit is afflicted by Toxin, they take 1 point of damage for every 5 points of Toxin magnitude.
+Water Walking
Units with water walking are immune to the effects of Shallow and Deep water, and will be considered to on regular ground when on water.
CREATURE TYPES
Creatures in the game can have one or more 'types', which can change how some Items, Spells and abilities effect (or don't effect) them.
Common mob types:
[arcane] - Creatures that are heavily enchanted, or made up primarily of magic.
[aquatic] - Underwater creatures - often combined with another type. Such as [aquatic][demihuman] or [aquatic][beast]
[beast] - Covers most non-humanoids that do not fit into the other categories.
[construct] - Usually golems or other mechanical threats.
[demihumanoids] - Beastlike, wild humanoids with low intelligence and empathy.
[hellion] - A creature from outside the bounds of this world.
[humanoid] - Humans and human-like creatures with intelligence and empathy. Player characters fall into the Humanoid category.
[insect] - Giant spiders, beetles, locusts or other buglike creatures.
[primal] - Slimes, mimics or other primitive or formless creatures.
[undead] - Skeletons, zombies, etc.
Creatures in the game can have one or more 'types', which can change how some Items, Spells and abilities effect (or don't effect) them.
Common mob types:
[arcane] - Creatures that are heavily enchanted, or made up primarily of magic.
[aquatic] - Underwater creatures - often combined with another type. Such as [aquatic][demihuman] or [aquatic][beast]
[beast] - Covers most non-humanoids that do not fit into the other categories.
[construct] - Usually golems or other mechanical threats.
[demihumanoids] - Beastlike, wild humanoids with low intelligence and empathy.
[hellion] - A creature from outside the bounds of this world.
[humanoid] - Humans and human-like creatures with intelligence and empathy. Player characters fall into the Humanoid category.
[insect] - Giant spiders, beetles, locusts or other buglike creatures.
[primal] - Slimes, mimics or other primitive or formless creatures.
[undead] - Skeletons, zombies, etc.
WORTHY FOES
An enemy what would grant a character XP if they were defeated is considered a 'worthy foe' to that character.
(I.e, an enemy that has an XP value that is higher than the character's level.) This distinction is used by some abilities.
An enemy what would grant a character XP if they were defeated is considered a 'worthy foe' to that character.
(I.e, an enemy that has an XP value that is higher than the character's level.) This distinction is used by some abilities.
ZONES
Zones are areas of a cpmbat map that have special properties.
They will be indicated by the map tiles, or by tiles that are overlaid over the map.
+ Poison Gas
Poison Gas applies Toxin to characters in it's area of effect when it first appears, and if a character ends their turn inside it.
Gas zones created by creatures will usually dissipate, but naturally occurring gas, or gas created by traps will usually persist forever.
+Fire
Fire can naturally occur in a level, or be created by creature or item effects. If a character moves into fire, or fire is created in a square they are in, they receive a Heat Debuff.
+Hazard zones
Hazard zones contain harmful substances, (such as acid or boiling water) that will directly damage units that move into or though them, ignoring armor. Hazard zones can be naturally occurring, or created by enemies or other effects. A unit in a square where a hazard zone is created, or that moves into a hazard square takes damage. A unit that ends their turn in a Hazard zone also takes damage.
Zones are areas of a cpmbat map that have special properties.
They will be indicated by the map tiles, or by tiles that are overlaid over the map.
+ Poison Gas
Poison Gas applies Toxin to characters in it's area of effect when it first appears, and if a character ends their turn inside it.
Gas zones created by creatures will usually dissipate, but naturally occurring gas, or gas created by traps will usually persist forever.
+Fire
Fire can naturally occur in a level, or be created by creature or item effects. If a character moves into fire, or fire is created in a square they are in, they receive a Heat Debuff.
+Hazard zones
Hazard zones contain harmful substances, (such as acid or boiling water) that will directly damage units that move into or though them, ignoring armor. Hazard zones can be naturally occurring, or created by enemies or other effects. A unit in a square where a hazard zone is created, or that moves into a hazard square takes damage. A unit that ends their turn in a Hazard zone also takes damage.
NONLETHAL COMBAT, WOUNDS AND INCAPACITATION
((Don't Panic! This is a big section, but mostly it covers a lot of cases that won't normally happen. Basically it's so you can fight NPCs without killing them.Cliffs Notes: in situations that call for it, enemies they will become 'wounded' when their HP goes to 0 instead of dying. Wounded enemies can't become unwounded, and will usually stop fighting. You still get normal XP for wounding enemies.))
When applicable, (usually when fighting humanoids) when a unit's HP reaches 0, instead of dying immediately they will receive a 'wounded' debuff, representing that they can no longer fight or defend themselves effectively. Enemies that are Wounded will almost always stop fighting immediately and either lie still or attempt to flee the battle. Wounding a unit grants the same XP as killing it does.
The Wounded debuff reduces MOVE to a maximum of 2 per round, and divides the final results of all attack rolls by 1/2 (bhefore armor reduction). Wounded characters no longer block enemy units, and cannot make attacks of opportunity.
Wounded units (including Characters) will remain that way for the remainder of the battle and >>cannot regain HP by any means<<. (though they can recover normally after the battle has concluded.)
While wounded, receiving -any- attack that deals damage will automatically kill the wounded unit. Note that damage from Toxin or other damaging debuffs, as well a zone hazard or AOE attack, will also kill a wounded unit.
Wounded units can be Incapacitated by any attack that deals nonlethal damage. (such as hand-to-hand attacks, which Characters can always make by attacking without a melee weapon.) Incapacitated characters can no longer move or take any actions for the duration of the battle. Incapacitated characters can still be killed by attacks, as above.
Enemy units -may- choose to spare Characters who have been Wounded, but continuing to try to fight after being wounded can quickly change their mind about letting your character live. Hellions, Monstrous creatures, or truly evil humanoids are more likely to kill wounded characters.
((Don't Panic! This is a big section, but mostly it covers a lot of cases that won't normally happen. Basically it's so you can fight NPCs without killing them.Cliffs Notes: in situations that call for it, enemies they will become 'wounded' when their HP goes to 0 instead of dying. Wounded enemies can't become unwounded, and will usually stop fighting. You still get normal XP for wounding enemies.))
When applicable, (usually when fighting humanoids) when a unit's HP reaches 0, instead of dying immediately they will receive a 'wounded' debuff, representing that they can no longer fight or defend themselves effectively. Enemies that are Wounded will almost always stop fighting immediately and either lie still or attempt to flee the battle. Wounding a unit grants the same XP as killing it does.
The Wounded debuff reduces MOVE to a maximum of 2 per round, and divides the final results of all attack rolls by 1/2 (bhefore armor reduction). Wounded characters no longer block enemy units, and cannot make attacks of opportunity.
Wounded units (including Characters) will remain that way for the remainder of the battle and >>cannot regain HP by any means<<. (though they can recover normally after the battle has concluded.)
While wounded, receiving -any- attack that deals damage will automatically kill the wounded unit. Note that damage from Toxin or other damaging debuffs, as well a zone hazard or AOE attack, will also kill a wounded unit.
Wounded units can be Incapacitated by any attack that deals nonlethal damage. (such as hand-to-hand attacks, which Characters can always make by attacking without a melee weapon.) Incapacitated characters can no longer move or take any actions for the duration of the battle. Incapacitated characters can still be killed by attacks, as above.
Enemy units -may- choose to spare Characters who have been Wounded, but continuing to try to fight after being wounded can quickly change their mind about letting your character live. Hellions, Monstrous creatures, or truly evil humanoids are more likely to kill wounded characters.
TOOLS
Tools are Items with special effects that usually have MEC requirement. Tools can be used from a character's inventory, or they may be incorporated into a Mechanist's Gauntlet, a 2-Slot Gear item that can incorporate the effects of many Tools. Tools can be installed in a Mechanist's Gauntlet in the same manner that Spells can be put into a spellbook. (see Mechanist's Gauntlet in Tools for a full explanation.)
Jamming
Most Tools can Jam when used. After using a Tool, roll 1d10. If the result is a 1, the Tool receives a Jam debuff with a [2d10] magnitude, and cannot be used again until the Jam magnitude has been fully reduced. Jam Magnitudes can be reduced using an Action, which reduces the Jam by 1d10+[MEC]. Repair Kit items can add a bonus to these rolls.
Tools are Items with special effects that usually have MEC requirement. Tools can be used from a character's inventory, or they may be incorporated into a Mechanist's Gauntlet, a 2-Slot Gear item that can incorporate the effects of many Tools. Tools can be installed in a Mechanist's Gauntlet in the same manner that Spells can be put into a spellbook. (see Mechanist's Gauntlet in Tools for a full explanation.)
Jamming
Most Tools can Jam when used. After using a Tool, roll 1d10. If the result is a 1, the Tool receives a Jam debuff with a [2d10] magnitude, and cannot be used again until the Jam magnitude has been fully reduced. Jam Magnitudes can be reduced using an Action, which reduces the Jam by 1d10+[MEC]. Repair Kit items can add a bonus to these rolls.
FAMILIARS
'Familiar' is a catchall term for a NPC belonging to your character that will fight alongside them, such as a trained animal or magically summoned creature.
Except in some special cases, familiars will not move into the Fog of War, and cannot make visibility checks.
A Familiar's actions are controlled by the GM, and are performed after all friendly Actions in a turn.
There is no way of directly dictating a familiar's orders, but you can determine their general behavior by using commands.
A character can give commands to their Familiar as a Free Action
All familiars have the basic Commands, though some Familiar may have more specialized ones.
Once given a command, the Familiar will follow that command until given another.
+ Attack Command
The Familiar will automatically pursue and attack any creature it sees that is hostile to its owner.
The owner can specify whether the familiar should use ranged attacks only, or both ranged and melee.
If there are no targets, the familiar will return to and remain by its owner.
+ Defend Command
The Familiar will stay near its owner, and will attack if there are hostile creatures within its Move+Melee or ranged attack range.
+ Heel Command
The Familiar will try to stay as close as possible to their owner. The owner can specify if it should attack or not.
+ Stay Command
The familiar will stay in its current position. The owner can specify if it should attack or not.
'Familiar' is a catchall term for a NPC belonging to your character that will fight alongside them, such as a trained animal or magically summoned creature.
Except in some special cases, familiars will not move into the Fog of War, and cannot make visibility checks.
A Familiar's actions are controlled by the GM, and are performed after all friendly Actions in a turn.
There is no way of directly dictating a familiar's orders, but you can determine their general behavior by using commands.
A character can give commands to their Familiar as a Free Action
All familiars have the basic Commands, though some Familiar may have more specialized ones.
Once given a command, the Familiar will follow that command until given another.
+ Attack Command
The Familiar will automatically pursue and attack any creature it sees that is hostile to its owner.
The owner can specify whether the familiar should use ranged attacks only, or both ranged and melee.
If there are no targets, the familiar will return to and remain by its owner.
+ Defend Command
The Familiar will stay near its owner, and will attack if there are hostile creatures within its Move+Melee or ranged attack range.
+ Heel Command
The Familiar will try to stay as close as possible to their owner. The owner can specify if it should attack or not.
+ Stay Command
The familiar will stay in its current position. The owner can specify if it should attack or not.
MAP TRAPS
Traps built into the combat map will usually have 2 parts. the trap itself, (where the harmful effect of the trap comes from) and Triggers for the trap , which set the actual trap object off.
Either the Trap or the Trigger can be disarmed to make the trap nonfunctional.
Trap will usually be hidden inside Obstacles, or Walls. They may be visible and obvious, but not always. Advanced traps can be almost if not actually undetectable on the map, though they will always be detected by a Search action. A trap may have multiple triggers. Most traps can be triggered multiple times, but will (usually) only activate once per round.
Trap Triggers are usually placed on floor squares and will trigger when a unit enters them (though some enemies are smart enough not to set off traps they've set when moving, if they 'know' about the trap.) Floor triggers are not set off by units that are Flying. Some interactable objects such as Doors or Chests can be triggers to set off a trap when used. Trap triggers will usually be a little less obvious than traps, and -can- be totally invisible, but generally aren't.
Traps built into the combat map will usually have 2 parts. the trap itself, (where the harmful effect of the trap comes from) and Triggers for the trap , which set the actual trap object off.
Either the Trap or the Trigger can be disarmed to make the trap nonfunctional.
Trap will usually be hidden inside Obstacles, or Walls. They may be visible and obvious, but not always. Advanced traps can be almost if not actually undetectable on the map, though they will always be detected by a Search action. A trap may have multiple triggers. Most traps can be triggered multiple times, but will (usually) only activate once per round.
Trap Triggers are usually placed on floor squares and will trigger when a unit enters them (though some enemies are smart enough not to set off traps they've set when moving, if they 'know' about the trap.) Floor triggers are not set off by units that are Flying. Some interactable objects such as Doors or Chests can be triggers to set off a trap when used. Trap triggers will usually be a little less obvious than traps, and -can- be totally invisible, but generally aren't.
MULTI-SQUARE CREATURES
Some powerful enemies can take up multiple squares. For purposes of range, if an attack or effect can reach any square of the enemy's body the enemy is considered to be in range. Likewise, a multi-square enemy can start their range calculation from any square that it's body covers. LOS may be drawn from (and to) any square of a multi-square enemy's body, and an AOE that touches any part of the enemy's body will effect it. AOEs covering more than one square of an enemy have no additional effect.
The size of an enemy's body can effect where it can maneuver to in most cases. Larger enemies often have trouble fitting in tight spaces, and/or will have restricted movement options due to obstacles.
Some powerful enemies can take up multiple squares. For purposes of range, if an attack or effect can reach any square of the enemy's body the enemy is considered to be in range. Likewise, a multi-square enemy can start their range calculation from any square that it's body covers. LOS may be drawn from (and to) any square of a multi-square enemy's body, and an AOE that touches any part of the enemy's body will effect it. AOEs covering more than one square of an enemy have no additional effect.
The size of an enemy's body can effect where it can maneuver to in most cases. Larger enemies often have trouble fitting in tight spaces, and/or will have restricted movement options due to obstacles.
TRAMPLE
Trample is an enemy ability that is sometimes possessed large creatures allowing them to move through squares occupied by characters or low obstacles. Characters moved over by a unit that tramples may be subjected to a MOVE check to avoid damage. Units at the position where an enemy with trample ends their move are displaced to squares adjacent to the unit with trample.
Trample is an enemy ability that is sometimes possessed large creatures allowing them to move through squares occupied by characters or low obstacles. Characters moved over by a unit that tramples may be subjected to a MOVE check to avoid damage. Units at the position where an enemy with trample ends their move are displaced to squares adjacent to the unit with trample.