Post by Gravedust on Sept 3, 2024 20:29:51 GMT -8
=========================================
==== TERMS, EFFECTS, AND ERRATA ================
=========================================
This sections contains information about some specific aspects of the game that aren't core to the game rules.
If you are a new player, it is safe to skip reading or fully understanding these for now and look them up here when they become pertinent.
=============================================================================
==== CHANCE ROLLS ===========================================================
===============================================================================
+ '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 Orb of Macguffin has a 40% chance to teleport you to a random location in the dungeon, roll a D10. If the result is 4 or lower, that happens.)
===============================================================================
==== COMMON STATUS EFFECTS =========================================================
===============================================================================
Explanations of some common effects you might see in Item or Spell descriptions.
+ 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, they Immobilize the user for the duration of their turn.
+ Exhausted
Characters that are Exhausted have a [-2 MOVE] penalty and [-5 to ATK]. Exhaustion can only be removed by Resting.
+ Flying
Flying allows a unit to freely move over squares with enemies in them, water tiles, pits, and low obstacles. (Most) Trap triggers are not activated by flying units.
+ Immobilized
This character cannot make a Move action.
+ Invisible:
Invisible characters will not be 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 kinds of monsters can Submerge in water tiles. Submerged units can only be attacked by normal melee attacks and bombs.
Monster behavior and detection range may be altered while submerged.
+ Stunned
Stunned units cannot make any kind of move or action during their next turn.
+ Silence
The Silence effect prevents the use of all spells and ANY effects that require MP to use. (Weapons with a special effect that consumes MP can be used to attack as normal weapons)
+Toxin
Toxin is a 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 player is afflicted by Toxin, they take 1 point per damage for every 5 points of Toxin Magnitude.
+Water Walking
Units with water walking are not effected by Water Zones but instead will be considered as on regular ground when on water.
===========================================================================================
==== ZONES =================================================================================
===========================================================================================
Zones are areas of a mission 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 its area of effect when it is created, and if a character ends their turn inside it.
+ Acid Puddles
If a character enters an acid puddle, they automatically take damage from it. If an acid puddle is created in a square a character is in, a roll of [1d10 vs MOVE] is made. On a failure (a result not higher than MOVE) no damage is taken, on a success the Acid causes damage. Acid damage ignores Armor. Flying creatures are not effected by moving onto an Acid tile, but are still effected if acid is created in their square.
========================================================================================
==== SPECIAL DAMAGE TYPES =================================================================
===========================================================================================
While the damage of the vast majority attacks is reduced by Armor as normal, there are some damage types that ignore Armor and are instead reduced by other means. (down to a minimum amount of 1)
+ Arcane
Arcane damage ignores Armor, but is reduced by a character's MAG.
+ Electricity
Electricity damage ignores Armor, but is reduced by the amount of VIT a character has.
+Fire
When a character enters a tile with fire in it, or fire is created in a square they're in, they receive a 'fire' debuff with a set magnitude. This debuff deals 1 point of damage for every point of magnitude. Fire magnitude is not reduced by recovery, but instead is reduced by 1 for every unique square the character moves into during their turn. (Moving into a square they have already visited this round will not reduce the debuff.) Entering a water square immediately removes the fire debuff. Fire magnitude does not stack, but a higher value will overwrite a lower one. Flying creatures are not effected by entering a fire tile, but are still effected if fire is created in their square.
===========================================================================================
==== FAMILIARS =============================================================================
===========================================================================================
'Familiar' is a catchall term for a NPC that will fight alongside your character.
Familiar attacks and movement are controlled by the GM and are performed after all friendly Actions in a turn.
There is no way of directly dictating what a familiar should attack, or what specific movement path they will take.
Except in some special cases, familiars will not move into the Fog of War, and cannot make visibility checks.
A character can give basic commands to their Familiar as a Free Action
All familiars have the basic Commands, though some Familiars 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 it's 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 it's owner.
+ Defend Command ------------------------------------------------------------------------------------------
The Familiar will stay near it's owner, and will attack hostile creatures that are within its move distance from the player. If there are no enemies within this distance it will move to the player.
+ Heel Command ------------------------------------------------------------------------------------------
The Familiar will try to stay as close as possible to its owner and will not attack.
+ Stay Command ------------------------------------------------------------------------------------------
The familiar will stay in it's current position. The owner can specify if it should attack or not.
===============================================================================
==== 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.
===========================================================================
==== TRAP MECHANICS =======================================================
===========================================================================
Traps objects will usually be Obstacles on the map, 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 ENEMIES =======================================================
===========================================================================
Some enemies (usually champions) can take up multiple tiles. 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 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 by Champions, (and very rarely by normal 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 [1d10 vs MOVE] roll to avoid damage. This may only occur once per the trampling unit's entire move. Units at the position where an enemy with trample ends their move are displaced to squares adjacent to the unit with trample.
==== TERMS, EFFECTS, AND ERRATA ================
=========================================
This sections contains information about some specific aspects of the game that aren't core to the game rules.
If you are a new player, it is safe to skip reading or fully understanding these for now and look them up here when they become pertinent.
===================================================================
==== MOB TYPES =======================================================
===================================================================
Mobs can have one or more 'types', which can change how some items and spells 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][humanoid] or [aquatic][beast]
[beast] - Covers most non-humanoids that do not fit into the other categories.
[construct] - Usually golems or other mechanical threats.
[humanoid] - human-like creatures with some amount of intelligence above beasts.
[insect] - Giant spiders, beetles, locusts or other buglike creatures.
[primal] - Slimes, mimics or other primitive or formless creatures.
[undead] - Skeletons, zombies, etc.
==== MOB TYPES =======================================================
===================================================================
Mobs can have one or more 'types', which can change how some items and spells 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][humanoid] or [aquatic][beast]
[beast] - Covers most non-humanoids that do not fit into the other categories.
[construct] - Usually golems or other mechanical threats.
[humanoid] - human-like creatures with some amount of intelligence above beasts.
[insect] - Giant spiders, beetles, locusts or other buglike creatures.
[primal] - Slimes, mimics or other primitive or formless creatures.
[undead] - Skeletons, zombies, etc.
=============================================================================
==== CHANCE ROLLS ===========================================================
===============================================================================
+ '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 Orb of Macguffin has a 40% chance to teleport you to a random location in the dungeon, roll a D10. If the result is 4 or lower, that happens.)
===============================================================================
==== COMMON STATUS EFFECTS =========================================================
===============================================================================
Explanations of some common effects you might see in Item or Spell descriptions.
+ 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, they Immobilize the user for the duration of their turn.
+ Exhausted
Characters that are Exhausted have a [-2 MOVE] penalty and [-5 to ATK]. Exhaustion can only be removed by Resting.
+ Flying
Flying allows a unit to freely move over squares with enemies in them, water tiles, pits, and low obstacles. (Most) Trap triggers are not activated by flying units.
+ Immobilized
This character cannot make a Move action.
+ Invisible:
Invisible characters will not be 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 kinds of monsters can Submerge in water tiles. Submerged units can only be attacked by normal melee attacks and bombs.
Monster behavior and detection range may be altered while submerged.
+ Stunned
Stunned units cannot make any kind of move or action during their next turn.
+ Silence
The Silence effect prevents the use of all spells and ANY effects that require MP to use. (Weapons with a special effect that consumes MP can be used to attack as normal weapons)
+Toxin
Toxin is a 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 player is afflicted by Toxin, they take 1 point per damage for every 5 points of Toxin Magnitude.
+Water Walking
Units with water walking are not effected by Water Zones but instead will be considered as on regular ground when on water.
===========================================================================================
==== ZONES =================================================================================
===========================================================================================
Zones are areas of a mission 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 its area of effect when it is created, and if a character ends their turn inside it.
+ Acid Puddles
If a character enters an acid puddle, they automatically take damage from it. If an acid puddle is created in a square a character is in, a roll of [1d10 vs MOVE] is made. On a failure (a result not higher than MOVE) no damage is taken, on a success the Acid causes damage. Acid damage ignores Armor. Flying creatures are not effected by moving onto an Acid tile, but are still effected if acid is created in their square.
========================================================================================
==== SPECIAL DAMAGE TYPES =================================================================
===========================================================================================
While the damage of the vast majority attacks is reduced by Armor as normal, there are some damage types that ignore Armor and are instead reduced by other means. (down to a minimum amount of 1)
+ Arcane
Arcane damage ignores Armor, but is reduced by a character's MAG.
+ Electricity
Electricity damage ignores Armor, but is reduced by the amount of VIT a character has.
+Fire
When a character enters a tile with fire in it, or fire is created in a square they're in, they receive a 'fire' debuff with a set magnitude. This debuff deals 1 point of damage for every point of magnitude. Fire magnitude is not reduced by recovery, but instead is reduced by 1 for every unique square the character moves into during their turn. (Moving into a square they have already visited this round will not reduce the debuff.) Entering a water square immediately removes the fire debuff. Fire magnitude does not stack, but a higher value will overwrite a lower one. Flying creatures are not effected by entering a fire tile, but are still effected if fire is created in their square.
===========================================================================================
==== FAMILIARS =============================================================================
===========================================================================================
'Familiar' is a catchall term for a NPC that will fight alongside your character.
Familiar attacks and movement are controlled by the GM and are performed after all friendly Actions in a turn.
There is no way of directly dictating what a familiar should attack, or what specific movement path they will take.
Except in some special cases, familiars will not move into the Fog of War, and cannot make visibility checks.
A character can give basic commands to their Familiar as a Free Action
All familiars have the basic Commands, though some Familiars 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 it's 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 it's owner.
+ Defend Command ------------------------------------------------------------------------------------------
The Familiar will stay near it's owner, and will attack hostile creatures that are within its move distance from the player. If there are no enemies within this distance it will move to the player.
+ Heel Command ------------------------------------------------------------------------------------------
The Familiar will try to stay as close as possible to its owner and will not attack.
+ Stay Command ------------------------------------------------------------------------------------------
The familiar will stay in it's current position. The owner can specify if it should attack or not.
===============================================================================
==== 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.
===========================================================================
==== TRAP MECHANICS =======================================================
===========================================================================
Traps objects will usually be Obstacles on the map, 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 ENEMIES =======================================================
===========================================================================
Some enemies (usually champions) can take up multiple tiles. 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 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 by Champions, (and very rarely by normal 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 [1d10 vs MOVE] roll to avoid damage. This may only occur once per the trampling unit's entire move. Units at the position where an enemy with trample ends their move are displaced to squares adjacent to the unit with trample.